Starter Set - Dragons of Stormwreck Isle
Starter Set - Dragons of Stormwreck Isle
Starter Set - Dragons of Stormwreck Isle
23
What's in This Set ................................... 2 The Order of Combat ........................... 9 Range ..................................................... 23
Getting Started ......................................... 2 Movement & Position......................... 11 Components ......................................... 24
Rhythm of Play ......................................... 2 Actions in Combat............................... 12 Duration ................................................ 2 4
Game Dice ................................................. 3 Making an Attack................................ 13 Areas o f Effect ..................................... 25
Terms to Remember................................ 3 Cover ...................................................... 14 Targets ................................................... 26
Chapter 1: Playing the Game ................. 4 Ranged Attacks ................................... 14 Saving Throws .................................... 26
Six Abilities ............................................... 4 Melee Attacks....................................... 14 Attack Rolls .......................................... 26
The d20 Roll.............................................. 4 Damage & Healing ............................. 15 Combining Spells .................................. 26
Proficiencies.............................................. 5 Mounted Combat................................. 17 Spell Descriptions ................................. 26
Advantage & Disadvantage.................... 5 Underwater Combat........................... 17 Appendix: Conditions ............. Back cover
Ability Checks ........................................... 5 Resting ..................................................... 17
Skills ........................................................ 6 Chapter 2: Equipment ............................ 18 CREDITS
Working Together ................................. 7 Coins ......................................................... 18 Lead Designer: Jeremy Crawford
Saving Throws ......................................... 7 Buying & Selling .................................... 18 Art Director: Kate Irwin
Social Interaction .................................... 7 Equipment Proficiencies ...................... 18
Cover Illustrator: Ilse Gort
Alignment .................................................. 7 Armor ........................................................ 19
Interior lllustrators: Olivier Bernard, Linda
The Environment......................................... 8 Weapons................................................... 19
Lithen, Alex Stone, Richard Whitters,
Travel ....................................................... 8 Weapon Properties ............................. 19 Shawn Wood
Falling ...................................................... 8 Improvised Weapons ......................... 21 Graphic Designer: Bob Jordan
Vision ....................................................... 8 Adventuring Gear .................................. 21
Proofreaders: Judy Bauer, Makenzie De
Hiding ...................................................... 8 Chapter 3: Spells . . .
.... .. ........... .................. 22
Armas, Christopher Perkins, James Wyatt
Interacting with Objects ...................... 9 Gaining Spells ........................................ 22
Product Manager: Natalie Egan
Finding Hidden Things ....................... 9 Casting a Spell........................................ 22 Producer: Rob Hawkey
Suffocating ............................................. 9 Spell Level ............................................ 22
School of Magic ................................... 23 Based on the Player's Handbook® (2014)
TM & ©2022 Wizards.
WELCOME TO DUNGEONS & DRAGONS
DRIVEN BY IMAGINATION, DUNGEONS & DRAGONS BEING T H E DM
is a cooperative game in which the characters you
Instead of choosing a character, one participant
roleplay embark on adventures together in fantasy
takes on the role of the DM, the game's lead story
worlds filled with monsters and magic. This set
teller and referee. The DM runs the adventure for
gives you and up to five of your friends everything
the characters, who navigate its hazards and decide
you need-besides your imagination and a pencil
which paths to explore. The DM describes the loca
to journey in one of those worlds.
tions and creatures that the adventurers face, and
the players decide what they want their characters
WHA T' S I N TH I S SET to do. Then the DM, using imagination and the
This set includes the following components: game's rules, determines the results of the adven
Rulebook. This rulebook contains all the rules you turers' actions and narrates what they experience.
need to start playing D&D. Because the DM can improvise to react to anything
Adventure Booklet. The other booklet in this set the players attempt, D&D is infinitely flexible.
contains an adventure for you to play. Only the If you decide to be the DM, make sure to famil
person who's going to run the adventure should iarize yourself with this rulebook, and read the ad
read that booklet. venture booklet. You'll then be ready to gather your
Character Sheets. Five different characters-a friends together to play.
cleric, a fighter, a paladin, a rogue, and a wizard
are provided for up to five players to choose from. RHYTHM OF P LAY
The characters that your group choose will go on Once the DM is ready to run the adventure and the
the adventure in the adventure booklet. players have chosen their characters, the group
Dice. All the dice you need to play are included. gathers for a session of play. In a typical D&D ses
sion, play unfolds in encounters-similar to how a
GETTING STAR TED movie comprises scenes-and in each encounter,
I f this i s your first time playing D&D, start b y read there are chances for the DM to describe creatures
ing the rest of this introduction and chapter 1. They and places and for characters to make choices.
tell you the most important rules for play. V isit Here's an example of the start of an encounter:
dnd.wizards.com/starter for additional guidance.
The next step is to decide who is Dungeon Master (OM): A c r u m b l i n g castle sta n d s
going to run the adventure-that among the trees, the r u i n s of seven towers j utti ng
person is called the Dungeon Mas
u p from it l ike broken teeth . A n a rchway l ittered with
ter or DM-and who's going to play
rusted m etal gapes open at the top of a s hort fl ight of
the adventurers.
steps. just i nside that openi ng, you spot two skeletal
BEING A PLAYER guards with glowing red eyes.
Each player chooses a character, an adventurer who Phillip (playing Nica, the cleric): Let's send the
teams up with the other players' adventurers. This rogue up a h ead to look in and see if there are m o re
set comes with several characters to choose from, than two guards.
each one printed on their own sheet. Take a look at Amy (playing Diana, the rogue): OK, I ' l l s neak u p
each of the sheets, and choose the character who
u nt i l I can peer i n through t h e entran ce.
looks the most fun to play. Whichever characters
you and the other players choose, the characters OM: All right, let's see how sneaky you are. Make a
are assumed to be allies as they face the dangers Dexterity check.
of D&D together. The DM presents exciting chal Amy: Usi n g my Stealth p roficiency, right?
lenges, new friends, and handsome rewards to your OM: You bet.
characters. The DM is not your foe but does present Amy (rolling a d20): D i a n a's p retty s neaky
dangers that provide opportunities for your adven
that's a 17.
turers to shine and then thrive.
OM: There's no sign the skel etal guard s s pot you,
The adventure in this set works best for four or
five characters, so if you have fewer than four play and you d on't notice any others.
ers, we recommend some of you play more than one
character.
SKILLS
Ability Skill Example Uses
Strength Ath l etics J u m p farther than normal, stay afloat i n rough water, or break someth i ng.
Dexterity Acrobatics Stay on you r feet in a tricky situation, or perform an acrobatic stunt.
Sleight of Hand Pick someone's pocket, conceal a handheld object, or perform legerdemain.
Stealth Escape notice by moving silently and hiding b e h i nd t h i n gs.
I ntel l i gence Arcana Reca l l lore about spells, magic items, and the p l a nes of existence.
H istory Recal l lore about h i storical events, people, nations, and cultures.
I nvestigation Find obscure i nformation i n books, or ded uce cl ues about how something works.
N at u re Recal l lore about terra i n , p l ants, animals, and weather.
Religion Reca l l lore about god s , rel igious ritu als, and holy symbols.
Wisdom Animal H a n d l i n g Intuit a n a n i m al's i ntentions, calm an a n i mal, or tra i n an a n i m a l .
Insight Discern a person's mood and i ntentions.
Medicine Diagnose an i l l ness, or determine what kil led the recently slain.
Perception Usi n g a com b i nation of senses, notice someth i n g that's easy to m i ss.
S u rvival Follow tracks, forage, fi nd you r way i n the wilderness, or avoid natural hazards.
Charisma Deception Tel l a convincing lie, or wear a disguise convi ncingly.
I nti midation Awe or th reaten someone i nto doi n g what you want.
Performance Perform m u sic, dance, acti ng, or storytel l i n g.
Persuasion Honestly and graciously convince someone of somet h i n g.
ACTIONS I N C OM BAT
When you take your action on your turn, you can
take one of the actions presented here. When you
describe an action not detailed here, the DM tells
what kind of roll you need to make, if any, to deter
mine success or failure.
ATTA C K
The most common action to take i n combat is the HEL P
Attack action. With this action, you make one at You can lend your aid to another creature in the
tack with a weapon or an unarmed strike. See the completion of a task. When you take the Help ac
"Making an Attack" section for the rules that gov tion, the creature you aid gains advantage on the
ern attacks. next ability check it makes to perform the task you
are helping with, provided that it makes the check
CA ST A SPELL before the start of your next turn.
Most spells require an action to cast. See chapter 3 Alternatively, you can make it easier to hit a crea
for the rules on casting a spell. ture within 5 feet of you by distracting the target,
such as with a feint. You thereby give advantage to
DA SH the next attack roll against the target that is made by
When you take the Dash action, you gain extra one of your allies before your next turn.
movement for the current turn. The increase equals
your speed, after applying any modifiers. With a HI DE
speed of 30 feet, for example, you can move up to 60 When you take the Hide action, you make a Dexter
feet on your turn if you take the Dash action. ity (Stealth) check in an attempt to hide, following
the rules on page 8 for hiding. If you succeed, -you
DI SE NGAGE gain the benefits described in the "Unseen Attack
If you take the Disengage action, your movement ers and Targets" section later in this chapter.
doesn't provoke opportunity attacks (see page 14)
for the rest of the turn. REA DY
Sometimes you want to wait for a particular circum
D ODGE stance before you act. To do so, you take the Ready
When you take the Dodge action, you focus on action on your turn, which lets you act using your
avoiding attacks. Until the start of your next turn, reaction before the start of your next turn.
any attack roll made against you has disadvantage First, you decide what perceivable circumstance
if you can see the attacker, and you make Dexterity will trigger your reaction. Then you choose the
saving throws with advantage. You lose this benefit action you will take in response to that trigger, or
if you receive the incapacitated condition (explained you choose to move up to your speed in response
in the appendix) or if your speed is reduced to 0 by a to it. Examples include "If the cultist steps on the
condition or another effect. trapdoor, I'll pull the lever that opens it," and "If the
zombie steps next to me, I'll move away."
When the trigger occurs, you can either take your
reaction right after the trigger finishes or ignore it.
C H A P T ER l I P LAYING T H E GAME
When you ready a spell, you cast it as normal but 1: Choose a target. Pick a target within your at- .
hold its energy, which you release with your reaction tack's range: a creature, an object, or a location.
when the trigger occurs. To be readied, a spell must 2: Determine modifiers. The DM determines
have a casting time of 1 action, and holding on to whether the target has cover and whether you
the spell's magic requires concentration (explained have advantage or disadvantage against the tar
in chapter 3). If your concentration is broken, the get. In addition, spells, special abilities, and other
readied spell dissipates without taking effect. effects can apply penalties or bonuses to your
attack roll.
SEA RCH 3: Resolve the attack. Make the attack roll. On a
When you take the Search action, you devote your hit, you roll damage, unless the particular attack
attention to finding something, and the DM might has rules that specify otherwise. Some attacks
have you make a Wisdom (Perception) check or an cause special effects in addition to or instead
Intelligence (Investigation) check. of damage.
U SE A MAGI C ITE M ATTACK ROLL S
If you have a magic item that requires an action to When you make an attack, your attack roll deter
use, you take the Use a Magic Item action. mines whether the attack hits or misses. To make
an attack roll, roll a d20 and add the appropriate
U SE A N OBJE CT
modifiers. If the total of the roll plus modifiers
You normally interact with an object while doing
equals or exceeds the target's Armor Class (AC), the
something else, such as when you draw a sword
attack hits.
as part of an attack. When a nonmagical object
When a character makes an attack roll, the two
requires your action, you take the Use an Object
most common modifiers to the roll are an ability
action. You can also take this action to interact with
modifier and the character's proficiency bonus.
more than one object on your turn.
When a monster makes an attack roll, it uses what
U SE A SPE CIAL ABILITY ever modifier is provided in its stat block.
Many class features give you special ways to use Ability Modifier. The ability modifier used for
your action. Monsters also have their own special a melee weapon attack is Strength, and the abil
actions, as detailed in their stat blocks. ity modifier used for a ranged weapon attack is
Dexterity.
M A KI NG AN ATTACK Some spells also require an attack roll. The abil
When you t�ke the Attack action, you can make a ity modifier used for a spell attack depends on the
weapon attack. If you take the Cast a Spell action, spellcasting ability of the spellcaster, as specified on
some spells involve making a spell attack, and the the spellcaster's character sheet or in its stat block.
Use a Magic Item, Use an Object, and Use a Special See chapter 3 for more information on ·spellcasting.
Proficiency Bonus. You add your proficiency
Ability actions sometimes involve an item or a fea
ture that requires an attack. bonus to your attack roll when you attack using a
weapon you have proficiency with, as well as when
Two ATTA C K TYPE S you attack with a spell.
There are two types of attacks in the game: weapon
attacks and spell attacks. The rules tell you an
ROLLING 1 OR 2 0
attack's type and whether the type matters in a I f a n attack roll gets a 20 on the d20, the attack hits
particular situation. Weapon attacks are generally regardless of any modifiers or the target's AC. This
physical attacks with weapons (listed in chapter 2) is called a critical hit, which is explained later in
and the like. Spell attacks involve spells and other this chapter.
forms of magic. If an attack roll gets a 1 on the d20, the at
Regardless of an attack's type, it follows the rules tack misses regardless of any modifiers or the
in this section, and if there's ever any question target's AC.
whether something you're doing counts as an at U N SEE N ATTACKE RS A N D TA RGETS
tack, the rule is simple: if you're making an attack When you make an attack roll against a target you
roll, you're making an attack. can't see, you have disadvantage on the roll. This is
ATTA C K STRUCTURE true whether you're guessing the target's location or
Whether you're striking with a melee weapon, firing you're targeting a creature you can hear but not see.
a weapon at range, or making an attack roll as part If the target isn't in the location you targeted, you
of a spell, an attack has the following structure: automatically miss, but the DM typically just says
that the attack missed, not whether you guessed the
target's location correctly.
RANGED ATTACKS
When you make a ranged attack, you fire a bow or
a crossbow, hurl a handaxe, or otherwise send pro
jectiles to strike a foe at a distance. Many spells also
involve making a ranged attack.
RA NGE
You can make ranged attacks only against targets
within a specified range. If a ranged attack, such as
one made with a spell, has a single range, you can't
attack a target beyond this range.
Some ranged attacks, such as those made with
a longbow or a shortbow, have two ranges. The
smaller number is the normal range, and the larger
number is the long range. Your attack roll has disad
vantage when your target is beyond normal range,
and you can't attack a target beyond the long range.
E QUIPMENT
ADVENTURERS ACQUIRE MANY KINDS OF EQUIPMENT
BUYIN G & SELLIN G
on their journeys. This chapter describes equipment
that appears on a character sheet and that can be This chapter lists the prices of weapons, armor, and
added to the sheet later. Characters gain most of other kinds of adventuring gear. The DM lets you
their equipment by buying it in a shop or finding it in know if a shop has a particular item for sale and
a dungeon. Adventurers also sometimes find magic whether it's available for the standard price.
items, the details of which the DM provides. If you want to sell something, equipment fetches
half its cost when sold. Weapons and armor used
by monsters are rarely in good enough condition to
C O IN S sell. In contrast, gems, jewelry, and art objects re
Characters find coins on their adventures and can tain their full value in the marketplace, a.nd in most
spend those coins in shops, inns, and other busi places, magic items are priceless and therefore diffi
nesses they visit. Coins come in different denomina cult to sell.
tions based on the relative worth of their material.
The Coin V�lues table lists the coins and how much
E QU I PM EN T PR OFIC I EN C I E S
they're worth relative to one another. For example, it
shows that a gold piece is worth 100 copper pieces. Anyone can equip the items in this chapter, but the
A coin weighs about a third of an ounce, so fifty following items require you to have proficiency with
coins weigh a pound. the item to unlock all of the item's functionality:
Armor. Anyone can don a suit of armor, but only
CO I N VA L U E S those proficient with it can wear it effectively.
Coin cp sp ep gp pp Your character sheet lists your character's armor
Copper (cp) l 1 / 10 1 /50 1/100 l / l ,000 proficiencies. If you wear armor that you lack pro
S i lver (sp) 10 1/5 1/10 1/100 ficiency with, you have disadvantage on any ability
check, saving throw, or attack roll that involves
Electrum (ep) so 5 1/2 1/20
Strength or Dexterity, and you can't cast spells.
Gold (gp) 100 10 2 1/10
Weapons. Anyone can wield a weapon, but you
Plati n u m ( p p) 1 ,000 1 00 20 10 must have proficiency with it to add your profi
ciency bonus to an attack roll you make with it.
C H A PTER 2 I E QU I P M ENT
ARMOR
Armor Armor Class (AC) Strength Stealth Cost Weight
Light Armor (1 minute to don or doff)
Leather 11 + Dex modifier 1 0 gp 10 l b
Studded l eather 12 + Dex modifier 4S g p 1 3 lb
Medium Armor (5 minutes to don and 7 minute to doff)
H ide 12 + Dex modifier (max 2) 1 0 gp 12 lb
Chain s h i rt 1 3 + Dex modifier (max 2) so gp 20 lb
Scale mail 1 4 + Dex modifier (max 2) Disadvantage so gp 4S l b
B reastplate 1 4 + Dex modifier (max 2) 400 gp 20 l b
Half plate l S + Dex modifier (max 2) Disadva ntage 7SO gp 40 1 b
Heavy Armor ( 7 0 minutes to don and 5 minutes to doff)
Ring mail 14 Disadvantage 30 gp 40 l b
Chain m a i l 16 Str 1 3 Di sadvantage 7S gp SS lb
S p l i nt 17 Str l S Disadva ntage 200 gp 60 l b
Plate 18 Str l S Disadvantage l , SOO gp 6S l b
Tools.Certain tools, such as thieves' tools, require Melee o r Ranged. A weapon i s classified as either
you to have proficiency with the tool to add your melee or ranged. A melee weapon is used to attack
proficiency bonus to your ability checks with it. a target within 5 feet, whereas a ranged weapon is
made to attack at a greater distance.
ARM OR Damage. The table lists the amount of damage a
The Armor table gives the key details of the various weapon deals when an attacker hits with it.
Properties. If a weapon has a property, that prop
armors available. A creature can wear only one
suit of armor at a time. The table lists the cost and erty is listed in the Properties column. Each prop
weight of the armor, as well as the following details: erty is defined in the "Weapon Properties" section.
C H A P T E R 2 I E QUIPMENT
WE A P O N S
Name Damage Properties Cost Weight
Simple Melee Weapons
Club l d4 b l udgeo n i n g Light l sp 2 1b
Dagger l d4 piercing Finesse, l ight, thrown (range 20/60) 2 gp l lb
G reatcl u b l d 8 bl udgeoning Two-handed 2 sp l O lb
H a n daxe l d 6 slas hi n g Light, t h rown (range 20/60) s gp 2 lb
J ave l i n l d 6 piercing Th rown (ran ge 3 0/1 20) S sp 2 lb
Light hammer l d4 b l u d geoning Light, t h rown (range 20/60) 2 gp 2 1b
Mace l d6 bludgeoning s gp 4 lb
Quarterstaff l d 6 b l u d geon i ng Versati l e ( l d8) 2 sp 4 lb
Spear ld6 piercing Th rown (range 20/60), versati l e ( l d 8) l gp 3 lb
Simple Ranged Weapons
Crossbow, l ight l d 8 pierci n g A m m u n ition (range 80/ 320) , loading, two-handed 2S gp s lb
Dart l d4 piercing Fi nesse, t h rown (ra nge 20/60) S cp 1/4 l b
Shortbow l d 6 pierci n g A m m u nition (ran ge 80/320) . two-handed 2S gp 2 lb
Sling l d4 b l u d geo n i n g A m m u nition (range 30/1 20) l sp
Martial Melee Weapons
Battleaxe l d8 slashing Versatile ( l d l O) 10 gp 4 lb
Flail l d8 b l u d geoning 10 gp 2 lb
G reataxe l d l 2 slas h i ng Heavy, two-handed 30 gp 7 lb
G reatsword 2d6 slashing Heavy, two-handed so gp 6 lb
Hal berd l d l O slashing Heavy, reach , two-handed 20 gp 6 lb
Longsword l d8 slas h i ng Versat i l e ( l d l O) l S gp 3 lb
Maul 2 d 6 bludgeoning Heavy, two-handed 10 gp l O lb
Morni ngstar l d 8 piercing lS gp 4 1b
Rapier ld8 piercing Finesse 2S gp 2 lb
Scimitar l d 6 slash i n g Finesse, l i ght 2S gp 3 lb
Shortsword l d 6 pierc i n g Finesse, l ight 10 gp 2 lb
Trident l d 6 piercing Thrown (range 20/60) , versatile ( l d 8) s gp 4 lb
Warh a m m er l d8 b l u d geoning Versatile ( l d l O) l S gp 2 lb
Martial Ranged Weapons
Crossbow, hand ld6 pierci n g A m m u n ition (range 30/ 120) , l ight, load i ng 7S gp 3 lb
Crossbow, heavy l d l O piercing A m m u nition (range 100/400) , heavy, loadi ng, two-handed so gp 18 lb
Longbow l d8 piercing A m m u nition (range l S0/600) , heavy, two-handed so gp 2 lb
Range. A weapon that can be used to make a the weapon is a melee weapon, you use the same
ranged attack has a range shown in parentheses ability modifier for that attack roll and damage
after the ammunition or thrown property. The roll that you would use for a melee attack with the
range lists two numbers. The first is the weapon's weapon. For example, if you throw a handaxe, you
normal range in feet, and the second indicates use your Strength, but if you throw a dagger, you
the weapon's long range. When attacking a target can use either your Strength or your Dexterity,
beyond normal range, you have disadvantage on since the dagger has the finesse property.
the attack roll. You can't attack a target beyond the Two-Handed. This weapon requires two hands
weapon's long range. when you attack with it.
Reach. A reach weapon adds 5 feet to your reach Versatile. This weapon can be used with one or two
when you attack with it, as well as when determin hands. A damage value in parentheses appears
ing your reach for opportunity attacks with it. with the property. That's the damage dealt when
Thrown. If a weapon has the thrown property, you the weapon is used with two hands to make a me
can throw the weapon to make a ranged attack. If lee attack.
C H A PTER 2 I E QUIPMENT
I M PROVISED WEA P O N S LIFTING AND CA R RYING
An improvised weapon i s an object wielded as a Here a re the rules for how m u c h a creature can ca rry.
makeshift weapon, such as broken glass, a table leg, Carrying Capacity. You r carryi ng capacity is your
or a frying pan. Even a simple or martial weapon Strength score m u ltiplied by 1 5 . This i s the weight (in
counts as an improvised weapon if it's wielded in poun ds) that you can ca rry, which is h igh enough that
most characters d on't usually have to worry about it.
a way contrary to its design; if you use a ranged
Push, Drag, or Lift. You can push, d rag, or l i ft a
weapon to make a melee attack or throw a melee weight in pounds u p to twice your carrying capacity (or
weapon that lacks the thrown property, the weapon 30 times you r Strength score). While pushing or d rag
counts as an improvised weapon for that attack. ging weight in excess of your carrying capacity, your
Here are the rules for an improvised weapon: speed d rops to 5 feet.
Size and Strength. La rger creatures can bear m o re
Proficiency. You don't add your proficiency bonus to weight, whereas Tiny creatu res can carry less. For each
attack rolls with it. size category above M e d i u m , double the creature's
Damage. On a hit, the weapon deals ld4 damage of carrying capacity and the a m o u nt it can p u s h , d rag, or
a type the DM thinks is appropriate to the object. l ift. For a Tiny creature, h alve these weights.
Range. If you throw the weapon, it has a normal
range of 20 feet and a long range of 60 feet. feet, shattering it on impact. Make a ranged attack
against a target, treating the oil as an improvised
If an improvised weapon resembles a weapon on
weapon. On a hit, the target is covered in oil. If the
the Weapons table, the DM may say it functions as
target takes any fire damage before the oil dries
that weapon and uses that weapon's rules. For ex
(after 1 minute), the target takes an additional 5
ample, the DM could treat a table leg as a club.
fire damage from the burning oil. You can also
pour a flask of oil on the ground to cover a 5 -foot
A DV EN TUR IN G GEAR square area that is level. If lit, the oil burns for 2
Here are some special items (with their prices and rounds and deals 5 fire damage to any creature
weights) that adventurers find useful: that enters the area or ends its turn there. A crea
Candle (1 cp, 0 lb). For 1 hour, this candle sheds ture can take this damage only once per turn.
Quiver (1 gp, 1 lb). This quiver holds up to 20 ar
bright light in a 5 -foot radius and dim light for an
additional 5 feet. rows or bolts.
Rations (5 sp, 2 lb). These rations are enough for
Disguise Kit (25 gp, 3 lb). This pouch of cosmetics
and props lets you create disguises. Proficiency one person for one day and include jerky, dried
with this kit lets you add your proficiency bonus to fruit, hardtack, and nuts.
Rope, Hempen (1 gp, 10 lb) or Silk (10 gp, 5 lb).
any ability checks you make to create a disguise.
Healer's Kit (5 gp, 3 lb). This kit is a pouch contain
This rope is 50 feet long, has 2 hit points, and can
ing bandages, salves, and splints. It has ten uses. be burst with a DC 17 Strength check.
As an action, you can expend one use of the kit to Shield (10 gp, 6 lb). This shield is made of wood
stabilize a creature that has 0 hit points, without or metal. Equipping it requires an action. While
needing to make a Wisdom ( Medicine) check. equipped, the shield increases your AC by 2 if you
Holy Water (25 gp, 1 lb). As an action, you can
have shield proficiency. You can benefit from only
splash this water onto a creature within 5 feet of one shield at a time.
Thieves' Tools (25 gp, 1 lb). This set of tools in
you or throw it up to 20 feet, shattering it on im
pact. In either case, make a ranged attack against cludes a small file, lock picks, a small mirror with
a target creature, treating the holy water as an a metal handle, a set of narrow-bladed scissors,
improvised weapon. If the target is a Fiend or an and a pair of pliers. Proficiency with these tools
Undead, it takes 2d6 radiant damage on a hit. lets you add your proficiency bonus to any ability
Lantern, Bullseye (10 gp, 2 lb). This lantern casts checks you make to disarm traps or open locks.
Tinderbox (5 sp, 1 lb). This container holds flint,
bright light in a 60-foot cone and dim light for an
additional 60 feet. It burns for 6 hours on a flask fire steel, and tinder used to kindle a fire. Using it
(1 pint) of oil. to light a torch-or anything else with abundant,
Lock (10 gp, 1 lb). A key is provided with this lock.
exposed fuel-takes an action. Lighting any other
A creature proficient with thieves' tools can pick fire takes 1 minute.
Torch (1 cp, 1 lb). This torch burns for 1 hour,
the lock with a successful DC 15 Dexterity check.
Oil (1 sp, 1 lb). This oil comes in a flask that holds
providing bright light in a 20-foot radius and dim
1 pint. As an action, you can splash the oil onto a light for an additional 20 feet. If you make a me
creature within 5 feet of you or throw it up to 20 lee attack with a burning torch and hit, it deals 1
fire damage.
C H A PTER 2 I EQUIPMENT
CHAPTER 3
SPELLS
MAGIC PERMEATES THE WORLDS OF D&D AND MOST SPELL LEVEL
often appears in the form of a magic spell. This
Every spell has a level from 0 to 9, which is indi
chapter provides the rules for casting spells, which
cated in a spell's description. A spell's level is a gen
can create many sorts of wonders. The chapter also
eral indicator of how powerful it is. Cantrips-sim
includes a collection of spells for use by spellcasters,
ple spells that can be cast almost by rote-are level
such as the cleric, the wizard, and the paladin.
0. The rules for each spellcasting class (shown on
the character sheet) say when members of that class
GA I N ING SPELLS gain access to spells of certain levels.
Before a spellcaster can use a spell, they must have
the spell firmly fixed in mind or must have access to SPE LL SLOTS
the spell in a magic item. Members of a few classes Spellcasting is taxing, so a spellcaster can cast only
(such as the sorcerer in the Player's Handbo ok) a limited number of spells before resting. Spell slots
have a limited list of spells that are always fixed in are the main way a spellcaster's magical potential
mind. The same thing is true of many magic-using is represented, and each spellcasting class gives its
monsters. Other spellcasters, such as clerics and members a limited number of spell slots of certain
wizards, undergo a process of preparing spells. spell levels. For example, a 3rd-level wizard has four
This process varies for different classes, as detailed 1st-level spell slots and two 2nd-level slots.
in the description of their Spellcasting features. When you cast a spell, you expend a slot of that
spell's level or higher, effectively "filling" a slot with
CA STING A SPELL the spell. You can think of a spell slot as a groove of
Whenever a creature casts a spell, the same basic a certain size-small for a 1st-level slot, larger for a
rules are followed, and the descriptions of all spells spell of higher level. A 1st-level spell fits into a slot of
are structured alike. Each spell description begins any size, but a 2nd-level spell fits only in a slot that's
with the spell's name, level, school of magic, casting at least 2nd level. So when a 3rd-level wizard casts
time, range, components, and duration. The rest of a magic missile, a 1st-level spell, that wizard spends
spell entry describes the spell's effect. The following one of four 1st-level slots and has three remaining.
sections explain each part of a spell description. Finishing a long rest restores any expended spell
slots (see page 17 for the rules on resting).
CASTI NG AT A HIGHE R LE VE L
CASTING IN ARM O R
When a spellcaster casts a spell using a slot that is
Because o f t h e mental focus and precise gestures
of a higher level than the spell, the spell takes on req u i red for spellcasti n g, you must be proficient with
the higher level for that casting. For instance, if a the armor you are wearing to cast a spell (as noted i n
wizard casts magic missile using a 2nd-level slot, ch apter 2) . You a re otherwise too d istracted and physi
that magic missile is 2nd level. Effectively, the spell cally h a m pered by your armor for spel lcasting.
expands to fill the slot it is put into.
Some spells, such as magic missile and cure CASTING TI M E
wounds, have more powerful effects when cast at a
Most spells require a single action to cast, but some
higher level, as detailed in a spell's description.
spells require a bonus action, a reaction, or much
C ASTI NG WITH OUT SLOTS more time to cast.
There are several ways to cast a spell without ex
BONUS A CTION
pending a spell slot:
A spell cast with a bonus action is especially swift.
Cantrips. A spell of 0 level (aka a cantrip) can be You must use a bonus action on your turn to cast
cast without a spell slot. the spell, provided that you haven't already taken a
Rituals. Certain spells have a special tag: "ritual." bonus action this turn. You can't cast another spell
Such a spell can be cast following the normal during the same turn, except for a cantrip with a
rules for spellcasting, or the spell can be cast as a casting time of 1 action.
ritual. The ritual version of a spell takes 10 min
utes longer to cast than normal. It also doesn't ex RE ACTIONS
pend a spell slot. To cast a spell as a ritual, a spell Some spells can be cast as reactions. These spells
caster _must have a feature that grants the ability take a fraction of a second to bring about and are
to do so. The cleric and wizard, for example, have cast in response to some event. If a spell can be cast
such a feature. The caster must also have the spell as a reaction, the spell description tells you exactly
prepared, unless the character's ritual feature when you can do so.
specifies otherwise, as the wizard's does.
LONGE R CASTI NG TIME S
Special Abilities. Some characters and monsters
Certain spells (including spells cast as rituals)
have special abilities that allow them to cast spe
require more time to cast: minutes or even hours.
cific spells without a spell slot. This casting is usu
When you cast a spell with a casting time longer
ally limited in another way, such as being able to
than a single action or reaction, you must spend
cast the spell a limited number of times per day.
your action each turn casting the spell, and you
Magic Items. Spell scrolls and some other magic
must maintain your concentration while you do so
items contain spells that can be cast without a
(see "Concentration" later in this chapter). If your
spell slot. The description of such an item speci
concentration is broken, the spell fails, but you don't
fies how many times a spell can be cast from it.
expend a spell slot. If you want to try casting the
S C H O O L OF M AGIC spell again, you must start over.
Each spell is part of a magical category, which is RANGE
called a school of magic. The schools of magic are
A spell's range indicates how far away from the
listed in the Schools of Magic table. These catego
spellcaster the spell's effect can originate, and the
ries help describe spells but have no rules of their
spell's description specifies which part of the effect
own, although some other rules refer to them.
is limited by the range. Once a spell is cast, its ef
S C H O OLS OF MAG IC fects aren't restricted by its range, unless the spell's
description says otherwise.
School Typical Effects
A range typically takes one of the following forms:
Abj u ration Prevents o r negates harmfu l effects
Distance. The range is expressed in feet.
Conj u ration Transports creatures or objects
Touch. The spell's effect originates on something
Divination Reveals thoughts, p l aces , and times
the spellcaster must touch, as defined in the spell.
Enchantment I nfluences others' m i nds Self. A spell with a range of "Self" can be cast only
Evocation Channels magical energy to create de- on the spellcaster.
structive o r healing effects Self (Area of Effect). A spell with a range of "Self"
I l lusion Deceives the m i n d o r senses followed by an area of effect in parentheses, such
N ecromancy M a n i p u lates l i fe and death as "Self ( 15 -foot cone)," creates an area of effect
Transm utation Transforms creatures or objects
that originates from the spellcaster (see "Areas of
Effect" later in this chapter).
C H A PTER 3 I SPELLS
C OM P O N E NT S S P E L L C A S T I N G FO C U S E S
A spell's components are the physical requirements Focus Usage Cost Weight
the spellcaster must meet in order to cast it. Each Arcane Focuses (Wizards)
spell's description indicates whether it requires ver Crystal Held 10 g p 1 lb
bal (V ), somatic (S), or material ( M ) components. If Orb Held 20 gp 3 lb
the spellcaster can't provide one or more of a spell's Rod Held 10gp 2 lb
components, the spellcaster can't cast the spell.
Staff Held 5 gp 4 lb
VE RBAL (V) Wan d Held 10 g p 1 lb
A verbal component is the chanting of mystic words. Holy Symbols (Clerics and Paladins)
The words themselves aren't the source of the Amu let Held o r worn 5 gp 1 lb
spell's power; rather, the particular combination of Emblem H e ld o r worn 5 gp
sounds, with specific pitch and resonance, sets the
Reliq u ary Held o r worn 5 gp 2 lb
threads of magic in motion. Thus, a creature who is
gagged or in an area of magical silence can't cast a
D U RATION
spell with a verbal component.
A spell's duration is the length of time the spell per
SOMATI C (S) sists after it is cast. A duration typically takes one of
Spellcasting gestures might include a forceful the following forms:
gesticulation or an intricate set of gestures. If a
Concentration. A duration that requires concentra
spell requires a somatic component, the caster
tion follows the concentration rules below.
must have free use of at least one hand to perform
Instantaneous. A duration of "Instantaneous"
these gestures.
means the spell appears only for a moment and
MATE RIAL (M) can't be dispelled.
Casting some spells requires particular materials, Time Span. A duration that provides a time span
as specified in parentheses in the Components en specifies how long the spell lasts in rounds, min
try. These materials aren't consumed by the spell, utes, hours, or the like. For example, a Duration
unless the spell's description states otherwise. The entry might say "1 minute," meaning the spell
spellcaster must have a hand free to access them, ends after 1 minute has passed.
but it can be the same hand used to perform so
C ON CE NTRATION
matic components, if any.
Some spells require the spellcaster to concentrate
Instead of providing the materials specified in a
to keep the spells' magic active. If the spellcaster
spell, a spellcaster can use a component pouch or a
loses concentration, such a spell ends. If a spell
spellcasting focus (both described below) as the ma
must be maintained with concentration, that fact
terial component. This option is available only when
appears in its Duration entry, and the spell specifies
a spell doesn't consume its materials and doesn't
how long the spellcaster can concentrate on it. The
specify a cost for them.
spellcaster can end concentration at any time (no
Component Pouch (25 gp, 2 Jb). A component
action required).
pouch is a small, watertight leather belt pouch that
Normal activity, such as moving and attacking,
has compartments holding all of a spellcaster's free,
doesn't interfere with concentration. The following
non-consumable material components. The pouch
factors can break concentration:
can be used by any spellcaster.
SpelJcasting Focus. Some spellcasters have the Casting Another Concentration Spell. The spell
special ability to use an object called a spellcasting caster loses concentration on a spell if they start
focus as their spells' material component. casting another spell that requires concentration.
The Spellcasting Focuses table lists focuses avail Taking Damage. Whenever a spellcaster takes
able to wizards (arcane focuses) as well as clerics damage while concentrating on a spell, they must
and paladins (holy symbols). The table's Usage col succeed on a Constitution saving throw to main
umn indicates whether the spellcaster has to hold o_z tain concentration. The DC equals 10 or half the
wear a focus to use it. damage taken (round down), whichever is higher.
Being Incapacitated or Killed. A spellcaster loses
concentration on a spell if they die or suffer the
incapacitated condition (see the appendix).
AREAS OF EFFECT C UBE
A cube's creator selects its point of origin, which lies
Spells such as thunderwave cover an area called
anywhere on a face of the cubic effect. The cube's
an area of effect, which uses the special rules here.
size is expressed as the length of each side.
Some other game features, such as a dragon's
A cube's point of origin isn't included in the cube's
breath, also use these rules.
area of effect, unless its creator decides otherwise.
The description of a spell or another feature spec
ifies whether it has an area of effect, which typically CYLI N DE R
has one of five different shapes: cone, cube, cylinder, A cylinder's point of origin is the center of a circle
line, or sphere. Every area of effect has a point of of a particular radius, as given in the effect's de
origin, a location from which the effect's energy scription. The circle must either be on the ground
erupts. The rules for each shape specify how to posi or at the top of the effect. The energy in a cylinder
tion its point of origin. Typically, a point of origin is a expands in straight lines from the point of origin to
point in space, but some effects have an area whose the perimeter of the circle, forming the base of the
origin is a creature or an object. cylinder. The effect then shoots up from the base or
An effect expands in straight lines from the point down from the top, to a distance equal to the height
of origin. If no unblocked straight line extends from of the cylinder.
the point of origin to a location within the area of ef A cylinder's point of origin is included in the cylin
fect, that location isn't included in the area. To block der's area of effect.
one of these imaginary lines, an obstruction must
provide total cover. LI NE
A line extends from its point of origin in a straight
C ONE path up to its length and covers an area defined by
A cone extends in a direction that its creator its width.
chooses from its point of origin. A cone's width at a A line's point of origin isn't included in the line's
given point along its length is equal to that point's area of effect, unless its creator decides otherwise.
distance from the point of origin. A cone's area of
effect specifies its maximum length. SPHE RE
A cone's point of origin isn't included in the cone's A sphere's creator selects its point of origin, and
area of effect, unless its creator decides otherwise. the sphere extends outward from that point. The
sphere's size is expressed as a radius that extends
from the point.
A sphere's point of origin is included in the
sphere's area of effect.
C H A P T E R 3 I SPELLS
TARGETS SPELL D E S CR I PTION S
A typical spell requires the caster to pick one or The spells are presented in alphabetical order. A
more targets to be affected by the spell's magic. A spell's caster is the "you" addressed in the spell's
spell's description says whether the spell targets description.
creatures, objects, a point of origin for an area of
effect, or something else. BLESS
Unless a spell has a perceptible effect, a creature 1st-Level Enchantment
might not know it was targeted by the spell. An Casting Time: 1 action
effect like lightning is obvious, but a more subtle Range: 30 feet
effect, such as an attempt to read thoughts, typically Components: V, S, M (a sprinkling of holy water)
goes unnoticed, unless a spell says otherwise. Duration: Concentration, up to 1 minute
A CLEAR PATH TO THE TARGET You bless up to three creatures of your choice within
To target something with a spell, a caster must have range. Whenever a target makes an attack roll or a
a clear path to it, so it can't be behind total cover. saving throw before the spell ends, the target can
If a spellcaster places an area of effect at an roll a d4 and add the number rolled to the attack roll
unseen point and an obstruction, such as a wall, or saving throw.
is between the caster and that point, the point of At Higher Levels. When you cast this spell using
origin comes into being on the near side of that a spell slot of 2nd level or higher, you can target one
obstruction. additional creature for each slot level above 1st.
C H A PTER 3 I SPELLS
FL A M I N G S P H E R E
C OMPREH E N D LANGUAGES For the duration, you sense the presence of magic
1st-Level Divina tion (Ritual) within 30 feet of you. If you sense magic in this way,
you can use your action to see a faint aura around
Casting Time: 1 action
any visible creature or object in the area that bears
Range: Self
magic, and you learn its school of magic, if any.
Components: V, S, M (a pinch of soot and salt)
The spell can penetrate most barriers, but it is
Duration: 1 hour
blocked by 1 foot of stone, 1 inch of common metal,
For the duration, you understand the literal mean a thin sheet of lead, or 3 feet of wood or dirt.
ing of any spoken language that you hear. You also
understand any written language that you see, but FLAMING SPHERE
you must be touching the surface on which the 2nd-Level Conjuration
words are written. It takes about 1 minute to read Casting Time: 1 action
one page of text. Range: 60 feet
This spell doesn't decode secret messages in a Components: V, S, M (a bit of tallow, a pinch of
text or a glyph, such as an arcane sigil, that isn't brimstone, and a dusting of powdered iron)
part of a written language. Duration: Concentration, up to 1 minute
C H A PT E R 3 I SPELLS
MAGE HA N D • You create an instantaneous, harmless sensory
Conjuration Cantrip effect, such as a shower of sparks, a puff of wind,
Casting Time: 1 action faint musical notes, or an odd odor.
Range: 30 feet • You instantaneously light or snuff out a candle, a
Components: V, S
torch, or a small campfire.
Duration: 1 minute
• You instantaneously clean or soil an object no
larger than 1 cubic foot.
A spectral, floating hand appears at a point you • You chill, warm, or flavor up to 1 cubic foot of non
choose within range. The hand lasts for the duration living material for 1 hour.
or until you dismiss it as an action. The hand van • You make a color, a small mark, or a symbol ap
ishes if it is ever more than 30 feet away from you or pear on an object or a surface for 1 hour.
if you cast this spell again. • You create a nonmagical trinket or an illusory
You can use your action to control the hand. You image that can fit in your hand and that lasts until
can use the hand to manipulate an object, open an the end of your next turn.
unlocked door or container, stow or retrieve an item
If you cast this spell multiple times, you can have
from an open container, or pour the contents out
up to three of its non-instantaneous effects active
of a vial. You can move the hand up to 30 feet each
at a time, and you can dismiss such an effect as
time you use it.
an action.
The hand can't attack, activate magic items, or
carry more than 10 pounds. P ROTE CTION FROM EVIL A ND Goon
1st-Level Abjuration
MAGIC MISSILE
1st-Level Evocation Casting Time: 1 action
Range: Touch
Casting Time: 1 action
Components: V, S, M (holy water or powdered sil-
Range: 120 feet
ver and iron, which the spell consumes)
Components: V, S
Duration: Concentration, up to 10 minutes
Duration: Instantaneous
Until the spell ends, one willing creature you touch
You create three glowing darts of magical force.
is protected against certain types of creatures:
Each dart hits a creature of your choice that you can
Aberrations, Celestials, Elementals, Fey, Fiends,
see within range. A dart deals 1d4 + 1 force damage
and Undead.
to its target. The darts all strike simultaneously, and
The protection grants several benefits. Creatures
you can direct them to hit one creature or several.
of those types have disadvantage on attack rolls
At Higher Levels. When you cast this spell using
against the target. The target also can't be charmed,
a spell slot of 2nd level or higher, the spell creates
frightened, or possessed by them. If the target is
one more dart for each slot level above 1st.
already charmed, frightened, or possessed by such
MISTY STE P a creature, the target has advantage on any new sav
2nd-Level Conjuration ing throw against the relevant effect.
Casting Time: 1 bonus action RAY OF FROST
Range: Self Evocation Cantrip
Components: V
Casting Time: 1 action
Duration: Instantaneous
Range: 60 feet
Briefly surrounded by silvery mist, you teleport up to Components: V, S
30 feet to an unoccupied space that you can see. Duration: Instantaneous
C H A PT E R 3 I S P E L L S
RAY OF SICKNESS A sudden loud ringing noise, painfully intense,
1st-Level Necromancy erupts from a point of your choice within range.
Each creature in a 10-foot-radius sphere centered on
Casting Time: 1 action
that point must make a Constitution saving throw. A
Range: 60 feet
creature takes 3d8 thunder damage on a failed save,
Components: V, S
or half as much damage on a successful one. A crea
Duration: Instantaneous
ture made of inorganic material such as stone, crys
A ray of sickening greenish energy lashes out to tal, or metal has disadvantage on this saving throw.
ward a creature within range. Make a ranged spell A nonmagical object that isn't being worn or car
attack against the target. On a hit, the target takes ried also takes the damage if it's in the spell's area.
2d8 poison damage and must make a Constitution At Higher Levels. When you cast this spell using
saving throw. On a failed save, it is also poisoned a spell slot of 3rd level or higher, the damage in
until the end of your next turn. creases by 1d8 for each slot level above 2nd.
At Higher Levels. When you cast this spell using
a spell slot of 2nd level or higher, the damage in SHIELD
creases by 1d8 for each slot level above 1 st. 1st-Level Abjuration
Casting Time: 1 reaction, which you take when
SACRED FLAME
you are hit by an attack or targeted by the magic
Evocation Cantrip
missile spell
Casting Time: 1 action Range: Self
Range: 60 feet Components: V, S
Components: V, S Duration: 1 round
Duration: Instantaneous
An invisible barrier of magical force appears and
Flame-like radiance descends on a creature that you protects you. Until the start of your next turn,
can see within range. The target must succeed on you have a +5 bonus to AC, including against the
a Dexterity saving throw or take 1d8 radiant dam triggering attack, and you take no damage from
age. The target gains no benefit from cover for this magic missile.
saving throw.
The spell's damage increases by 1d8 when you SHIELD OF FAITH
reach 5th level (2d8), 1 1th level (3d8), and 17th 1st-Level Abjuration
level (4d8). Casting Time: 1 bonus action
Range: 60 feet
SANCTUARY Components: V, S, M (a small parchment with a bit
1st-Level Abjuration
of holy text written on it)
Casting Time: 1 bonus action Duration: Concentration, up to 10 minutes
Range: 30 feet
A shimmering field appears and surrounds a crea
Components: V, S, M (a small silver mirror)
ture of your choice within range, granting it a +2
Duration: 1 minute
bonus to AC for the duration.
You ward a creature within range against attack.
Until the spell ends, any creature who targets the SHOCKI NG GRASP
warded creature with an attack or a harmful spell Evocation Cantrip
must first make a Wisdom saving throw. On a failed Casting Time: 1 action
save, the creature must choose a new target or lose Range: Touch
the attack or spell. This spell doesn't protect the Components: V, S
warded creature from area effects, such as the ex Duration: Instantaneous
plosion of a fireball.
Lightning springs from your hand to deliver a shock
If the warded creature makes an attack, casts a
to a creature you try to touch. Make a melee spell
spell that affects an enemy, or deals damage to an
attack against the target. You have advantage on the
other creature, this spell ends.
attack roll if the target is wearing armor made of
SHATTER metal. On a hit, the target takes 1d8 lightning dam
2nd-Level Evocation age, and it can't take reactions until the start of its
next turn.
Casting Time: 1 action
The spell's damage increases by 1d8 when you
Range: 60 feet
reach 5th level (2d8), 1 1th level (3d8), and 17th
Components: V, S, M (a chip of mica)
level (4d8).
Duration: Instantaneous
C H A PTE R 3 I S P E L L S
SLEEP THAUMATURGY
1st-Level Enchantment Transmutation Cantrip
Casting Time: 1 action Casting Time: 1 action
Range: 90 feet Range: 30 feet
Components: V, S, M (a pinch of fine sand, rose pet Components: V
als, or a cricket) Duration: Up to 1 minute
Duration: 1 minute
You manifest a minor wonder, a sign of supernatural
This spell sends creatures into a magical slumber. power, within range. You create one of the following
Roll 5d8; the total is how many hit points of crea magical effects within range:
tures this spell can affect. Creatures within 20 feet
Your voice booms up to three times as loud as nor
of a point you choose within range are affected in
•
for 1 minute.
falls unconscious until the spell ends, the sleeper
You create an instantaneous sound that originates
takes damage, or someone uses an action to shake
•
You create a floating, spectral weapon within range A wave of thunderous force sweeps out from you.
that lasts for the duration or until you cast this spell Each creature in a 15-foot cube originating from you
again. When you cast the spell, you can make a me must make a Constitution saving throw. On a failed
lee spell attack against a creature within 5 feet of save, a creature takes 2d8 thunder damage and is
the weapon. On a hit, the target takes force damage pushed 10 feet away from you. On a successful save,
equal to 1d8 + your spellcasting ability modifier. the creature takes half as much damage (round
As a bonus action on your turn, you can move the down) and isn't pushed.
weapon up to 20 feet and repeat the attack against a In addition, unsecured objects that are completely
creature within 5 feet of it. within the area of effect are automatically pushed 10
The weapon can take whatever form you choose. feet away from you by the spell's effect, and the spell
Clerics of deities who are associated with a partic emits a thunderous boom audible out to 300 feet.
ular weapon (as St. Cuthbert is known for his mace At Higher Levels. When you cast this spell using
and Thor for his hammer) make this spell's effect a spell slot of 2nd level or higher, the damage in
resemble that weapon. creases by 1d8 for each slot level above 1st.
At Higher Levels. When you cast this spell
using a spell slot of 3rd level or higher, the dam
age increases by 1d8 for every two slot levels
above the 2nd.
APPENDIX : CONDITIONS
A CONDITION TEMPORA RILY A LTERS A CREATURE'S the purpose of hiding, the creature is heavily
capabilities. The definitions on this page specify obscured. The creature's location can be detected
what happens to a creature while it is affected by a by any noise it makes or any tracks it leaves.
condition. • Attack rolls against the creature have disad
Duration. A condition lasts either until it is coun vantage, and the creature's attack rolls have
tered (the prone condition is countered by standing advantage.
up, for example) or for a duration specified by the
effect that imposed the condition. PA RA LYZE D
No Stacking. If multiple effects impose the same • A paralyzed creature is incapacitated (see the con
condition on a creature, each instance of the condi dition) and can't move or speak.
tion has its own duration, but the condition's effects The creature automatically fails Strength and
don't get worse. A creature either has a condition Dexterity saving throws.
or doesn't. Attack rolls against the creature have advantage.
• Any attack that hits the creature is a critical hit if
BLI N DE D the attacker is within 5 feet of the creature.
• A blinded creature can't see and automatically
fails any ability check that requires sight. P OI SONE D
Attack rolls against the creature have advantage, • A poisoned creature has disadvantage on attack
and the creature's attack rolls have disadvantage. rolls and ability checks.
C HA RME D P RONE
A charmed creature can't attack the charmer or • A prone creature's only movement option is to
target the charmer with harmful abilities or magi crawl, unless it stands up and thereby ends the
cal effects. condition.
The charmer has advantage on any ability check • The creature has disadvantage on attack rolls.
to interact socially with the creature. • An attack roll against the creature has advantage
if the attacker is within 5 feet of the creature. Oth
DEA FE NE D erwise, the attack roll has disadvantage.
• A deafened creature can't hear and automatically
fails any ability check that requires hearing. RE STRAI NE D
• A restrained creature's speed becomes 0, and it
FRIGH TE NE D can't benefit from any bonus to its speed.
A frightened creature has disadvantage on ability • Attack rolls against the creature have advantage,
checks and attack rolls while the source of its fear and the creature's attack rolls have disadvantage.
is within line of sight. • The creature has disadvantage on Dexterity sav
The creature can't willingly move closer to the ing throws.
source of its fear.
STUN NE D
GRA PPLE D • A stunned creature is incapacitated (see the con
• A grappled creature's speed becomes 0, and it dition), can't move, and can speak only falteringly.
can't benefit from any bonus to its speed. • The creature automatically fails Strength and
• The condition ends if the grappler is incapacitated Dexterity saving throws.
(see the condition). • Attack rolls against the creature have advantage.
• The condition also ends if an effect removes the
grappled creature from the reach of the grappler U N C ONSCIOUS
or grappling effect, such as when a creature is An unconscious creature is incapacitated (see the
hurled away by the thunderwave spell. condition), can't move or speak, and is unaware of
its surroundings.
INCA PACITATE D • The creature drops whatever it's holding and
• An incapacitated creature can't take actions, bo falls prone.
nus actions, or reactions. • The creature automatically fails Strength and
The creature's concentration is broken. Dexterity saving throws.
• Attack rolls against the creature have advantage.
INVI SIB LE • Any attack that hits the creature is a critical hit if
• An invisible creature is impossible to see the attacker is within 5 feet of the creature.
without the aid of magic or a special sense. For
Running the Adventure .................... 2 Entering the Caves ......................... 17 Appendix A: Magic Items .............. 36
Overview ................................................. 2 Interacting with Myconids ............ 17 Using a Magic Item ........................... 36
Getting Started ..................................... 2 Seagrow Caves Locations ............ 18 Item Descriptions .............................. 36
Number of Players ............................ 2 EndingThis Chapter ......................... 21 Appendix B: Creatures ................... 37
The Forgotten Realms ........................ 2 Gain a Level... .................... ............... 21 Creature Stat Blocks ........................ 37
Adventure Background ....................... 3 Ch. 3: Cursed Shipwreck ............... 22 Creature Descriptions ...................... 39
Adventure Outline ............................. 3 Shipwreck Overview ......................... 22
Adventure Maps ................................ 3 Shipwreck Features ...................... 23 CREDITS
The Dungeon Master 4 Running This Chapter. 23 Lead Designer: James Wyatt
................. ..........
.....................
DMTips ............................................... 4 Shipwreck Locations ...... .............. 23 Designers: Sydney Adams, Makenzie
Ch. 1: Dragon's Rest ........................... 6 Harpy's Return ............................... 27 De Armas, Dan Dillon
Rules Developers: Jeremy Crawford, Ben
Welcome to Dragon's Rest ................. 6 EndingThis Chapter ........................ 27
Petrisor
Drowned Sailors ............................... 7 Gain a Level... .................................. 27 Art Director: Kate Irwin
Meeting the Inhabitants .................. 7 Ch. 4: Clifftop Observatory ........... 28 Cover Illustrator: Karl Kopinski
Dragon's Rest Locations 10 Interior Illustrators: Olivier Bernard,
...............
Observatory Overview ...................... 28
Cloister Quests 12 Christopher Burdett, Conceptopolis,
....................................
Observatory Features ................... 29 Caroline Gariba, Ilse Gort, Suzanne
Exploring the Island .......................... 14 RunningThis Chapter. 29
.....................
Helmigh, Daniel Landerman, Linda
Additional Encounters ................... 14 Approaching by Land .................... 29 Lithen, Brynn Metheney, David Auden
Ch. 2: Seagrow Caves ...................... 16 Approaching by Water .................. 29 Nash, Hector Ortiz, Ryan Pancoast, Jenn
Ravenna, Alex Stone
Caves Overview ................................... 16 Sparkrender's Kobold Allies ....... 29
Cartographer: Mike Schley
Seagrow Caves Features 16 Observatory Locations 30
Graphic Designer: Bob Jordan
.............. .................
GETTI NG STARTED five p l ayers. If you have four o r five fri e n d s ready to
p l ay with yo u , each p e rson can take one of the ch ar
To get started, have each player choose one char acters provided in the box. Five players wi l l fi n d the
acter to play. Five characters printed on separate e n co u nters a little easier t h a n four p l ayers wil l , but the
sheets are included in the box. Tell the players to adventure works fi n e a s written for gro u p s of fo u r or
read over the character sheets; give their characters five p l ayers.
names; and invent the details of their characters' I f you h ave fewer than four p l ayers, you can h ave
some p l ayers take on the ro l e of two ch aracters so the
personality and appearance. Encourage the players
gro u p has at least fo u r characters. A p l ayer with two
to write on the character sheets to make these char ch aracters s h o u l d treat one of them as their m a i n char
acters their own. acter a n d the other as a sid e k ick, there to h e l p out but
probably not engaging i n a lot of d i alogue.
RU N N I N G T H E A DVENTURE
ADVENTURE BAC KGROUN D ADVENTURE O UTLI N E
According to legend, two families of dragons came I n Dragons of Stormwreck Isle, the characters expe
into being in the very first days of the world's cre rience the magical scars left behind by the death of
ation. Bahamut, the noble Platinum Dragon, made dragons. Faced with the evil schemes of one living
the metallic dragons-gold, silver, bronze, brass, dragon and the righteous anger of another, they'll
and copper. Cruel, five-headed Tiamat made the have the chance to explore whether peace between
chromatic dragons-red, blue, green, black and the feuding dragon families is possible-or if they
white. The metallic and chromatic dragons share a must resort to violence to resolve the conflict on
mutual animosity that originates in the enmity be this isle.
tween Bahamut and Tiamat. This adventure has four chapters:
The origin of Dragon's Rest is rooted in that ani Chapter 1, "Dragon's Rest," introduces Runara's
mosity. Ages ago, a fire-breathing red dragon called cloister and its inhabitants and provides the char
Sharruth rampaged up and down the Sword Coast. acters the opportunity to learn about the problems
Three metallic dragons joined forces to battle Shar facing the island. It also describes additional
ruth and imprisoned her beneath the ocean floor, encounters you can use in the course of the adven
believing seawater would quench her fire and keep ture, including a magical hot spring with mysteri
her bound forever. But Sharruth's fury, legend says, ous guardians at the site of a brass dragon's death.
caused the undersea volcanic activity that formed Chapter 2, "Seagrow Caves," describes how the
Stormwreck Isle. grave of Sharruth spawns magical connections to
In all likelihood, Sharruth is long dead and en the Elemental Plane of Fire that threaten a com
tombed beneath the island, but chromatic dragons munity of mushroom-like myconids.
whisper that she still lives and will one day emerge Chapter 3, "Cursed Shipwreck," details a ship that
from her prison. One fact is undeniable: the pow crashed alongside the bones of a gold dragon and
erful magic embodied in such an ancient dragon the horrible curse within the ship's hold.
has left a permanent mark on Stormwreck Isle. Chapter 4, "Clifftop Observatory," brings the char
That magic has drawn other dragons to the island acters to the site where Runara killed a blue
throughout the centuries, making it a recurring dragon-and where that blue dragon's grandson
battlefield in the conflict between chromatic and has made his lair. There they'll also find a bronze
metallic dragons. Several of these dragons have wyrmling who rejected Runara's teachings of
died there, each leaving behind a spiritual scar that peace, now held prisoner in the blue dragon's lair.
causes unpredictable magical effects.
A hundred years ago, a blue dragon tried to har ADVENTURE M APS
ness this destructive magic. A bronze dragon named
The maps i n this booklet are for the DM's eyes only.
Runara pleaded with him to abandon his schemes.
These maps show secret doors and other elements
When he refused, Runara killed him, adding one
the players aren't meant to see.
more dragon grave to the island.
When the characters arrive at a location marked
Runara has grown weary of strife, and Storm
on a map, describe it to give them a clear mental
wreck Isle's wounds are a constant reminder to
picture of the location. You can also draw what they
her of the cost of such conflict. Devoting herself to
see on paper, copying what's on your map while
peace and reconciliation, she established the clois
omitting secret details. It's not important that your
ter of Dragon's Rest as a safe haven from violence.
hand-drawn map perfectly match what's in the
Living in human guise, Runara now serves as the
printed adventure. Try to get the basic shape and
leader of a tiny group of hermits and ascetics.
dimensions correct and leave the rest to the players'
But the ageless conflict between chromatic and
imaginations.
metallic dragons threatens to disrupt the serenity
of Dragon's Rest-and this is where the adven
ture begins!
TH E D UNGEON MASTER Text t h at a p pears i n a b o x l i ke t h i s i s meant t o be
The Dungeon Master has a special role i n read a l o u d or para p hrased to the p l ayers when their
D&D games. characters first arrive at a location or u n d er a s pecific
The DM is a storyteller. The DM presents the
circ u m s t a n ce, a s d es cribed i n the text. I t u s u a l ly de
challenges and encounters that the characters must
scribes locatio ns or presents scripted d i a l o g u e , s o the
overcome. The DM is the players' interface to the
p l ayers know what's up a n d have a s e n s e of what their
D&D world, who reads (and sometimes also writes)
the adventure and describes what happens in re characters' options are.
RU N N I N G T H E A DV E NTU R E
STORMWRECK ISLE
M A P , : 5 T O R M W R E C K lsL E
As the DM, you roleplay the creatures that the IMPROVISING ABILITY CHECKS
characters encounter. The adventure offers guid The adventure often tells you what ability checks
ance to help you decide what these creatures know characters might try in certain situations and the
and how willing they are to share information with Difficulty Class (DC) of those checks. But some
the characters. Beyond that, improvise and bring times characters try things that the adventure can't
these creatures to life as best you can. For exam anticipate. In that case, you decide how to handle it.
ple, the adventure describes Runara (the disguised Ability checks are for situations where a charac
bronze dragon who leads the cloister of Dragon's ter's success or failure isn't guaranteed. If anyone
Rest) as wise and peace-loving, but you get to decide can easily accomplish a task, don't ask for an abil
what her voice sounds like and how she reacts to a ity check. Just tell the player what happens. And if
given situation. You can also ignore what the text there's no way anyone could accomplish the task,
says and roleplay Runara or any other creature as just tell the player it doesn't work.
you see fit. When you decide an ability check is required, con
Treasure. When characters find treasure, tell sult the "Ability Checks" section of the rulebook and
them how many coins they find and how much the table of Typical Difficulty Classes. Most of the
any gems and art objects are worth. Sometimes time, choose a DC that is easy (DC 10), moderate
treasure includes magic items, whose names are (DC 1 5), or hard (DC 20).
presented in italic type. Appendix A describes these
items and their properties, as well as the rules for
how characters figure out what a magic item does.
MAKING MISTAKES
Dungeon Masters are fallible, just like everyone
else, and even experienced DMs make mistakes.
If you overlook, forget, or misrepresent something,
correct yourself and move on. No one expects you
to memorize every part of this adventure and all the
rules in the rulebook. As long as your players are
having fun, everything will be just fine.
RUN N I N G T H E ADVENTURE
CHAPTER 1
DRAGON'S REST
TH E ADVENTURE BEGINS AT A TINY CLOISTER CALLED
A l a rge, o p e n - a i r te m p l e comes i n to view, perched
Dragon's Rest, a haven where world-weary people
come to seek peace, reconciliation, and enlighten on the e d ge of a cliff h i g h above yo u . The ship d rops
ment. There, the characters learn about the dangers a n chor at the mouth of t h e harbor, a n d two s a i l ors
facing Stormwreck Isle. row you ash ore. Yo u have p l e nty of time to a d m i re the
Each character has a specific reason for coming towe r i n g stat u e at t h e center of the te m p l e , d e p i c t i n g
to the cloister, as shown on the character sheets. a wize n ed m a n su r ro u n ded by seven songb i rd s . A
You can also let players invent their own reasons for
l o n g path w i n d s u p t h e s i d e of the c l i ff to t h e te m p l e ,
their characters to seek out Runara's wisdom and
dotted a l o n g the way with doorways cut i nto the rock.
assistance.
The sailors set you ash ore on a rickety dock, where
WELC OME TO DRAGON'S RE ST a l a rge rowboat is neatly t i e d . They point to the base
Read the following text when you're ready to start: of the path a n d wish you good l u c k before they row
v i s i b l e off the bow promises rare won d e r s . Seaweed Before continuing with the adventure, encourage
s h i m m ers i n countless b r i l l i a nt col o rs b e l ow you, a n d the players to introduce their characters to each
other if they haven't done so already. They might
rays o f s u n l i ght d efy the overcast sky t o i l l u m i n ate t h e
want to discuss their reasons for visiting Dragon's
l us h grass a n d d a r k b a s a l t rock o f t h e i s l a n d . Avo i d
Rest, or they might prefer to keep their reasons se
i n g t h e rocks jutt i n g u p fro m t h e oce a n , your s h i p
cret for now. If they have any questions about what
m a kes i t s way toward a c a l m h a r bo r o n t h e i s l a n d's they can see of the cloister from the boat, use map
north s i d e .
C HA P T E R 1 I DRAGON'S R E ST
2 (on page 1 1) and the information in "Dragon's the creature off, but it refuses to stop moving!" On
Rest Locations" to answer them. the flip side, any time a zombie takes radiant dam
Ask the players to give you the party's marching age (such as from the cleric's sacred flame cantrip),
order as they start toward the cloister. Who's in you might describe the creature howling in agony.
front, and who's bringing up the rear? Make a note This can help the players realize that radiant dam
of this marching order. age is a way to get around Undead Fortitude. If the
When you're ready, continue with the "Drowned players ask whether their characters know anything
Sailors" section. about fighting zombies, have them make DC 10 In
telligence checks. Those who succeed might recall
D ROWNE D SAILORS that a particularly powerful blow (a critical hit) or
Read the following text to start the encounter: radiant damage can help finish off a zombie.
Runara's Aid. In the unlikely event that the zom
bies defeat the adventurers, Runara comes to their
As yo u ' re about to leave t h e beach a n d start yo u r
rescue. The characters wake up in the temple (area
c l i m b, y o u h e a r a ruckus o f s p l a s h i n g a n d a wet, g u r
AS in Dragon's Rest). Runara explains that she
g l i n g moan b e h i n d you. Th ree fi g u res a re s h a m b l i n g heard the sounds of combat and arrived just in time
u p fro m the water's edge, a b o u t t h i rty feet away. to prevent the zombies from dragging the characters
They're d ressed as s a i l ors, but t h e i r s k i n is gray a n d into the sea.
t h e y look d rowned. Sea water d rools from t h e i r s l ack Avoiding the Zombies. If the characters decide
not to fight the zombies, they easily escape from the
mouths as they l u rch toward you.
slow, shambling monsters. The zombies don't follow
them up the path toward Dragon's Rest. The char
The three shambling sailors are zombies, the ani acters will have another opportunity to deal with
mated corpses of sailors who died in a recent ship the zombies later (see "Cloister Quests" later in this
wreck. The characters face a choice: they can turn chapter).
and fight the zombies, or they can continue up the
path and leave the slow, shambling zombies behind. M E ETING T H E I N H A BITANTS
If the characters turn and fight, this is the first Read this text when the characters first climb the
combat encounter in the adventure. Here are the path to Dragon's Rest:
steps you should follow to run it:
1 . Review the zombie stat block in appendix B. Your a rrival q u i c k l y d raws the atte ntion of the entire
2. Use the initiative rules in the rulebook to de po p u l ation of the pl ace-which co n s i sts mostly of
termine who acts first, second, third, and so kobo l d s . These s m a l l , repti l i a n fo l k eye yo u c u r i o u s l y
on. Keep track of everyone's initiative count on
w h i l e a couple o f h u m a n s watch fro m a d i stance. A l l
your notepad.
t h e cloister's resi d e nts a re d ressed i n s i m p l e clothes,
3. On the zombies' initiative count, they move to
ward the characters. If they get close enough, they a n d no one carries a visible wea p o n . O n e of the ko
make melee attacks. The zombies' stat block con bol d s pipes u p with, "What's yo u r n a me?"
tains the information you need to resolve these At that, all t h e ko bo l d s begin b a r raging you with
attacks. If all the characters are more than 20 feet quest i o n s-"Where a re you fro m ?" "What's that?"
away, the zombies use the Dash action so they
"Why a re you h e re?" a n d more that a re lost i n the d i n .
can move farther. For more information on what
the zombies can do on their turn, see "Combat" in
the rulebook. Visitors to the cloister are rare, and the kobolds' cu
4. The zombies fight until they're all defeated. riosity is insatiable; they keep asking questions until
the characters insist they stop.
Tip: Undead Fortitude. The zombies' Undead
When the characters quiet the kobolds (or if the
Fortitude trait reflects how hard it is to kill these
players start showing signs of exasperation), the
walking corpses. When this trait prevents a zombie
leader of the cloister approaches to welcome the
from dying, give the players a hint about what hap
characters. Read the following text:
pened. You might say, "That should have finished
C HA PT E R 1 I D RAGON'S R E ST
Runara's mission is to help those whose lives have
The ch atte r i n g kobolds fa l l s i l e n t as a new fi g u re
been shaped by violence find new paths forward in
co mes i nto view, d esce n d i n g gracefu l ly from t h e peace. Ultimately, she would like to see chromatic
u p p e r p a rt o f the c l o i ster. S h e's a n e l d e r l y h u m a n and metallic dragons find a peaceful way to coexist
woman with weathered brown s k i n , wh ite h a i r i n tight in the world. In the meantime, she finds comfort in
b r a i d s , and kindly h azel eyes, d ressed i n a s i m p l e helping humans and other people escape from cy
cles of violence.
wh ite robe. S h e s m i l es a s she d raws n e a r and exte n d s
Runara maintains a secret lair in a cave accessed
h e r a r m s i n greet i n g.
by an undersea tunnel, a short distance from the
"We lcome to D ragon's Rest," s h e says. " M ay B a h a
cloister and not shown on the map of Dragon's Rest.
mut's g u i d a nce lead you to whatever you see k." She is careful not to enter or leave the cave when
anyone might spot her, and she enters and emerges
from the water in the open ocean, out of sight of the
This is Elder Runara, the leader of Dragon's Rest.
cloister. The other residents of the cloister think she
If the characters defeated the zombies at the beach,
lives in the temple at the top of the island (area AS),
she thanks them for their service to the cloister.
or they simply laugh away queries about her accom
Even if they did not fight the zombies, she tells them
modations, explaining that she's always in the tem
they're welcome to stay at Dragon's Rest as long as
ple, or in the library, or checking on the rest of the
they wish, sleeping either in one of the monastic
residents-she never seems to sleep!
cells (area Al) or in the temple (area AS) and eating
with the rest of the community in the dining room KOBOLDS
(area A3). Runara says nothing about payment of Kobolds are small reptilian Humanoids who believe
any kind. If the characters offer to give money or they are descended from dragons and gravitate to
perform services around the cloister in exchange for the service of dragons. Over the centuries, many
her hospitality, she accepts these gifts. bands of kobolds have been drawn to Stormwreck
Throughout this adventure, Dragon's Rest serves Isle by the lingering draconic magic that suffuses
as a home base for the characters. All the places the island. Nine kobolds utterly devoted to Runara
they'll explore on the island are within a few miles now live at Dragon's Rest.
of the cloister, and they can return here whenever The kobolds of Dragon's Rest are lawful good,
they wish to rest, heal, and get information they sharing Runara's ideals of justice and compassion.
need for the next part of their adventures. In addi Since they are sensitive to sunlight, they work at
tion, they can buy any of the equipment described in night and avoid moving about during the day. Unless
the rulebook from Myla (see "Kobolds"). otherwise noted, the kobolds are initially friendly
During their time at Dragon's Rest, the characters toward the adventurers.
can interact with any of its residents. All the resi The kobolds are summarized below. They can
dents but Runara live in the small monastic cells cut provide comic relief, offer a down-to-earth perspec
into the cliff face (area Al on the cloister map). tive, or be a way for you to pass hints to the players
ELDER RU NARA
if they're having trouble putting things together. But
don't feel like you need to bring all nine of these
Elder Runara is the leader of Dragon's Rest. She
kobolds to life! Pick one or two of these kobolds that
appears as a human woman, but she is actually an
adult bronze dragon disguised in human form. She you and the characters like the most and let them
guides the residents of the cloister in their contem be the focus of the characters' interactions with
plation and study. The cloister's inhabitants know the kobolds:
Runara's true identity, but they do not speak of it Agga speaks little and has no patience for non
to visitors. sense. She keeps the rest of the kobolds organized
Runara's initial attitude toward the characters is and in line. She is indifferent toward visitors, but
indifferent (see "Social Interaction" in the rulebook). if the characters show respect for the cloister and
She becomes friendly as soon as the characters help keep the more rambunctious kobolds in line,
demonstrate that they care about the cloister's her attitude improves to friendly.
safety, such as by fighting the zombies at the beach Blepp has a sharp danger sense and is convinced
or undertaking any of the quests she offers them he's supernaturally lucky. His prized possession is
(see "Cloister Quests" later in this chapter). If the an ordinary dagger he claims is magical.
characters harm any of the residents of Dragon's Frub has limitless energy and desperately needs
Rest, she becomes hostile and insists the characters help finding productive directions to channel it.
make amends for the harm they did before she is He loves to ask questions about everything other
willing to deal with them in any way. people are doing.
C H AP T E R 1 I D RAGON'S R E ST
EVER S I NC E AN U NF O R T U N A T E I NCID E N T IN T H E
l< I TC H E N, LAYLEE IS N O L O N G E R ALLOWED T O
H A ND L E MYLA'S ALC H E M IC A L F I RE. TARAK
Tarak is a human man in late middle age. He
has pale skin tanned darker with many freckles,
auburn hair and a beard that is mostly gray, and
gray-blue eyes. Faded tattoos in an abstract design
peek up the side of his neck from beneath his dirt
stained robes.
An avid botanist, Tarak tends the cloister's garden
plots, growing flowers, herbs, and vegetables. He is
soft spoken and helpful, eager to share his knowl
edge of herbalism. But his kindly demeanor belies
his past as a ruthless poisoner for a thieves' guild.
After his work led to the death of his lover, he fled
the guild and plans to spend the rest of his life aton
ing for his past evils.
Tarak is initially friendly toward visitors, but if a
character pries into his past, his attitude shifts
first to indifferent, then to hostile if the character
continues to push. When he's hostile, his demeanor
becomes cold and clipped, and he avoids the charac
ters if he can.
A gold hangman's noose is worked into the design
of Tarak's visible tattoos. A character who studies
the tattoos and succeeds on a DC 1 5 Intelligence
(History) check recognizes the mark as a symbol
associated with the Gilded Gallows, a thieves' guild
that operates in a country far to the southeast called
Elturgard. A character with the criminal back
ground automatically succeeds on this check. Tarak
Kilnip has terrible insomnia and sleeps only a few does not willingly discuss the details of his past
hours each day. She is always tired but an eager with anyone but trusted friends.
conversationalist. Tarak frequently visits the sea caves on the south
Laylee has a curious mind and a talent for tools and
side of the island to acquire heart cap mushrooms
building. She serves as Myla's helper. from the myconids that live there. He uses the
Mumpo is so audaciously courageous that he stole a
mushrooms to make potions of healing. But the my
copper piece from Runara's hoard. He's convinced conids have installed a fearsome guardian at their
she has no idea. (He is wrong, but Runara finds caves-a fungus-covered octopus monster-that has
the situation amusing and lets Mumpo continue to turned him away on his latest visits, and he is wor
believe in her ignorance.) ried (see "Cloister Quests").
Myla (lawful good kobold tinkerer) is a winged
VARNOTH
kobold whose brothers, Mek and Minn, now fol Varnoth is a human woman whose frame, once
low Sparkrender, the blue wyrmling in Clifftop
tightly muscled, has thinned with age. Her black
Observatory (see chapter 4). When Myla's wings
hair is cropped close to her scalp, and her light
were badly injured in an attack by stirges (which
brown skin bears many scars-one of which runs
she describes as "hungry, icky, blood-sucking, bat
across her left eye, which is milky and blind. An ele
things"), Runara helped in her recovery. Now Myla
gant prosthetic made from wood and metal replaces
spends her time experimenting with alchemy, en
her right leg below the knee.
gineering, and magic. Varnoth was a feared general at the head of a mer
Rix is pious and tends to the temple, acting as
cenary company called the Azure Wolves. Age and
Runara's assistant. She adores puns. Rix recently battle have taken a toll on her, and she is spending
witnessed a ship crashing on the rocks to the her twilight years in reflective contemplation at
north (see "Cloister Quests" later in this chapter). Dragon's Rest. Her demeanor is gruff, but she is ob
Zark is rude and fond of colorful insults. His fa
servant and empathetic. Above all, Varnoth believes
vorites are "Eat my sword, bugbear breath!" and
in second chances and redemption.
"Your father was a gas spore!" He is indifferent
Varnoth has a set of mason's tools that she uses to
toward visitors.
maintain the temple and other areas of the cloister.
C H A PT E R 1 I D RAGON'S R E ST
While working in the temple recently, she witnessed A2 : WINCH HOUSE
a ship change course and crash into the rocks to the
north (see "Cloister Quests").
A s m a l l , free-stand i n g b u i l d i n g h a lfway u p the path
Varnoth is indifferent to visitors, but a character
has a peaked roof and a weathered wood e n door. A
can shift her attitude to friendly by engaging her in
conversation on her favorite topics: history, ethics, stu rdy wood e n p a l l et wra p p ed with rope h a n gs be
and the impact of individual actions on the world. neath t h e b u i l d i n g on a n i ron c h a i n , lying flat agai nst
A character who learns Varnoth's name and the cliff face.
succeeds on a DC 1 5 Intelligence (History) check
recalls hearing of General Varnoth Wender and the
Azure Wolves, which was a mighty force in the east Inside the building is a winch that allows the
about a decade ago. A character with the soldier pallet to be lowered down to the water, 50 feet
background succeeds on this check automatically. below. When boats deliver supplies to the cloister,
the residents use this pallet to haul goods both
D RAGON'S R E ST LO C ATIONS up and down.
A lever locks the winch in place. If a character
The following locations are keyed to map 2, which
pulls the lever, the pallet falls down to the water and
shows the layout of Dragon's Rest.
floats there. As an action, a character can operate
Al : PATH A N D MONASTIC CELLS the winch to pull the pallet back up 10 feet.
A3 : KITCHEN
A l o n g path leads fro m t h e rocky s h o re up t h e s i d e
cells occupied by the cloister residents. Each cell benches, writ i n g i m p l e ments, book sta n d s , a n d g l a ss
is furnished with a bed, a nightstand, a small desk, shielded l a m ps.
and a chair.
The westernmost cell is vacant, and it is available
to the characters if they don't mind sharing the The cloister library holds books and scrolls cover
space. Next to it is Tarak's cell, then Varnoth's. The ing a variety of topics, but focused on theology and
fourth cell is Myla's, cluttered with junk and tools. history. Runara spends nearly half her time in here,
The fifth and sixth cells are strung with hammocks, studying, copying, and annotating the library's col
offering space for the other eight kobolds to sleep. lection. Tarak and Varnoth also come here to read
and discuss various works. Many of the kobolds visit
as well, but mostly for the quiet; only Myla could be
described as studious.
M A P 2: DRAGO N'S REST
CHAPTER 1 \ DRAGON'S R E ST
If the characters talk to Runara about the zom
C LO I STER QUE STS
bies, she tells them she suspects a wrecked ship off
As the characters explore Dragon's Rest, the resi the rocks to the north is the source of these mon
dents talk with them about the problems the cloister sters, and she asks the characters to investigate the
is facing. These conversations are opportunities for site (see "Shipwreck" below).
you to introduce the players to the adventures that
await them in the sea caves, the shipwreck, and the MORE ZOMBIES
ancient observatory. If the characters defeated the zombies when they
This adventure is designed to be flexible and give first arrived on the island, you can use this encoun
the players the sense that they're in charge of their ter at any point during the adventure to add a little
destiny on Stormwreck Isle. Ideally, the characters extra combat spice to the characters' lives. If the
will spend time at Dragon's Rest and then explore characters have already reached 2nd level, you can
both Seagrow Caves (described in chapter 2) and use from four to six zombies to give them a good
the wreck of Compass Rose (chapter 3). They can challenge.
choose where to go first. After they've explored
both of those sites, they should be ready to face SEA C AV E S
Sparkrender in the Clifftop Observatory (chapter 4). Tarak is eager t o reestablish contact with the myco
Each character sheet includes a personal goal for nids of the sea caves. He asks the characters to visit
that character. Some of those goals are concrete the caves, find out what's wrong with the myconids,
the wizard, for example, is eager to learn the secrets and bring him back some heart cap mushrooms. He
of Clifftop Observatory. Others are more general warns them about the fungal octopus the myconids
and might be fulfilled gradually over the course have created as a guardian and tells them they'll
of the adventure-both the paladin and the fighter probably have to fight the creature to gain access to
gaining a better understanding of their role in the the caves. He also gives them a foul-smelling sack of
world, for example. Use those goals (described un food scraps they can give the myconids as a gesture
der "Individual Quests" below) to help the players of friendship. Finally, he gives them two potions of
bring their characters to life as they interact with healing (described in appendix A).
Runara and the other residents of Dragon's Rest.
S H I PWRE C K
Z O M B I E RE S URGE N C E
Several ships have recently crashed on the rocks
If the adventurers did not fight the zombies when north of Dragon's Rest and sunk with no survivors,
they first arrived on the island, the zombies cause and a few days ago both Varnoth and the kobold Rix
trouble later. After the characters have spent some witnessed the most recent wreck. They saw the ship
time at the cloister, they hear cries for help. Read abruptly veer off course and crash into the rocks,
the following text: and they suggest the characters might help the is
land by discovering what caused the crash. If the
Two res i d ents of D ragon's Rest a re r u n n i n g for t h e i r characters ask Runara about it, she suggests that
l ives u p t h e l ower p a t h , t h e i r fi s h i n g e q u i p m e n t d i s
the answer is likely to be found on an older wreck
the wreck of Compass Rose.
carded b e h i n d t h e m . B l ood a n d d i rt stain t h e i r ro bes.
C HA P T E R 1 I D R AG ON'S R E ST
THE FIGHTER was to assassinate a traitor, who was his lover. The
The fighter has come to Dragon's Rest in the hope two tried to flee Elturgard together, but his lover was
that Runara can help the character understand the killed by another assassin. Tarak escaped, but no
sense of destiny that weighs on their shoulders. If treasure was involved. If the rogue asks him about
the character talks to Runara about this on first it, he explains he has left the life of crime-and sug
arriving at the cloister, Runara invites the character gests perhaps it's time for the rogue to do the same.
to consider how their reaction to the zombies on the
THE WIZARD
beach might reflect their destiny-or not. If the char
acter talks to Runara after having completed one or The wizard carries a letter from a colleague about
more of the adventure's quests, she encourages the lost knowledge held in the Clifftop Observatory (see
character to consider whether their heroic actions chapter 4). If asked about the observatory, Runara
might be the first manifestations of that destiny says, "Many have sought the knowledge contained
taking shape. At the end of the adventure, Runara in that place. I can direct you there, but first you
encourages the character to continue on their path: need to show me you are worthy." She promises
"If your destiny is not clear to you yet, I'm confident to direct the wizard to the observatory after the
it soon will be." characters help deal with the other problems on
the island.
THE PALADIN
Disillusioned with the corruption of Neverwinter, L O ST WYRMLING
the paladin comes to Dragon's Rest seeking rest When the characters have proven themselves trust
and new resolve. Runara welcomes the character worthy and competent by dealing with the zombies,
and encourages them to talk to Tarak and Varnoth, the myconids, and the shipwreck, Runara decides
who both know about escaping lives of corruption it's time to confide in them. She summons them to
and violence. She also encourages the paladin the temple (area AS). Read the following text when
to spend time in the temple of Bahamut. At the the characters arrive:
end of the adventure, she asks the paladin if they
have learned anything about how to live in a world
E l d e r R u n a ra s m i l es as you a p p roach . " I have some
plagued with such corruption. If the character has
thing to s h ow y o u ," s h e says . T h e re's a A a s h l i ke a
no answer, she suggests, "Perhaps your adven
s i l e nt stroke of l i g h t n i n g , a n d t h e h u m a n woman
tures here have shown you a way to combat evil on
your own terms. Perhaps other such adventures is gone. In h e r p l ace i s a n e n o r m o u s d ragon with
guild member in question is Tarak, who did in fact i n g a g a i n . I have one m o re favor to ask you."
betray the guild, though the story has been twisted
in the retelling. Tarak's last assignment for the guild
Runara outlines the history summarized in the "Ad
venture Background" section and explains that each
RU NARA SAV E S TH E DAY!
site the characters visited is linked to the death of a
R u n a ra is a powerful d ragon, b u t s h e is d e d i cated to
the cause of peace. S he's not i nterested in fi ghti n g the
dragon. Then she tells them that a bronze wyrmling
battles that the c h a racters m i ght get themselves i nto, named Aidron came to the island a few months ago
but she keeps an eye on the m , a n d she can rescue and studied with her at Dragon's Rest. Five days
t h e m if things go badly for t h e m on the i s l a n d . before the characters' arrival, he argued with her,
I f any e n co u nter o n the i s l a n d e n d s with a l l t h e angrily rejected her teaching of peace, and stormed
c h a racters u n consci o u s , y o u can have t h e c h a racters
away from the cloister. She fears he went to the an
awaken i n the tem ple (area A S ) , with some of the ko
cient observatory on the southeast side of the island,
bolds ten d i n g to thei r wo u n d s . R u n a ra p refers not to
e x p l a i n how she rescued t h e cha racters.
which is another dragon's final resting place. She
If this h a p pe n s m o re than once, the c h a racters might suspects some evil has arisen there, but says she
need extra assistance. If you haven't a l ready, con sider dares not go there herself, lest her presence reopen
a s k i n g one or m o re p l ayers to p l ay a n additional char old wounds. She gives them a moonstone key-a
acter as a sid ekick. Yo u can expl a i n that these a d d i 3-inch-long, 1-inch-wide hexagonal prism made
t i o n a l characters h ave j u s t arrived a t Dragon's Rest
from moonstone, with a dragon's head engraved on
and a re eager to h e l p .
one end-and explains that they'll need it to access
.. ..
the observatory.
ters of 2nd level or higher, or a harder challenge for creature comes i nto v i ew. A m i x o f p u r p l e feathers a n d
1 st-level characters. It's particularly appropriate if d ee p b rown fu r covers i t s b e a r l i ke body, a n d i t s l a rge
the characters are rowing around the island or mak eyes stare h u ngrily at you from its owl ish head.
ing their way along the coast at sea level.
C H A PTER 1 I D RAGON'S R E ST
the kobolds' check result is surprised and loses WHAT LIES B E N E ATH
their turn during the first round of combat (see As described in the "Adventure Background"
"Surprise" in the rulebook). Read this text when the section in the introduction, Stormwreck Isle was
kobolds attack: formed from magic-fueled volcanic activity in the
tomb of a monstrous red dragon named Sharruth.
l A y i p p i n g sound e r u pts aro u n d you as a n gry kobolds
C H A PT E R 1 I DRAGON'S R E ST
CHAPTER 2
SEAGROW CAVES
Turs CHAPTER ASSUMES THE CHARACTERS COME caves and is poisoning the myconids, twisting their
here before going to the wreck of Compass Rose, gardens, and even laying low their leader, Sinensa.
and they are still 1 st level. It also includes sim The source of the blight is the tomb of the red
ple instructions to scale up the danger in combat dragon Sharruth deep beneath the island. Noxious
encounters if the characters complete chapter 3, fumes from the dragon's tomb normally filter up
"Cursed Shipwreck," before coming here, and are through the rock and vent to the surface through a
now 2nd level. cavern at the back of Seagrow Caves that the myco
nids avoid, but the vent has become blocked, and the
C AV E S OVERVIEW fumes have spilled into the myconids' caves.
The sea caves on the southwest side of Storm Besides this insidious poison, visitors to Seagrow
wreck Isle are inhabited by an unusual colony of Caves must face one additional threat: the stirges
myconids-fungus people who normally live deep that nest in the caves. These blood-sucking mon
underground. Though they can't abide sunlight, sters aren't much of a threat individually and don't
these myconids used to welcome visitors now and bother the bloodless myconids, but they can be
then. In particular, they traded with Tarak from deadly in large numbers.
Dragon's Rest, giving him rare fungi that grow in
SE AGROW C AV E S FEATUR E S
their caves in exchange for food scraps and other
waste from the cloister, which nourished the fungi The caves have the following features:
in the caves. Recently, though, the myconids have Ceilings. Unless noted otherwise, the ceilings in the
rejected Tarak's visits and placed a monstrous caverns are 20 feet high, and the tunnels connect
guardian at the entrance to their caves that keeps ing the caverns are 1 5 feet high.
all visitors away. Light. The interior caves are illuminated by biolumi
The reason for this sudden shift in the myconids' nescent fungi, which provide dim light throughout
behavior is that a blight has spread through the the area. See "Vision" in the rulebook.
CHA P T E R 2 I S EAGROW C AV E S
Walls. The cave walls are formed from hexagonal E NTERING THE C AV E S
columns of dark gray basalt-volcanic rock origi
nating from Sharruth's undersea tomb. The walls At high tide, the 40-foot-high tunnel (area B l) is
provide hand- and footholds, so climbing the walls flooded all the way to area B2. The natural stair
doesn't require an ability check. ways, which are not shown on the map of Seagrow
Fumes. Toxic volcanic fumes from deep below the
Caves, descend the cliffs into the sea. The charac
island are slowly poisoning the fungi in the caves. ters can either wait for low tide or row or swim into
A faint smell of sulfur pervades the place, grow the tunnel. At low tide, a 5-foot-wide pathway is
ing stronger the closer one gets to area B6. If the exposed along the base of the cliffs and the edge of
the tunnel.
characters take a long rest inside the caves before
The tides shift every 6 hours, as summarized on
opening the vent in B6, each character must suc
ceed on a DC 1 3 Constitution saving throw or be the Tides table.
come poisoned (see "Conditions" in the rulebook).
TI D E S
The lesser restoration spell ends this effect, as
does finishing a long rest in fresh air. Time Tide
M i d n ight to s u n rise Low
Once the characters decide to visit Seagrow Caves, N oon to s u nset Low
they have two options for reaching the site: S u nset to m i d n ight H i gh
CHAPTER 2 I S EAGROW C AV E S
·�r--
f SEAGROW (AVES
MAP 3: 5 E A G R O W CAVES
and powerfully than mere words and facial expres The s u rface of the water swirls with colorfu l , fa i ntly
sions can communicate. glowi n g s po res-perhaps reacti n g to the move m e nt
The effect of Rapport Spores lasts for 1 hour, so of somet h i n g u n d e r the s u rface.
characters might be telepathically linked to each
other whenever they're within 30 feet of each other
even after they leave the cave. Encourage the play At high tide, the tunnel is flooded, so visitors must
ers to think about how this might affect their charac approach by boat or swim. At low tide, walkways
ters. Does it make them feel closer to their friends? formed by the tops of stone columns line the sides
Does it ease any suspicions they might have had of the tunnel, leading to a flight of natural steps up
about each other? to area B2. A spore servant octopus lurks in the
water and attacks any creatures (other than myco
DISTRES S SPORES nids) who enter the tunnel, regardless of the state
When myconids take damage, they release spores of the tides. Before the myconid leader lapsed into
that alert all other myconids within 240 feet of unconsciousness, it created this guardian to keep
them. All myconids in the cave are in range of each outsiders away.
other's Distress Spores. Myconids in areas B2 and As described on the previous page, the water level
B3 move to area B4 if they detect Distress Spores. here varies by up to 10 feet with the tides. At high
tide, the water is about 8 feet deep along the edges
of the tunnel and 25 feet deep in the middle. At low
CHAPTER 2 I S E AGROW C AV E S
tide, the walkways along the edges are exposed, and moves away from an active violet fungus, have an
the water is 1 5 feet deep in the middle. other fungus stir and attack that character on the
2nd-Level Characters. If the characters are 2nd fungus's next turn. If a character scans the fungus
level, two stirges clinging to the tunnel ceiling are farm looking for more violet fungi, cast as much
disturbed if fighting breaks out in this area and join doubt as you can: many of the fungi look sickly and
the battle. The stirges ignore the spore servant. purple but pose no danger.
\ Myconids. The myconid sprouts avoid the char
B 2 : FU NGUS FARM acters and the violet fungi. If the adults become
aware of danger through the noise of combat (or the
Th i s fifty-foot- h i g h cavern is a forest of m u ltico l o red sprouts' Distress Spores), they move as quickly as
fu n g i , r a n g i n g from tiny fi l a m e nts to tree-sized m u s h ·
they can to protect the sprouts.
If the characters defeat the violet fungi, the my
roo m s . A n at u ra l s t a i rcase o f s t o n e col u m n s a l o n g
conids' attitude improves to indifferent, and they
the e a s t w a l l leads u p t e n feet t o a h i g h e r cave area i n
are willing to speak to the characters (using their
t h e north. Water b u rbles down from that u p pe r cave Rapport Spores). The adults agree to accompany
a n d col l ects in a l a rge poo l . Two s m a l l m u s h roo m - l i ke the characters and vouch for them with the rest of
p e o p l e are worki n g a m i d the m u s h rooms n e a r the the myconid colony, improving the other myconids'
p o n d . A sicke n i n g s m e l l , l i ke s u l fu r, h a n g s i n the a i r. attitude to indifferent as well.
Blighted Fungi. A character who examines any of
the fungi notices that many of the mushrooms are
The waterfall is fed from a pool in the upper cave, sickly, shriveled, and blotched with black patches of
which in turn is supplied by runoff trickling down decay. The blight has no obvious source.
from the surface. Both pools are 5 feet deep at most. Treasure. The fungus farm contains heart cap
The two mushroom people are myconid sprouts mushrooms ready for harvest. A character who
named Molen and Kraz. They are spreading fer· spends 1 5 minutes searching this chamber for use
tilizer from area B3, while two myconid adults ful fungi and succeeds on a DC 1 2 Intelligence (Na
named Hipsiz and Rugoso tend the mushrooms ture) or Wisdom (Survival) check finds ld6 of these
near the upper pool, out of sight from below. All reddish mushrooms, which bear an unsettling re
four myconids are oblivious to the true threat in the semblance to human hearts. Tarak can make each
cave-three violet fungi that grow among the harm· heart cap mushroom into a potion of healing.
less mushrooms here. 2nd-Level Characters. If the characters are 2nd
If the characters move into the cave toward the level, add two violet fungi to this encounter.
myconids, one violet fungus attacks them, extending
long tendrils that cause immediate rot when they B3 : LARDER
touch living flesh. Read this text:
T h i s cave ree k s of rot, a n d the fl oor is covered with
As yo u adva nce i nto the cave, a sickly l o o k i n g m u sh · d ecayi ng vegetati o n . Th ree s m a l l m u s h room -fo l k are
r o o m s u d d e n l y s t i r s t o l i fe . I t exte nds l o n g p u rp l e work i n g a m i d t h e fi lth. In the southwest corner of the
te n d r i l s toward yo u a n d moves slowly across t h e cave cave, a b u l bous object the size of a cart clings to t h e
Running the Combat. Because the violet fungi Three myconid sprouts named Bispo, Valup, and
move so slowly, it's easy for the characters to stay Popple work here gathering fertilizer for use in
out of their reach and kill the fungus monsters area B2. The bulbous object is a stirge nest, which
with ranged attacks. The interesting part of this en characters can identify with a successful DC 1 5 In
counter is identifying the danger. One violet fungus telligence (Nature) check. If a character moves more
moves and attacks to start the encounter, but the than 5 feet into the chamber, six stirges emerge
other two remain motionless until characters move from the nest and attack. Meanwhile, the sprouts
close to them. flee toward area B4 at the first sign of intruders, re
You don't need to keep track of exactly where ev lying on the distraction of the stirges to escape.
eryone is standing in the room. Instead, rely on your 2nd-Level Characters. If the characters are 2nd
sense of what's fun and exciting. When a character level, add two stirges to this encounter.
C H A PT E R 2 I S E AGROW C AV E S
B 4 : CIRC LE CHAMBER B 6 : CRYSTAL CAVE
Six c l u sters of giant m u s h rooms are a r ra n ged in a The a i r i n t h i s cave is choked with t h i c k s moke t h at as
rou g h c i rc l e a ro u n d t h i s cave r n . Several h u m a n - s i zed s a u lts yo u r nostri l s with a p u ngent o d o r of bri msto n e .
m u s h room fol k stand in a c i rc l e in the center of t h e Strange, fl ickering orange l i ght i l l u m i n ates the s m o ke.
cave. The s m e l l o f s u lfur i s stro nger h e re. This area i s free of fu n g a l growth; i n stea d , cryst a l s
(Craterel, Pleuro, Subrufus, and Virosa), who are cave wa l l seems t o be t h e s o u rce o f t h e l i ght. Streaks
standing stock-still in a dream-like trance called a of soot trace a path along t h e cave wa l l s between the
meld, experiencing a shared transcendent state. The p u rp l e cryst a l s and t h e fi s s u re.
two conscious myconids move quickly to confront
any intruders who aren't escorted by other myco
nids, and they respond with violence to any threat. Two fume drakes lurk amid the sulfurous fumes.
All six myconids are ill and fatigued from the These elemental creatures look like little dragons
blight that is spreading through the caves, so they formed entirely of greenish smoke. They don't leave
take turns resting here. this cave, but they rush to attack any creature that
enters it.
B5: S I N ENSA's SANCTUM This cave is the source of the blight spreading
through the myconid colony. As the characters
G l owi n g fu n g u s and co l o rfu l crysta l s grow from t h e
explore the cave, they can easily determine that
noxious fumes from deep beneath the island seep
wa l l s a n d cei l i ngs o f t h i s s m a l l e r cave. I n the m id d l e
up around the vein of purple crystals. Ordinarily,
o f t h e cave, two h u m a n -s i zed m u s h room f o l k t e n d to
the fumes vent to the surface through a fissure in
a l a rger s pe c i m e n of t h e i r k i n d . The l a rge one i s s h riv
the west wall, but the fissure is now blocked by the
eled a n d covered with u n h ea lthy p u rp l e b l otches, a n d enormous orange crystal, which is also the source
it d o e s n o t move. of the light here.
The heart of the problem is the tomb of the red
dragon Sharruth, deep beneath the island. The pres
Two myconid adults named Auranta and Enok are
ence of such a powerful dragon far underground
tending the unconscious myconid who leads this
causes the volcanic activity that produces the nox
colony, Sinensa. The adults collect spores from a
ious fumes. What's more, the dragon's energy occa
barrel-sized, glowing red fungus that vaguely resem
sionally tears open small rifts in the fabric of reality
bles a human brain and puff the spores around the
that lead to the Elemental Plane of Fire-another di
leader's head. The treatment is keeping the leader
mension of reality that is the cosmic source of fiery
alive for now, but it is a losing battle. Sinensa's only
energy. The Plane of Fire is the origin of both the
hope is for the blight to end. The adults zealously
orange crystal blocking the vent (which is actually
defend their leader, immediately attacking intruders
an egg case) and the creatures currently in the cave.
who aren't accompanied by other myconids.
Fire Crystal. Destroying the orange crystal block
Treasure. If the characters bring the glowing red
ing the western fissure allows the noxious fumes to
fungus, called a ruby morel, back to the cloister,
escape the cave and stops the blight that is harming
Tarak uses it to make them an elixir of health (de
the myconids. A single strong whack with a weapon,
scribed in appendix A).
a crowbar, or another tool is sufficient to shatter
it. When the crystal breaks, a two-foot-diameter
sphere of smoldering obsidian falls to the floor amid
the other pieces and breaks open, releasing a fire
snake from this stony egg. Seeing the characters
only as fuel, it attacks them at once.
Breaking the fire crystal also reveals the reason
the myconids avoid this cave: the cave is imme
diately filled with shimmering sunlight refractea
through the crystals that line the vent. Bright light
fills the entire area.
CHAPTER 2 I SEAGROW C AV E S 21
CHAP T E R 3
C URSED S HIPWREC K
THIS CHAPTER ASSUMES THE CHARACTERS COME the harpy has been luring ships to crash on the
here before Seagrow Caves and are still 1 st level. It shoal and feasting on the unlucky sailors. The sail
also includes instructions to scale up the danger in ors who escape the harpy's talons end up as zom
combat encounters if the characters complete chap bies menacing the people of Dragon's Rest.
ter 2, "Seagrow Caves," before coming here and are The harpy is only the most immediate problem
now 2nd level. lurking in the wrecked hull of Compass Rose. The
greater threat is a cursed talisman held in the ship's
S H I PWRE C K OVERVIEW
Ever since the violent death of a gold dragon on the OT H ER S H I PWRE C K S
rocky shoal on the north side of Stormwreck Isle, T h i s c h a pter assu mes t h e cha racters heed R u n a ra's
the bone-strewn rocks have been the site of many advice and search Compass Rose for c l ues to the recent
s h i pwrecks. If the characters decide to explore oth e r
shipwrecks through the centuries. One such ship
recent wrecks, y o u c a n use the m a p o f Compass Rose
wreck left a lasting mark on the island.
to represent any oth e r s u n ken s h i p ' s deck p l a n , though
About forty years ago, a ship named Compass most of the wrecks a re entire l y u n d e rwater. Cha racters
Rose carrying passengers bound for the cloister exploring other wrecks m i ght fi n d m o re zom bies
wrecked on the shoal, killing all aboard. To the hor s a i l ors k i l l e d i n the wrecks who were a n i m ated by the
ror of the cloister's residents, those who drowned t a l i s m a n i n Compass Rose's hold but co u l d n 't get off
found their way ashore as shambling zombies. their ships for some reason. They m i ght a l so find giant
octo p u ses (you can use the spore servant octopus
Since the loss of that ship, each new shipwreck
stat block from a p pendix B), ghouls, or other da ngers
has brought a fresh wave of zombie sailors to the
aboard. These adventures are yo urs to create, but o n ly
island's shore. Fortunately, wrecks are rare-or they the wreck of Compass Rose holds the secret to freeing
were, until recently. Dragon's Rest from the zom b i e attacks.
Not long ago, a harpy settled into the wreck of
Compass Rose. With its magically entrancing voice,
C HA P T E R 3 I C U R S E D S H I PW R E C K
hold, imbued with magic by a long-dead sailor's S H I PWRE C K L O C ATIONS
desperate prayers to a demon lord. This curse is re
sponsible for the drowned sailors animating as zom The following locations are keyed to map 4, which
bies. Most of the sailors who were aboard the ship shows the layout of the shipwreck.
when it wrecked are long gone, but some zombies Cl : MAIN DEC K
have been trapped in the wreck for years.
ern end of a long spur of sharp rocks and dragon ra i l i n gs, and stray seaweed, you s pot boots, b o n e s ,
bones jutting from the ocean waves, about 21/2 miles a n d bits o f gore t h at seem co n si d erably m o re recent
from the cloister. It remains mostly above the water, than the wreck of t h i s s h i p.
held up by the ancient bones that tore its hull. The
Sta i rs l e a d to u p pe r d ecks at fore a n d aft, a n d d o o rs
wreck has the following features:
lead i nto c a b i n s u n d e r those decks. The m a i n m a st
Walls. The soggy wooden walls are aged to a sickly re m a i n s i ntact a n d mostly u p ri ght, topped with a
black and green. Algae and barnacles grow on crow's nest overflow i n g with d e bris. A sta i rcase n e a r
walls throughout the wreck.
the mast a n d a l a rge h atch on the port s i d e b o t h lead
Ceilings. The ceilings in the ship are 8 feet high.
down i nto the h o l d .
Doors. The doorways are 6 feet high, and the
doors are in the same waterlogged condition as
the walls. Crow's Nest. A rope ladder runs up the mast to
Light. During the day, the sun fills the upper deck the crow's nest, secure despite the condition of the
and main deck with bright light and the lower wreck. The mast sways alarmingly as characters
deck with dim light. Sunlight doesn't reach into climb, and at the top of the 50-foot climb the charac
the hold, and the whole wreck is dark at night. See ters find that they are leaning out over the water on
"Vision" in the rulebook. the port (north) side of the ship.
The crow's nest now serves as a nest for the harpy
RUN NI N G TH I S C HAPTER that has made Compass Rose its lair. The bas
Dragon's Rest has a rowboat the characters can ket-shaped area is stuffed with wood shavings, dry
take to visit the wreck of Compass Rose. The trip of grass, and shredded canvas from ships' sails. Bits of
21/2 miles takes about 1 hour and 40 minutes to row. bones, tufts of hair, and shiny baubles are also visi
When the characters arrive, read this text: ble in the harpy's nest.
Harpy's Return. When the characters arrive at
the shipwreck, the harpy is out looking for another
Waves l a p agai nst a d e rel ict s h i p l o d ged agai nst a
ship to lure onto the rocks. It returns after the char
r i d ge of rocks a n d e n o r m o u s d ragon bones. A fa i n t
acters have spent some time aboard, as described in
odor o f rot wafts on t h e s e a a i r, a l o n g w i t h the s o u n d "Harpy's Return" later in this chapter.
o f screec h i n g seag u l l s and the roa r o f the s u rf. A t a n Treasure. Characters who search through the
gled m ess o f tattered s a i l s a n d rigging h a n g s o ff the crow's nest find a small gold bracelet worth 25 gp, a
starboard s i d e of t h e main d ec k , offe r i n g o n e poss i b l e
single gold hoop earring worth 25 gp, two small ti
ger eye gems worth 10 gp each, and one bloodstone
way t o c l i m b aboard. A t the s t e r n , yo u c a n m a ke out a
gem worth 50 gp.
g a p i n g h o l e in t h e h u l l beneath t h e water l i n e .
C2 : FORECASTLE
C H A PT E R 3 I C U R S E D S H I P W R E C K
C3 : QUARTERDEC K C5: GALLEY
I
The s p l i ntered r e m a i n s of a mast j u t up from t h i s rea r A l o ng-dead , h ea d l ess skeleton sits p ro p p ed u p
deck l i ke a b roken spear. T h e s h i p's wheel i s as kew, agai nst a co u nter t o t h e right, b u t t h e g a l ley i s oth e r
d i s l o d ged from its mech a n i s m . wise e m pty. U n less . . . d i d the skel eton j u st move?
The wheel bears the name of the ship-Compass Small, harmless-crabs are crawling over the skele
Rose-engraved and inlaid with mother-of-pearl, tal remains, causing the illusion of movement.
though in the wheel's current position the name
is upside down. If a character turns the wheel, it C 6 : CREW QUARTERS
snaps free of its axle and falls. If the character tries
to catch the wheel before it hits the deck, ask the S i x d o u b l e b u n ks l i n e the e d ges of t h i s c a b i n . Per
player to make a DC 10 Dexterity saving throw. On s o n a l effects a re strewn a b o ut the roo m , a n d a fad e d ,
a successful save, the character catches the wheel.
p a i nted portrait h a n g s o n o n e wa l l .
On a failed save, the wheel hits the deck with a loud
thud that catches the attention of the zombies in
area C4. A moment later, the thud is answered by The portrait shows a young couple smiling and
a loud crash against the door to C4, which repeats embracing. Written across the bottom of the por
every 10 to 1 5 seconds. trait are the words "Aleitha and Brastos-together
forever." The black-haired woman wears a sailor's
C4 : CAPTA I N 'S QUARTERS
uniform similar to the tatters worn by the zombies
The door to the captain's quarters is barricaded aboard this ship. The blond-haired man wears a
from the inside, though the heavy wooden bar block merchant's fine clothes.
ing the door is half rotten. A character who tries to Floorboard Stash. A character who searches the
force the door open can break it down with a suc cabin and succeeds on a DC 10 Wisdom (Percep
cessful DC 10 Strength check. tion) check notices a floorboard in the middle of the
room that is raised slightly above its neighbors. A
The door crashes open to reveal two d rowned sai l o rs character who lifts the floorboard triggers a trap:
in a c a b i n that m u s t o n ce have been l u x u ri o u s . A a tiny dart shoots up, making an attack against the
character. Its attack bonus is +5. If it hits, it deals 2
bookcase, h a l f co l l apsed , h o l d s waterlogged a n d d i s
(ld4) piercing damage, and the character must suc
i ntegra t i n g b o o k s a n d scro l l s . The p o l i s h e d wood d e s k
ceed on a DC 1 1 Constitution saving throw or take
l eans awkwa rd ly on th ree l e g s ; it h a s a n orn ate c o m
3 (ld6) poison damage. Once the trap is triggered,
p a s s set i n its center. The bed i s covered i n rott i n g it does not trigger again unless a character resets
bed d i n g a n d s a g s i n t h e m i d d l e . A j a gged h o l e gapes it. (If the characters figure out a way to lift the floor
i n t h e floor beside t h e bed . board from a safe distance, the dart misses.)
Treasure. A sack full of 200 gp rests in a small
compartment beneath the raised floorboard.
If the characters dropped the wheel in area C3 or
needed more than one Strength check to open the C7: MESS HALL
door into this room, the two zombies are beside the
door when it opens. Otherwise, they're aimlessly
A l o n g t a b l e ta kes up most of this cabi n , which m u st
shuffling around the cabin. In either case, they move
have served a s a mess h a l l . Decay i n g c h a i rs are
to attack the characters right away.
Hole to the Hold. The hole beside the captain's scattered a bo u t , and b roken glass and crockery l itter
C H A P T E R 3 I C U R S E D S H I PW R E C K
THE WRECK OF COMPASS ROSE
LOWER DECK -=
. .. ..,:.
1 8 inches deep on the port (north) side. The water rese m b l e d ragons, worth 25 gp each
makes the entire lower deck difficult terrain (see 5 A fi n e l ute with mother-of- pearl i n l ay, worth 50 gp
"Difficult Terrain" in the rulebook). 6 A spell scroll of com m and (see a p pendix A) , sealed
in a leather case
C HA P T E R 3 I C U R S E D S H I PW R E C K
C9: H OLD
1 9 Tarsakh
O u r j o u rn ey i s e n d e d , t h o u gh I fea r m y own i s to
A s t h e cold water e n g u l fs you, a strange u n dersea
conti n u e in the most horri b l e way i m a g i n a b l e. Com
wo rld i s reve a l e d . Colo rfu l seaweed grows over the
pass Rose wrecked on a s h o a l s o u t h o f N everwinter.
s h attered h u l l , especia l ly around the gaping h o l e in
M a ny s a i l o rs perished with the i n it i a l i m pact, and
the stern of the s h i p. T i ny fish d a rt among h u n ks of
Aleitha was gravely i nj u re d . As I tended her wou n d s ,
d e b r i s a n d ca rgo.
s h e cl utched h e r ta l i s m a n a n d breathed s oft praye r s .
the top of the stairs up to C8) to breathe as often as words o f the prayer I h e a rd a s s h e breathed h e r l a s t .
they need to. Fo r s h e was begg i n g O rc u s , t h e Pri nce o f U n death , to
Captain's Chest. A heavy iron chest lies on the reun ite h e r with h e r h u s b a n d .
floor of the hold, directly beneath the hole it fell
I h e l d h e r h a n d s as the breath l eft h e r, a n d I fe lt a
through. If a character opens the chest here, a large
horri b l e c h i l l pass through h e r. N ext I k n ew, s h e was
air bubble rushes out, and a packet, wrapped and
s i n k i n g h e r teeth i nto my neck. At t h e same m o m e nt,
sealed in waxed fabric, rises up after it. Though the
chest is heavy (about 1 25 pounds), the characters I heard moans begin to rise from the d ead s a i l o rs a l l
can also carry it to the surface before opening it. a ro u n d u s . W h at c u rse h a s s h e brou ght o n u s a l l ?
The chest contains a pouch holding 55 gp and Al ready I fee l a cre e p i n g c h i l l overt a k i n g my body. I
three turquoise stones (worth 10 gp each), as well am secu r i n g h e r t a l i s m a n with t h i s book in my chest,
as a pair of b oots of elvenkind. The floating packet
i n the hope t h at someone who comes after u s may
contains the captain's journal, which has been keep
end this n i ghtmare by b r i n g i n g Altheia's t a l i s m a n to
safe from the water by its wrapping. A braid of hair
h e r h u s ba n d .
is stuck in the pages like a bookmark, indicating the
log's last entry. The last entry reads as follows:
The talisman is formed from long locks of hair
some blonde, some black-braided together and
knotted around two small finger bones. If a charac
ter casts detect magic, the talisman is revealed to
carry magic of the school of necromancy. See "End
ing This Chapter" for more about the talisman.
Tarsakh is a month in the calendar of the Forgot
ten Realms, roughly corresponding to April. No year
is specified in the log.
About Orcus. Known as the Demon Prince of Un
death and the Blood Lord, the demon lord Orcus is
a fiend whose power rivals that of the gods. Ruling
over hordes of demons in the nightmarish plane of
existence called the Abyss, Orcus yearns to trans
form the multiverse into a ghastly place of death.
Many Undead creatures (like ghouls) worship him
or seek to bargain with him in exchange for some
fragment of his power over undeath.
A New Threat. After the characters find the cap
tain's chest, when they come up from the hold to the
lower deck, they hear a heavy thump on the deck
above them as the harpy lands on the main deck.
See "Harpy's Return" below.
crow's nest while the harpy was absent, it might we l l , a n d you fee l t h e love a n d a p p rova l o f your g o d .
agree to leave in exchange for the return of
its treasure.
• If the characters are 2nd level and two harpies are GAI N A LEVEL
present (see below), characters can play on the
distrust between the two harpies and might con After they complete this chapter of the adventure,
the characters gain a level. If they visited Compass
vince them to part ways and leave the area.
Rose before Seagrow Caves, they advance to 2nd
2 N D -LEVEL CHARACTERS level. The residents of Dragon's Rest urge them to
If the characters are 2nd level, add a second harpy visit Seagrow Caves next (see "Sea Caves" on page
to the encounter. This harpy initially perches on 1 2). If the characters have already explored the
the ballista in area C2 and uses its own Luring caves, they advance to 3rd level and are ready to
Song. Although they're allies, the harpies don't trust visit Clifftop Observatory in chapter 4. See "Lost
each other. Wyrmling" on page 1 3 .
The character sheets explain what happens when
characters gain a level.
C H APTER 3 I C U R S E D S H I PW R E C K
CHAP T E R 4
C LIFFTOP O BSERVATORY
Turs CHAPTER ASSUMES THE CHARACTERS VISIT In recent months, the observatory ruins have
the observatory after exploring Seagrow Caves become the home of an arrogant blue dragon wyrm
and the wreck of Compass Rose, and thus have ling called Sparkrender, a descendant of Runara's
reached 3rd level. If they come here before visiting ancient rival. Like his ancestor, Sparkrender seeks
the other adventure sites, the combat encounters to claim the destructive magic that lingers at the
are probably too difficult for them. That's the reason site. Like Runara, Sparkrender has recruited ko
Runara won't give the characters the moonstone bolds to join his cause.
key or information about the observatory until after About five days before the characters arrived on
they've dealt with the island's other problems. If the island, a bronze dragon wyrmling named Aidron
necessary, you can have Runara warn the charac left the safety of Dragon's Rest and Runara's tute
ters that they're not ready to face this part of the lage and came to the ancient observatory. The two
adventure yet. wyrmlings met and immediately clashed. Sparkren
der attempted to turn the bronze wyrmling against
O B S E RVATORY OVE RVIEW Runara, but Aidron's hatred of chromatic dragons
During its heyday, the Clifftop Observatory was a was stronger than his disagreement with Runara.
marvel of magical innovation. Adorned with gor Ultimately, Sparkrender overpowered Aidron and
geous stained glass windows and marble spires, the imprisoned him in the observatory ruins,.
observatory's towers stood high above the churn Sparkrender believes Aidron is the key to un
ing sea on separate islets, linked by shimmering locking the observatory's magic and claiming
bridges of magical energy. But the observatory was his ancestor's power. With the bronze wyrmling
wrecked when Runara battled her blue dragon rival imprisoned, Sparkrender began planning a ritual
centuries ago, and now it lies in ruin, a crumbled that will awaken the spirits of all the island's dead
memory overtaken by nature. dragons and bind them to his will-at the cost of
Aidron's life.
O B SE RVATORY FEATU R E S come to rest on a rocky spire off the coast as he re
turns to his hoard among the ruins (area D5).
The observatory i s built o n a series o f basalt spires
A character who examines the crystalline pro
jutting up from the ocean at the southeastern tip of
trusions or the scarred vegetation can make a DC
Stormwreck Isle. Almost all the structure's former
10 Intelligence (Nature) check. On a success, the
ceilings and walls have crumbled away, exposing
character recognizes the phenomenon as a sign of
the ruins to the open air.
lightning strikes-or the lightning breath of a blue
Unless otherwise noted, the ruins stand 30 feet
or bronze dragon.
above the ocean's surface. The rugged cliffs offer
Assuming the characters continue toward the
abundant hand- and footholds, so a character who
observatory, they soon arrive at area Dl, de
jumps or falls into the water and survives (see "Fall
scribed below.
ing" in the rulebook) can climb back up without
needing to make an ability check. APPROACH I N G BY WATE R
I f the characters row to the observatory, read this
RUN NI N G THI S C HAPTER
text instead:
Once the characters decide t o visit the Clifftop
Observatory, they have three options for reach
As you round the south eastern t i p of the i s l a n d , you
ing the site:
can see c r u m b l i n g r u i n s atop basalt co l u m n s j u st off
By Boat. Dragon's Rest has a rowboat the charac
the m a i n i s l a n d body. If you p u l l the boat a s h o re o n
ters can take around the eastern end of the island.
t h e i s l a n d , it w o u l d be a n easy wa l k u p t o t h e t o p of
The trip to the observatory is 5 miles, which takes
about 3 hours and 20 minutes to row. the cl iffs, t h o u gh there is no obvious b r i d ge from t h e
Along the Coast. Walking around the coast of cl iffs to the r u i n s . Alte rnatively, yo u could tie t h e boat
the island is a little easier than rowing, and a up at the bottom of the co l u m n s and try to c l i m b d i
quicker trip despite the characters having to walk rectly u p t o t h e r u i n s .
around the eastern bay instead of rowing across As y o u consider t h e s e opt i o n s , y o u h e a r a screech
it. The 6-mile trip takes only 2 hours at a normal
ing roa r and notice a winged, g l itte r i n g b l u e s h a p e
walking pace.
swoo p i n g t h ro u gh the a i r ahead o f yo u . The fi g u r e
Overland. The characters can walk southeast from
Dragon's Rest to the head of the bay, where a c o m e s to rest a t o p the co l u m n fa rthest from Sto rm
rough path cuts across the island to the eastern wreck Isle a n d vanishes from s i g ht .
bay. The rocky ground of the island is difficult
terrain, but this is still the fastest and most direct
Again, Sparkrender does not notice the characters
route. Characters can make the 3V2-mile trip in
as he returns to his lair, but feel free to tease the
about 1 hour and 15 minutes.
players with the idea that he might notice them.
APPROAC H I NG BY LAND If the characters beach the boat on the shore, they
can easily climb the bluffs to area Dl, described
If the characters approach the observatory by land,
below. If they tie up the boat at the base of one of
read the following text:
the pillars, they can instead climb to the area atop it
(area D2, D3, D4, or D5).
C l a m be r i n g over the rocky g ro u n d of Stormwreck
-:--r ·:-,- ..
.c---
TOWER lttIERIOR
__ Ii
M A P 5: C L t F F T O P O B S E RVATORY
Clyssavar Gold
The two winged kobolds are locked in battle with Eldenemir Blue
eight stirges. When the characters enter the area,
S h a rruth Red
six of the stirges turn their attention to this new,
Tu radaer B rass
juicier prey. The kobolds try to deal with the remain
ing two stirges, and then decide what to do based If the characters ask the kobolds about these dragon
on what the characters are doing. If the characters effigies, Mek and Minn swell with pride and explain
actively help the kobolds during the battle, then the that they crafted them according to Sparkrender's
kobolds return the favor. If the characters attack the instructions. The kobolds know the effigies have
kobolds instead of (or as well as) the stirges, the ko some part to play in Sparkrender's plans.
bolds fight back. Otherwise, the kobolds hang back, Energy Bridge Anchors. A pair of dragon statues
trying to stay out of the way until the fight is over. like the ones in area Dl stands on the west side of
Once the stirges have been defeated, if the ko the rotunda, and another pair stands on the south
bolds survive, they approach the characters. Their west side. If the moonstone key is inserted in one of
names are Mek and Minn, and they're the brothers these statues, the western pair creates a bridge back
of Myla, the kobold tinkerer at Dragon's Rest. They to the overlook (area Dl), and the southwestern pair
left their sister for dead after the stirge attack that creates a bridge to a crumbled and isolated tower
maimed her wings. They have sworn loyalty to (area D4).
Sparkrender, and they share the dragon's cruel,
haughty demeanor. D 3 : KOBOLD CAMP
If the characters actively helped the kobolds or A rickety bridge made of driftwood and rope spans
mention that Myla is alive, the kobolds' attitude the 1 5-foot gap between the rotunda (area D2) and
becomes friendly. They offer to introduce the char this structure.
acters to their leader and help the characters in any
way they can (such as retrieving the moonstone
S k itte r i n g so u n d s a n d whis pers come from i n s i d e t h i s
key from area Dl so the characters can activate the
r u i n e d tower. G a p s i n the sto n e a re patched o v e r w i t h
bridge to D4). They won't help the characters fight
Sparkrender, though; they are loyal to the dragon. woo d e n p l a n k s a n d t h re a d b a re c l o t h .
C HA P T E R 4 I C LI F FTOP O B S E RVATO RY
D 4 : ISOLATED STUDY spews out noxious green gas, and the character who
No bridge spans the 22-foot gap between the ro opened the lock takes 3 (ld6) poison damage.
tunda and this spire, unless the characters use the Inside, the journal contains star maps and notes
moonstone key to activate the energy bridge in area on experiments with magic. One passage is under
D2. Characters might come up with any number of lined near the start of the journal. It reads, in an ar
ingenious ways to cross the gap. See the sidebar chaic dialect of Common, "To ye four scholars: point
called "Clever Solutions" for advice to help you de your eyes toward the Dragon's light, for it guides
termine whether these solutions work. your descent into knowledge." This passage is a clue
to unlocking the hidden entrance in the observatory
tower (area D5).
The rhyt h m of the waves b e l ow echoes t h ro u gh o u t
Treasure. A character who searches the tower
t h i s cram ped tower. P a r t o f the floor h a s cru m b led
and succeeds on a DC 1 2 Intelligence (Investigation)
away, d ro p p i n g off i nto a chamber b e l ow. A m i d t h e check finds a loose brick in the northwest wall. Pull
r u b b l e , co l l a psed bookcases j u t out at odd a n g l e s , a n d ing the brick out reveals a hidden compartment con
mold eri n g b o o k s are strewn across the floor. taining a potion of resistance (lightning; described
in appendix A) and a pouch holding 10 gp.
over the rune with a dagger, a sharp piece of wire, the d u sty floor. F o u r a l a baster stat u e s o f scholars
or a similar implement. Once this is done, the jour stand a ro u n d the peri m eter of the roo m , their ex
nal can safely be opened either by picking the lock pressions worn with t i m e . Each ten -foot-t a l l stat u e is
with thieves' tools and making a successful DC 1 0
p o i n ti n g or gestu ri n g in a d iffe rent d i rect i o n .
Dexterity check, o r by breaking the lock with a suc
C u rled i n t h e northeast corn e r o f t h e tower i s a l i t h e
cessful DC 1 2 Strength check. If the lock is opened
without first disarming the trap, the magic trap b l u e d rago n . Light n i n g a rcs a ro u n d h i s horns a n d
the blue wyrmling and concern for the safety of l i ghts s u rro u n d h i m , a n d h e u n leashes a bolt o f l i ght
the island's other inhabitants. And he is terrified n i n g up toward the s ky. At the base of the statue, a
of the fate Sparkrender has in store for him-the b ronze d ragon i s b o u n d to t h e gro u n d by th ree h eavy
blue dragon plans to use Aidron's death to claim the c h a i n s . He l o o k s l i ke he's in agony.
power of all the dead dragons on the island, trans
forming himself into a mighty draconic avatar.
If the characters have not yet defeated Sparkren To stop the ritual, the characters must face
der, Aidron decides to face the blue dragon himself. Sparkrender (blue dragon wyrmling), potentially
He flies to the top of the observatory tower (area with the help of Aidron (bronze dragon wyrmling),
D5) to confront Sparkrender once more. However, if they can free Aidron from his chains (see "Freeing
Aidron is too weak to defeat Sparkrender alone; he Aidron" below). Any surviving kobolds and winged
needs the characters' help. kobolds lurk here, but they stay out of combat
Once Sparkrender is defeated, the bronze wyrm if possible.
ling is excited to return to Dragon's Rest with the See "Waking the Dragon" in area D5 for ideas
characters. on how to play Sparkrender in this encounter. He
Treasure. This library was once a repository of uses Breath Weapon as the characters approach
magical knowledge and items of power, though the scene (unleashing lightning into the sky), so he
most of its contents are too weathered to read. How has to wait for this action to recharge before he can
ever, a character who searches through the room use it on the characters this time. He fights to the
and succeeds on a DC 1 5 Intelligence (Investigation) death-he has too much riding on the success of
check finds a +l battleaxe or a spell scroll of hold this ritual to abandon it now.
person (+1 weapons and spell scrolls are both de
scribed in appendix A). A detect magic spell reveals
the location of both of these items without requiring
an ability check. Aidron has also cataloged the con
tents of the room and can direct the characters to
these valuable items.
Dragon Spirits. At the end of each round of com Destroy the Effigies. A character might break an
bat (on initiative count 0, after everyone else has effigy or throw it over the crumbling wall and into
acted), a random magical effect occurs, caused by the ocean below. This ensures the corresponding
the magical lights that swirl around the rotunda. effect does not occur again. (Re roll if you get that
These lights are manifestations of the dragon spirits result on the Dragon Spirits table.)
Sparkrender is trying to bind to himself, but their Manipulate the Sculpture. Characters might try
effects are unpredictable. Roll a dlO and consult the to manipulate the golden sculpture as a way of
Dragon Spirits table to see what happens. disrupting the ritual. The sculpture is large and
sturdy, though, so a single action has no notice
DR A G O N S P I R ITS
able effect on the sculpture or the magic. (The
dl O Effect sculpture has AC 20, 27 hit points, and immunity
1 -2 Astalagan's Blessing. A i d ro n a n d the cha racters to poison and psychic damage.) However, disturb
each rega i n l d 4 + 4 hit points as the bronze l i ght ing the sculpture does distract Sparkrender. The
s u rrou n d s them with warmth.
first time a character uses an action to attack or
otherwise try to disturb the sculpture, the dis
3-4 Clyssavar's Flames. S pa rkre n d e r m u st succeed o n
tracted blue dragon has disadvantage on attack
a D C 1 2 Dexterity savi n g t h row or t a ke 7 (2d6) fi re
rolls and saving throws until the end of his next
d a m age as the golden l i ght crashes i nto h i m .
turn. Once he sees the character's meddling
5-6 Eldenemir's Gift . S parkrender's Breath Weapon isn't very effective, he can't be distracted in this
recha rges as the b l u e l i ght enfolds h i m . way again.
7-8 S harruth's Fury. Each of the c h a racters m u s t su
ceed o n a D C 12 Dexterity savi n g th row o r take 3 E N D I NG THE ADVENTURE
(l d 6) fi re d a m age as the red l i ght e r u pts with fi re. With Aidron i n tow, the characters can return vic
9-1 0 Turadaer's Tricks. Ai d ro n a n d the characters gain torious to Dragon's Rest. Runara is pleased by the
advantage o n attack rol l s a n d savi n g th rows u nt i l bronze wyrmling's safe return. As a reward, she
i n itiative co u n t 0 o f the n e x t ro u n d , as the brass
gives each of the characters a potion of healing and
an exquisite pearl worth 100 gp. She welcomes
l i ght s h i m m e rs and s parks a ro u n d t h e m .
them to stay at Dragon's Rest as long as they wish
Freeing Aidron. Aidron is bound by three heavy and furnishes them with whatever supplies they
chains that keep him restrained. He can still take need for their travels when they're ready to leave the
actions, such as biting or clawing an enemy that island. If Sparkrender is dead, she grieves the death
comes within his reach, but he knows Sparkrender of yet another dragon on Stormwreck Isle, but she
is unaffected by his lightning Breath Weapon, so he doesn't condemn the characters for kilting him.
doesn't bother using it. He might use his Repulsion If your players wish to continue playing their char
Breath if he can see a good use for it. acters, you can use the contents of this set to create
Large clasps attach the chains to iron rings em your own adventures. The "Exploring the Island"
bedded in the ground. A character can use an action section of chapter 1 offers additional encounters you
to undo one clasp. Once all three clasps are undone, can use if the characters haven't already faced them.
Aidron is no longer restrained, though the chains Perhaps Sparkrender (or a relative of his) pursues
reduce his speed by 10 feet. Removing the chains the characters in search of revenge, or perhaps
from Aidron takes 10 minutes. something uncovered in the secret library leads
Disrupting the Ritual. The most straightforward the characters to a distant locale in pursuit of more
way to prevent Sparkrender from completing his rit adventure.
ual and obtaining the power he craves is to kill him. If you want to advance these characters beyond
But characters can also use their actions in combat 3rd level and create adventures for them, you'll need
to interfere with the process and hinder Sparkren the basic rules online or the advanced rulebooks:
der in magical ways. Let the players try whatever the Player's Handbook, Dungeon Master's Guide,
they can imagine, using these ideas as examples: and Monster Manual.
Manipulate the Effigies. A character might use an
action to lift an effigy closer to the central sculp
ture, breathe a prayer to the dragon it represents,
or otherwise coax magic from it. Doing so imme
diately triggers the corresponding effect from the
Dragon Spirits Table.
MAGIC ITEMS
EVERY ADVENTURE HOL D S T H E PROMISE-BUT POTION OF HEALING
not a guarantee-of finding one or more magic Potion, Common
items. Dragons of Stormwreck Isle contains an
You regain 2d4 + 2 hit points when you drink
assortment of magic items that hints at the wider
this potion. The potion's red liquid glimmers
variety of magic items waiting to be found in the
when agitated.
worlds of D&D.
POTION OF RESISTANCE
USING A M AGIC ITE M Potion, Uncommon
A magic item's description explains how the item When you drink this potion, you gain resistance to
works. Handling a magic item is enough to give a one type of damage for 1 hour. The DM choose·s
character a sense that something is extraordinary the type or determines it randomly from the op
about the item. To learn more, a character can con tions below.
centrate on the item during a short rest, while being
in physical contact with the item. At the end of the dlO Damage Type dlO Damage Type
rest, the character learns the item's properties. Po Acid 6 N ecrotic
tions are an exception; a little taste is enough to tell 2 Cold 7 Poison
the taster what the potion does. 3 Fire 8 Psyc h i c
4 Force 9 Radiant
ITE M D E S C RI PTIONS 5 Light n i n g 10 Thunder
These items are i n alphabetical order. Under an
item's name is a line that tells you the type of the
SPELL SCROLL
item, its rarity, and whether you must attune to it.
Scroll, Varies
BOOTS OF ELVEN KIND A spell scroll bears the words of a single spell, writ
Wondrous Item, Uncommon ten in a mystical cipher. If the spell is on your class's
While you wear these boots, your steps make no spell list, you can read the scroll and cast its spell
sound, regardless of the surface you are moving without providing any material components. Other
across. You also have advantage on Dexterity wise, the scroll is unintelligible. Casting the spell by
(Stealth) checks that rely on moving silently. reading the scroll requires the spell's normal cast
ing time. Once the spell is cast, the words on the
ELIXIR O F HEALTH scroll fade, and it crumbles to dust. If the casting is
Potion, Rare interrupted, the scroll is not lost.
When you drink this potion, it cures any disease If the spell is on your class's spell list but of a
afflicting you, and it removes the blinded, deafened, higher level than you can normally cast, you must
paralyzed, and poisoned conditions. The clear red make an ability check using your spellcasting ability
liquid has tiny bubbles of light in it. to determine whether you cast it successfully. The
DC equals 10 + the spell's level. On a success, you
cast the spell; on a failure, the spell disappears from
B o o T s OF ELvEN K I N D
the scroll with no other effect.
The level of the spell on the scroll determines the
spell's saving throw DC and attack bonus, as well as
the scroll's rarity, as shown in the Spell Scroll table.
SPELL SCROLL
Spell Level Rarity Save DC Attack Bonus
Cantrip Common 13 +S
1 st Com m o n 13 +S
2nd U n co m m o n 13 +S
WEAPO N , +l
Weapon (A ny), Uncommon
You have a +1 bonus to attack and damage rolls
made with this magic weapon.
APPENDIX A I MAGIC I T E M S
APPENDIX B
CREATURES
Turs APPENDIX CONTAINS STAT BLOCKS AND SHORT SPEED
descriptions for the creatures that appear in Drag
A creature's speed tells you how far it can move
ons of Stormwreck Isle.
on its turn. For more information on speed, see
the rulebook.
. C REATURE STAT BLO C KS All creatures have a walking speed; those that
A creature's stat block provides the essential in have no form of ground-based locomotion have a
formation that you, as the DM, need to run it. The walking speed of 0 feet. Some of the creatures in
following sections explain the various pieces of in this adventure have one or more additional move
formation you'll find in a stat block. ment modes:
SIZE Burrow. A creature that has a burrowing speed can
use all or part of its movement to move through
A stat block tells you a creature's size: Tiny, Small,
sand, earth, mud, or ice. It can't burrow through
Medium, Large, Huge, or Gargantuan. Size is ex
solid rock unless it has a special trait that allows
plained in the rulebook.
it to do so.
S QUEEZING INTO A SMALLER SPACE Fly. A creature that has a flying speed can use all
A creature can squeeze through a space large or part of its movement to fly. If the creature is in
enough for a creature one size smaller than itself. capacitated or knocked prone while flying, it falls
When a creature is squeezing through such a space, unless it can hover.
its speed is halved, it has disadvantage on attack Swim. A creature that has a swimming speed
rolls and Dexterity saving throws, and attack rolls doesn't need to spend extra movement to swim.
against it have advantage.
ABI LITY S C OR ES
TYPE Every creature has six ability scores (Strength,
A creature's type is specified in a stat block, indi Dexterity, Constitution, Intelligence, Wisdom, and
cating the family of creatures that it belongs to. The Charisma) and corresponding modifiers. For more
types in the game are Aberration, Beast, Celestial, information on ability scores, see the rulebook.
Construct, Dragon, Elemental, Fey, Fiend, Giant,
SAV I N G TH ROWS
Humanoid, Monstrosity, Ooze, Plant, and Undead.
The Saving Throws entry is reserved for creatures
ALIGN M E NT that are proficient in one or more saving throws.
A creature's alignment reflects its disposition. Saving throws in a stat block are shown with the
See the rulebook for descriptions of the different total modifier-the creature's ability modifier plus
alignments. its proficiency bonus. If a creature's stat block says
"Con +4," roll a d20 and add 4 when the creature
ARMOR C LA S S makes a saving throw using Constitution.
A creature that wears armor or carries a shield has
S K I LLS
an AC that takes its armor, shield, and Dexterity into
account. Otherwise, a creature's AC is based on its The Skills entry is reserved for creatures that are
Dexterity modifier and any natural armor or super proficient in one or more skills.
natural resilience it might possess. Skills in a stat block are shown with the total mod
If a creature wears armor or carries a shield, the ifier-the creature's ability modifier plus its profi
kind of armor it wears or shield it carries is noted in ciency bonus. If a creature's stat block says "Stealth
parentheses after its AC value. +4," roll a d20 and add 4 when the creature makes
an ability check using Stealth.
H I T POINTS
VU LN ERABI LITI E S , R E S I STAN C E S ,
A stat block specifies a creature's hit point maxi
mum. In parentheses, the stat block also indicates A N D I M M U NI T I E S
the Hit Dice that were rolled to determined those Some creatures have vulnerability, resistance, or
hit points, plus the creature's Constitution modifier immunity to certain types of damage. Additionally,
multiplied by the number of Hit Dice. some creatures are immune to certain conditions.
These immunities are also noted here.
A P PE N D I X B I CREAT U R E S
SENSES
The Senses entry gives a creature's passive Wisdom
(Perception) score, as well as any special senses the
creature has, such as the following: Any damage or other effects that occur as a result
Blindsight.A creature with blindsight can perceive of an attack hitting a target are described here. As
its surroundings without having to rely on sight, the DM, you can use the average damage or roll the
within a specific radius. damage; for this reason, both the average damage
Darkvision. A creature with darkvision can see in
and the die expression are presented. For example,
dim light within the radius as if it were bright light if a monster deals 4 (ld8) slashing damage with its
and in darkness as if it were dim light. The crea longsword, that notation means you can have the
ture discerns color in darkness as shades of gray. monster deal 4 damage, or you can roll ld8 to deter
mine the damage.
LANGUAGE S
LIMITED USAGE
The languages that a creature can speak are listed
in alphabetical order. Some special abilities-whether they are traits, ac
tions, or reactions-have restrictions on the number
C H ALLENGE of times they can be used:
A well-rested party of four adventurers should be X/Day. The notation "X/Day" means a special abil
able to defeat a creature that has a challenge rating ity can be used a certain number of times, and
equal to the adventurers' level without any charac then the creature must finish a long rest to regain
ters dying. Creatures weaker than 1 st-level charac expended uses. For example, " 1/Day" means a
ters have challenge ratings lower than 1 . special ability can be used once, and then the
creature must finish a long rest to use it again.
TRAITS Recharge X-Y. The notation "Recharge X-Y"
In a stat block, traits are special features that ap means a creature can use a special ability once,
pear right under the creature's Challenge entry. and then the ability has a random chance of re
charging during each subsequent round of com
AC TIONS bat. At the start of each of the creature's turns,
When a creature takes its action, it can choose from roll a d6. If the roll is one of the numbers in the
the options in the "Actions" section of its stat block recharge notation, the creature regains the use
and the options in the rulebook. of that special ability. The ability also recharges
when the creature finishes a short or long rest.
MELEE A N D RANGED ATTAC KS For example, "Recharge 5-6" means a creature
The most common actions that a creature takes in can use the special ability once. Then, at the start
combat are melee and ranged attacks. See the rule of the creature's turn each round, it regains the
book for how attacks work. use of the ability if it rolls a 5 or 6 on a d6.
A P P E N D I X B I C R E AT U R E S
BLUE DRAGONS
Vain and territorial, many blue dragons take plea
sure in lording their power over creatures they see
C REATURE D E S C RI PTIONS as lesser.
The creatures that appear i n the adventure are pre
sented in this section in alphabetical order.
BLUE DRAGON WYRMLING
Medium Dragon (Chromatic), Typically Lawful Evil
D RAG O NS
Dragons are winged reptiles o f ancient lineage and Armor Class 1 7 (natural armor)
fearsome power. The oldest dragons, over a thou Hit Points 52 (8d8 + 1 6)
Speed 30 ft., bu rrow 1 5 ft., fly 60 ft.
sand years old, are some of the most powerful crea
tures in the world. Dragons' innate magic fuels their STR DEX CON I NT WIS CHA
dreaded breath weapons and other preternatural 1 7 (+3) 10 (+O) 1 5 (+2) 1 2 (+l ) 11 (+O) 15 (+2)
abilities.
The chromatic and metallic dragon families en Saving Throws Dex +2, Con +4, Wis +2, Cha +4
compass most of dragonkind. The chromatic drag Skills Perception +4, Stealth +2
Damage Immunities l ightn ing
ons-black, blue, green, red, and white-are largely Senses blindsight 1 0 ft., darkvision 60 ft., passive Perception 1 4
selfish, evil, and feared. The metallic dragons Languages D raconic
brass, bronze, copper, gold, and silver-are typically Challenge 3 Proficiency Bonus +2
noble, good, and respected by the wise.
Though their goals and ideals vary tremendously, ACTI O N S
most dragons covet wealth, hoarding mounds of
Bite. Melee Weapon Attack: + 5 to h it, reach 5 ft., one target. Hit:
coins and gathering gems, jewels, and magic items.
8 ( l d l O + 3) pierci n g dam age p l u s 3 (l d6) lightni n g damage.
Chromatic and metallic dragons pass through four
distinct stages of life, from wyrmlings to ancient Lightning Breath (Recharge 5-6). The d ragon exhales lightning
in a 30-foot line that is 5 feet wide. Each creature i n that line
dragons. Even wyrmlings in their first five years
m ust make a DC 12 Dexterity saving th row, taking 2 2 (4d l 0)
of life are fearsome threats, and wise adventurers l ightni n g da mage on a failed save, or half as much damage on a
do not underestimate them or dismiss them as successful one.
"children."
APPENDIX B I C R E ATU R E S
B RO N1.E D R A G O N WvR M L I N G
BRONZE DRAGONS
Many bronze dragons are friendly coastal dwellers
who enjoy watching ships and sailors.
Runara. Despite her innocuous disguise and her
commitment to peace, the leader of Dragon's Rest
is an adult bronze dragon-a fearsome opponent or
a powerful ally. Her capabilities go beyond what is
presented here.
ACT I O N S Saving Throws Dex +2, Con +4, Wis +2, Cha +4
Multiattack. R u n ara makes one Bite attack and two Skills Perception +4, Stealth +2
Claw attacks. Damage Immunities l ightni n g
Senses blindsight 1 0 ft. , darkvision 60 ft., passive Perception 1 4
Bite. Melee Weapon Attack: + 12 to hit, reach l 0 ft. , one target. Languages D raconic
Hit: 18 (2d l 0 + 7) piercing damage. Challenge 2 Proficiency Bonus +2
Claw. Melee Weapon Attack: +1 2 to h it, reach 5 ft., one target.
Hit: 14 (2d6 + 7) slashing damage. Amphibious. The d ragon can breathe air and water.
Breath Weapon (Recharge 5-6). Ru nara uses one of the follow
ing breath weapons: ACTI O N S
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft. , one target.
Lightning Breath. Runara exhales lightn ing in a 90-foot l i ne that
is 5 feet wide. Each creature in that l i n e m ust make a DC 1 9 Hit: 8 ( l d l O + 3) piercin g damage.
Dexterity saving throw, taking 6 6 ( 1 2d l 0) lightni n g damage Breath Weapons (Recharge 5-6). The d ragon uses one of the
on a fa iled save, or half as m uch damage on a successful one. fol lowing breath weapons:
Repulsion Breath_ Runara exhales repulsion energy i n a 30-
foot cone. Each creature i n that area must succeed on a DC Lightning Breath. The d ragon exhales lightning i n a 40-foot line
19 Strength saving throw or be pushed u p to 60 feet away that is 5 feet wide. Each creature in that l i ne must make a D C
from R u nara. 1 2 Dexterity saving throw, t a k i n g 1 6 (3dl 0) lightning da mage
on a fa i l ed save, or half as much damage on a successful one.
Change Shape. Ru nara magically transforms i nto a H u manoid Repulsion Breath. The d ragon exhales repulsion energy i n a
or Beast that is Medium or S m a l l , while reta i n i ng her game sta 30-foot cone. Each creature in that area m ust s u cceed on a
tistics (other than her size). This transformation ends if Ru nara DC 1 2 Strength savi ng throw or be pu shed u p to 30 feet away
is reduced to 0 h it points or uses a bonus action to end it. from the dragon.
APPENDIX B I C R E AT U R E S
FUME D RAKE
FIRE SNAKE
Fume drakes are mischievous creatures that arise
from the lingering magical energy of a dead dragon.
FIRE SNAKE
They resemble small, legless dragons formed from
Fire snakes are the larval form of salamanders clouds of greenish smoke. They delight in causing
powerful creatures from the Elemental Plane of pain and confusion in other creatures.
Fire. Intense heat washes off their bodies, and their
yellow eyes glow like candles.
FUME DRAKE
Small Elemental, Typically Neutral
FIRE SNAKE
Medium Elemental, Typically Neutral Evil Armor Class 1 2
Hit Points 2 2 (5d6 + 5)
Armor Class 14 (natural a rmor) Speed 30 ft., fly 30 ft.
Hit Points 22 (5d8)
Speed 30 ft. STR DEX CON I NT WIS CHA
6 (-2) 14 (+2) 12 (+l) 6 (-2) 10 (+O) 11 (+0)
STR DEX CON I NT WIS CHA
12 (+l ) 14 (+2) 1 1 (+O) 7 (-2) 10 (+O) 8 (-1 ) Damage I mmunities fi re, poison
Condition Immunities poisoned
Damage Vulnerabilities cold Senses darkvision 60 ft. , passive Perception 1 0
Damage Resistances bludgeoni ng, piercing, and slashing from Languages Draconic, lgnan
n o n m a gical attacks Challenge 1/4 Proficiency Bonus +2
Damage Immunities fire
Senses darkvision 60 ft., passive Perception 1 0
Death Burst. When the fu m e d rake dies, it explodes i n a cloud
Languages understands l gnan b ut can't speak
of noxious fu mes. Each creature withi n 5 feet of the fu m e drake
Challenge 1 Proficiency Bonus +2
must succeed on a DC 1 1 Constitution savi n g throw or take 4
( l d8) poison damage.
Heated Body. A creature that touches the snake or hits it with a
Unusual Nature. The fum e d rake doesn't requ i re food,
melee attack while wit h i n 5 feet of it takes 3 (l d6) fi re damage.
drink, or sleep.
ACT I O N S ACT I O N S
Multiattack. The snake makes one B ite attack and one
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Tail attack.
Hit: 4 ( l d4 + 2) fi re damage.
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft. , one target.
Scalding Breath (Recharge 6). The fum e d rake exhales a 1 5 -foot
Hit: 3 ( l d4 + 1) piercing damage p l u s 3 (l d6) fi re damage.
cone of scald i n g steam. Each creature in that area must make
Tail. Melee Weapon Attack: +3 to h it, reach 5 ft., one target. Hit: a DC 1 1 Dexterity saving th row, taking 4 (l d8) fi re damage on a
3 ( l d4 + 1) bludgeoning damage p l u s 3 ( l d6) fi re dam age. fai led save, or half as m uch damage on a successful one.
APPE N D I X B I C R E AT U R E S
HARPY
The cruel harpy uses its sweet song to lure adven
turers and sailors to their deaths. A harpy has the
body, legs, and wings of a vulture but the torso,
arms, and head of a human.
HARPY
Medium Monstrosity, Typically Chaotic Evil
Armor Class 1 1
Hit Points 3 8 (7d8 + 7)
Speed 20 ft., fly 40 ft.
A P P E N D I X B I C R E AT U R E S
KOBOLD TINKERER
Small Humanoid, Any Alignment
Armor Class 1 2
Hit Points 1 0 (3d6)
Speed 3 0 ft., fly 10 ft.
ACT I O N S
KO B O L D S
Dagger. Melee or Ranged Weapon Attack: +4 to h it, reach 5 ft. o r
Kobolds are reptilian Humanoids that often re range 20/60 ft. , one target. Hit: 4 ( l d4 + 2 ) piercing damage.
vere dragons. Physically weak, they find strength Alchemical Flame (Recharge 6). The kobold un leashes fi re in
in numbers. a 1 5-foot cone. Each creature in that a rea m ust m a ke a DC 1 2
A few kobolds are born with leathery wings Dexterity savi n g th row, taking 1 0 (3d6) fi re damage on a fa iled
and can fly, which is often seen as a gift from savi n g th row, or half as m uch damage on a successful one.
dragon gods.
STR DEX CON I NT WIS CHA STR DEX CON I NT WIS CHA
7 (-2) 1 5 (+2) 9 (-1) 8 (-1 ) 7 (-2) 8 (-1 ) 7 (-2) 1 6 (+3) 9 (-1 ) 8 (-1 ) 7 (-2) 8 (-1 )
Senses darkvision 60 ft. , passive Perception 8 Senses darkvision 60 ft. , passive Perception 8
Languages Common, D raconic Languages Common, Draconic
Challenge 1 /8 Proficiency Bonus +2 Challenge 1/4 Proficiency Bonus +2
Pack Tactics. The kobold has advantage on an attack rol l Pack Tactics. The kobold has advantage on an attack rol l
against a creature if a t least one o f t h e kobold's a l l i e s is with in 5 against a creature i f a t least one o f t h e kobold's a l l ies is with in 5
feet of the creature and the ally isn't i ncapacitated. feet of the creature and the ally isn't incapacitated.
Sunlight Sensitivity. While in s u n light, the kobold has disadvan Sunlight Sensitivity. While in sunl ight, the kobold has d isadvan
tage on attack rol ls, as well as on Wisdom (Perception) checks tage on attack rol ls, as well as on Wisdom (Perception) checks
that rely on sight. that rely o n sight.
ACT I O N S ACT I O N S
Dagger. Melee o r Ranged Weapon Attack: +4 to hit, reach 5 ft. o r Dagger. Melee o r Ranged Weapon Attack: + 5 to hit, reach 5 ft. or
range 20/60 ft., one target. Hit: 4 ( l d4 + 2 ) piercing d a m age. range 20/60 ft., one target. Hit: 5 ( l d 4 + 3) pierci ng damage.
Sling. Ranged Weapon Attack: +4 to h it, range 30/1 20 ft., one Dropped Rock. Ranged Weapon Attack: +5 to hit, one target di
target. Hit: 4 ( l d4 + 2) bludgeoning damage. rectly below the kobold . Hit: 6 ( l d 6 + 3) bl udgeoning damage.
APPEN D I X B I C REATU R E S
Mvc O N I D S P R O U T ( B E LOW) A N D
MVCO N I D A D U LT ( R I G H T)
MYC O N I D S
Myconids are intelligent, mobile fungi that live in
caves, seek enlightenment, and dislike violence.
Adult myconids live and work together in colonies
and practice a form of communal meditation called
MYC ONID ADULT
a meld, in which they seek to transcend mundane
reality through shared hallucination. Medium Plant, Typically Lawful Neutral
Myconid leaders like Sinensa use their Hallucina
tion Spores to help myconids create melds. Armor Class 1 2 (natural armor)
Hit Points 22 (4d8 + 4)
APPENDIX B I C RE AT U R E S
SINENSA
Large Plant (Myconid), Lawful Neutral
A P P E N D I X B I C R E ATURES
5TIRGE
TARAK
Before coming to Dragon's Rest, Tarak was a crimi
nal, but he has since devoted himself to the study of
herbs and medicine. He is usually unarmed, but he
VARNOTH
keeps several daggers hidden in his cell (in area Al
of Dragon's Rest; see page 10). A hardened mercenary captain, Varnoth Wender is
an experienced professional fighter. She is usually
TARAK unarmed, but she keeps her old sword beneath the
Medium Humanoid (Human), Lawful Neutral mattress in her cell (in area Al in Dragon's Rest;
see page 10).
Armor Class 1 3
fVARNOTH
Hit Points 2 7 (6d8)
Speed 30 ft.
Medium Humanoid (Human), Neutral Good
STR DEX CON I NT WIS CHA
1 0 (+0) 16 (+3) 10 (+O) 1 2 (+l ) 1 4 (+2) 16 (+3) Armor Class 1 1
Hit Points 3 9 (6d8 + 1 2)
Speed 30 ft.
Skills Deception +5, I n sight +4, M edicine +4, Natu re +3
Senses passive Perception 1 2
Languages Common, D raconic, th ieves' cant STR DEX CON I NT WIS CHA
Challenge l Proficiency Bonus +2 1 6 (+3) 13 (+l ) 14 (+2) 1 0 (+O) 1 1 (+O) 10 (+O)
A P P E N D I X B I C R E ATU R E S
VIOLET FU NGUS
Violet fungi are giant purplish mushrooms that ZOMBIE
use root-like feelers to creep across cavern floors. Zombies are mindless reanimated corpses that
They use the four stalks protruding from their cen have no memories from their past lives.
tral mass to lash out at prey, rotting flesh with the
slightest touch.
ZOMBIE
Medium Undead, Typically Neutral Evil
VIOLET FUNGUS
Medium Plant, Unaligned Armor Class 8
Hit Points 22 (3d8 + 9)
Armor Class 5 Speed 20 ft.
Hit Points 1 8 (4d8)
Speed 5 ft. STR DEX CON I NT WIS CHA
1 3 (+1) 6 (-2) 1 6 (+3) 3 (-4) 6 (-2) 5 (-3)
STR DEX CON I NT WIS CHA
3 (-4) 1 (-5) 10 (+O) 1 (-5) 3 (-4) 1 (-5) Saving Throws Wis +O
Damage Immunities poison
Condition I mmunities blinded, deafened, frightened Condition I mmunities poisoned
Senses blindsight 30 ft. (blind beyond this radius), Senses darkvision 60 ft., passive Perception 8
passive Perception 6 Languages u n derstands the languages it knew in life but can't
Languages - speak
Challenge 1 /4 Proficiency Bonus +2 Challenge 1/4 Proficiency Bonus +2
False Appearance. If the violet fungus is motionless at the start Undead Fortitude. I f damage reduces the zombie to 0 hit
of combat, it has advantage on its in itiative rol l . Moreover, if a points, it makes a Constitution saving th row with a DC of 5 +
creature hasn't observed the fu ngus move or act, that creature the damage take n , u n less the damage is radiant or from a criti
m ust succeed on a DC 18 I ntell igence (I nvestigation) check to cal hit. On a success, the zombie drops to 1 hit point i nstead.
d iscern that the violet fu ngus isn't ord i n a ry fu ngus.
Unusual Nature. The zom b i e doesn't req u i re air, food,
drink, or sleep.
ACTI O N S
Multiattack. The fungus m akes l d4 Rotting Touch attacks. ACT I O N S
Rotting Touch. Melee Weapon Attack: +2 to hit, reach 10 ft. , one Slam. Melee Weapon Attack: +3 to h it, reach 5 ft., one target.
creature. Hit: 4 (l d8) necrotic damage. Hit: 4 ( l d 6 + 1) bludgeoning damage.
A P P E N D I X B [ C REATUR E S
Wizard l st Sage
CLASS LEVEL BACKGROUND
�
colleague posing a
+ Component pouch
+2 30 feet question you have
not yet been able to
+ Spellbook
7 answer
INITIATIVE SPEED
0 _±Q_ Strength + Backpack
• Set of common
0 clothes
0 _±1._ Dexterity
Hit Point Maximum _8:::.___
._ _____
• Book of lore
·�
• Ink pen
•A Intelligence
+ 10 sheets of
• _±1._ Wisdom
CURRENT HIT POINTS parchment
FAILURES 000
�
HIT DICE DEATH SAVES
.,. � EQUIPMENT
. 0 ..±L Acrobatics (Dex)
[;]
0 ...=.]_ Deception (Cha) Saving Throws. Your saving throw pro fi
ciencies are indicated by a ein the Saving
•A History (Int)
Throws list on the left.
• _±1._ Insight (Wis) Skills. Your skill proficiencies are indi
cated by a ein the Skills list on the left.
6 0 ...=.]_ Intimidation (Cha) Spell Slots. You have two 1st-level spell
Equipment. You have pro ficiency
slots you can use to cast your prepared
•A Investigation (Int) with daggers, darts, light crossbows, spells. You canuse the m to cast two differ
longswords, quarterstaffs,shortbows,short ent spells or to cast the sa me spell twice.
�
0 _±l_ Medicine (Wis) swords, and slings. You regain your expended spell slots when
0 _±1._ Nature (Int) you finish a long rest.
'LANGUAGES You can keep track of your expended spell
• _±1._ Perception (Wis)
You can speak, read, and write Co m mon, slots by checking the m off in the Spellcast
Celestial, Draconic, Dwarvish, and Elvish. ing table on this sheet's other side, where
2 0 ...=.]_ Performance (Cha)
each spell slot is represented by a checkbox.
0 ...=.]_ Persuasion (Cha) ATTACKS Cantrips. You know a few cantrips,which
are spells you cast without expending spell
k;J
0 _±1._ Religion (Int) Your spells are your best tool in co mbat, but
slots. You know the following cantrips, each
you also have a weapon you can use.
of which is detailed in the rulebook:
0 _±I_ Sleight of Hand (Dex) Shortsword. In melee (against a target
1 within 5feet of you), you can attack with mage hand ray of frost
0 _±I_ Stealth (Dex)
your shortsword. Roll ld20 + 4 to see if you prestidigitation shocking grasp
8 0 _±l_ Survival (Wis) hit . If you do, the target takes ld6 + 2 pierc
Spell Attacks and Saving Throws. When
ing damage.
a creature makes a saving throw to resist
_!::? ;;.. SKILLS
WIZARD one of your spells, the D C of the saving
throw is 13. When you make a spell attack,
Wizards are studious magic -users who you roll ld20 + S to see if you hit. These
wield spells fueled by the magic that per me nu mbers are based on your spellcasting
PASSIVE WISDOM (PERCEPTION) ates the cos mos. The lure of knowledge ability, which is Intelligence.
calls wizards out of the safety of their librar
ies into cru mbling ruins and lost cities. Spell save DC = 13
The wizard class gives you the following Spell attack roll = l d20 + 5
features . Ritual Casting. You can cast a wizard
Spellbook. You have a spellbook contain spell as a ritual if that spell has the ritual
ing these 1st -level spells, each of which is tag and you have the spell in your spellbook.
detailed in the rulebook: You don t' need to have the spell prepared.
detect magic shield The rulebook explains rituals.
.
mage armor sleep Arcane Recovery. You can regain so me
magic missile thunderwave of your magical energy by studying your
spellbook. Once per day during a short rest,
Prepared Spells. Whenever you finish you can recover one 1st -level spell slot.
a long rest, you can prepare four 1st-level
COINS
"'\l,,---- Continued on back _______,,.,,.
Elfwizard (sage), page l of2 TM & © 2022 Wizards ofthe Coast LLC. Permission is granted to photocopy this document for personal use.
HIGH ELF S P E LLCASTI N G
Elves are a people of otherworldly grace, long -lived and passionate. Wizard Level Prepared Spells 1st-Level Slots 2nd-Level Slots
In the earliest days of the multiverse, the first high elves settled in
lst 4 DO
fey crossings,places where the natural world and a fantastic real m
of magic and e motion, known as the Feywild,touch and overlap. The 2nd 5 DOD
high elves mystically took on characteristics blending both real ms. 3rd 6 ODDO DD
Your facility with language and your innate understanding of useful
magic are part of that mystical adaptation .
As a high elf, you have the following traits . Adding Spells to Your Spellbook. Each ti me you gain a wizard
source of lost knowledge. Shortly <!fter the letter arrived, you learned single 2nd -level spell slot (your choice).
tragic news: your friend died under mysterious circu mstances . Spells. You can now prepare and cast 2nd-level spells.
Personal Goal: Discover Lost Knowledge. The lettefr spoke of an
arcane observatory built on a nearby island by wizards long gone, and WIZARD SPELL LIST
it hinted at powerful magic hidden there. A s mall cloister known as 1st-Level Spells 2nd-Level Spells
Dragon's Rest also resides on the island . The caretaker of the cloister's
te mple to the i;iragon god Baha mut, who is a patron of heroes and a Comprehend languages (ritual) Flaming sphere
cha mpion of justice, must have in for mation regarding the observatory. Detect magic (ritual) Hold person
This Elder Runara can set you on the path to discovering the knowl
Mage armor Invisibility
edge your friend never found.
Magic missile Misty step
MAKING THE CHARACTER YOURS Protection from evil and good Shatter
Follow these steps to make this character uniquely yours:
Ray of sickness
1 . Choose a na me and write it in the " Character Na me" space on the
Shield
front of this sheet. Your character's na me can be anything you like,
perhaps drawing fro m a real -world culture or a work of literature. Sleep
2 . Decide what you look like and deter mine your character's gender. Thunderwave
You decide your character's height, weight, age, and coloration (eyes,
hair, and skin) . You can use the art on this page for inspiration or
choose your own direction. You a!So might want to give your char
acter a me morable physical characteristic, such asa scar,a li mp,
spectacles, or a tattoo.
3. Flesh out your character's personality,and read about your char
acter's align ment in the rulebook (you may choose a different
align ment fro m a mong the options there). The goal is to choose
traits and manneris ms for your character that you'll enjoy.
GAINING LEVELS
The DM will tell you when you reach 2nd level and then 3rd level.
When you reach a new level, you gain the features below for that level.
Elfwizard (sage), page 2 of2 4152C6242000060 TM & © 2022 Wizards ofthe Coast LLC. Permission is granted to photocopy this document for personal use.
DUNGEONS &;DRAGOMS® nt====�====:o!!�=�
Rogue l st Criminal
CLASS LEVEL BACKGROUND
(JJ'
• Shortbow 10 pitons
+3 25 feet •
ru
HIT DICE D EATH SAVES
7 ' EQUIPMENT
•A Acrobatics (Dex)
m
•, A Dec.eption (Cha) Saving. Throws. Your saving throw pro fi ciency with thieves' tools.
. ciencies are indicated by a ein the Saving Sneak Attack. Once per turn, when you
0 _tl_ History (Int)
Throws list on the left. hit a creature with a Dexterity-based attack .
0 ..±Q_ Insight (Wis) Skills. Your skill proficiencies are indi (such as with your dagger or shortbow)
cated by a ein the Skills list on the left. and you have advantage on the attack roll,
3 0 -±1._ Intimidation (Cha)
Equipment. You have proficiency you can deal an extra ld6damage to your
• ..±Q_ Investigation (Int) with light armor, simple weapons, hand target. You don't need advantage if another
crossbows, longswords,rapiers, and short enemy of the target is within 5 feet of it and
Ll;J
0 ..±Q_ Medicine (Wis) swords. You also have pro ficiency with isn't incapacitated. You can't deal this extra
thieves' tools. damage,however,if you have disadvantage
0 _tl_ Nature (Int)
on the attack roll.
.
• _tl_ Perception (Wis) LANGUAGES Thieves' Cant. You know thieves' cant, a
You can speak, read, and write Common, secret mix of dialect, jargon, and code that
0 0 -±1._ Performance (Cha)
Goblin, and Halfling. allows you to hide messages in seemingly
normal conversation. You also understand
0 -±1._ Persuasion (Cha)
ATTACKS a set of secret signs and symbols used to
�
0 _tl_ Religion (Int) convey short,simple, messages.
You start with the following weapons, which
• -±i_ �Ieight of Hand (Dex) you can use to make attacks.
LIGHTFOOT HALFLING
Dagger. In melee (against a target within
• ..±]__ Stealth (Dex)
5feet of you), you can attack with your Halflings are small folk, but they are
dagger. You can also throw a dagger at a blessed with luck and courage be fitting the ·
6 0 ..±Q_ Survival (Wis)
mightiest of dragons. Light foot halflings
target up to 20 feet away,or up to 60 feet
away with disadvantage on the attack roll. easily hide from notice,slipping around and
� SKILLS
In either case,roll ld20 + S to see if you hit. behind larger folk, be they friend or foe.
if you do, the target takes ld4 + 3 piercing As a lightfoot halfling,you have the fol
damage.
lowing traits.
Lucky. When you roll a 1 on the d 20 for
Shortbow. You can shoot your shortbow
12 PASSIVE WISDOM (PERCEPTION)
at a target up to 80 feet away,o rup to 3 20 an attack roll, ability check,or saving throw,
feet with disadvantage on the attack roll. you can reroll the d 20 and must use the new
Roll ld20 + S to see if you hit. If you do, the roll.
target takes ld6 + 3 piercing damage. Brave. You have advantage on saving
7 ' throws you make to avoid or remove the
<=) �
a size larger than yours.
to battle, rogues prioritize cunning over
Naturally Stealthy. You can attempt to
brute strength,placing one precise strike
hide when you are obscured by a creature
exactly where the attack will hurt the most.
C)
that is at least one size larger than you.
The rogue class gives you the following
features.
COINS
� /. ------- Continuedon back ------#
Halfling rogue (criminal), page 1 of2 TM & © 2022 Wizards ofthe Coast LLC. Permission is granted to photocopy this document for personal use.
YOUR CRIMINAL BACKGROUND HIT DICE AND HIT POINTS
With each level you gain, you gain one additional Hit Die (d 8), which
You fell in with a thieves' guild called the Gilded Gallo ws at an early
you can use to heal yourself when you take a short rest (explained in
age. The guild has prospered in recent years, and its in fluence is
the rulebook). When you level up, add the new Hit Die to the Hit Dice
spreading across the Sword Coast. You followed that expansion,
box on this sheet, and add ld 8 + 1 to your hit point maximum.
hoping to find your fortune in the city of Neverwinter.
Your background shaped your character in important ways. You
learned the use of thieves' tools from scoundrels and gamblers (shown 2ND-LEVEL FEATURE
in " Proficiencies" on the front of this sheet) and picked up the Goblin Cunning Action. Your quick thinking and agility allow you to move
language at the same time. Your skill proficiencies in Deception and and act quickly,so you can take a bonus action on each of your turns in
Stealth also reflect your upbringing,talking your way out of trouble combat. This action can be used only to take the Dash, Disengage, or
and skulking past unfriendly eyes. Hide action.
Fortunes in Neverwinter have been fair but not the fast riches you
hoped for. You heard a story from a smuggler about a high-ranking 3RD-LEVEL FEATURES
member of the Gilded Gallows who turned traitor,killed their part Second-Story Work. You gain the ability to climb faster than
ner,and fled with a sovereign's ransom in treasure. Thanks to details normal, so climbing no longer costs you extra movement. In addition,
you've picked up here and there that corroborate the story, you're cer when you make a running jump, the distance you can cover increases
tain it's more t!fan just a rumor. by a number of feet equal to your Dexterity modi fier.
Personal Goal: Find the Lost Fortune. Whoever that Gilder was Fast Hands. You can use the bonus action granted by your Cunning
who skipped out with the gold, they've covered their tracks well. The Action to make a Dexterity (Sleight of Hand) check, take the Use an
trail went cold in Neverwinter, but recently you've learned of a remote Object action, or use your thieves' tools to try to disarm a trap or open
island cloister called Dragon's Rest. The cloister holds a temple to the a lock.
dragon god Bahamut, who is a patron of heroes and a champion of
Sneak Attack. You deal 2d 6 damage with your Sneak Attack,
justice. There is also a community of hermits who live there now,the instead of ld 6.
perfect place to hide for someone wishing to escape their past. If that
treasure's there, you'll find it.
GAINING LEVELS
The DM will tell you when you reach 2nd level and then 3rd level.
When you reach a new level, you gain the features below for that level.
NOTES
Halfling rogue (criminal). page 2 of2 4152C6242000050 TM & © 2022 Wizards ofthe Coast LLC. Permission is granted to photocopy this document for personal use.
DuMGEONS &; DRAGONS® h,.c:==�====�==�
Paladin l st Noble
CLASS LEVEL BACKGROUND
�
50 feet of hempen
-1 30 feet • Battleaxe •
rope
• Shield
'7 INITIATIVE SPEED • Set of fine clothes
0 ..±1._ Strength • 5 javelins
• Signet ring
6
0 ....::!._ Dexterity
_lc.=2;________
_ • Holy symbol
Hit Point Maximum _
• Scroll of pedigree
• Backpack
0 +2 Constitution
• Pouch
ru
• Bedroll
0 _±Q_ Intelligence
• Mess kit
• +3 Wisdom
CURRENT HIT POINTS
• Tinderbox
• +4 Charisma
• 10 torches
Total ldlO SUCCESSES 000
SAVING THROWS • 10 days of rations
FAILURES 000 *While wearing this armor, you have
ru
disadvantage on Dexterity (Stealth) checks.
HIT DICE DEATH SAVES
'7 " EQUIPMENT
0 -=.L Acrobatics (Dex)
c;J
0 _tl_ Deception (Cha) Saving Throws. Your saving throw pro fi and powerful good. Until the end of your
ciencies are indicated by a ein the Saving next turn, you know the location of any .
• _tl_ History (Int)
Throws list on the left. Celestial, Fiend, or Undead within 60 feet of
• ..±1._ Insight (Wis) Skills. Your skill proficiencies are indi you that is not behind total cover. You know
cated by a ein the Skills list on the left. the type of any being whose presence you
l 0 _tl_ Intimidation (Cha)
Equipment. You have proficiency with all sense, but not its identity. Within the same
0 _±Q__ Investigation (Int) armor,shields,simple weapons, and mar radius, you also detect the presence of any
Val weapons. place or object that has been consecrated or
�
0 _tl_ Medicine (Wis) desecrated.
LANGUAGES Lay on Hands. Your blessed touch can
0 _±Q__ Nature (Int)
heal wounds. You have a pool of healing
You can speak, read, and write Common,
0 _tl_ Perception (Wis) D raconic, Dwarvish, and Giant. power that replenishes when you take a
long rest. With that pool, you can restore a
3 0 _tl_ Performance (Cha) total of 5 hit points.
ATTACKS
As an action, you can touch a creature
• _tl_ Persuasion (Cha)
You start with the following weapons, which and draw power from the pool to restore a
you can use to make attacks.
c;;J
0 _±Q_ Religion (Int) number of hit points to that creature, up to
Battleaxe. In melee (against a target the maximum amount remaining in your
0 -=.L Sleight of Hand (Dex) within 5feet of you), you can attack with pool.
your battleaxe. Roll ld20 + 5 to see if you Alternatively,you can expend 5 hit points
0 =1'.::_ Stealth (Dex)
hit. If you do, the target takes ld8 + 3 slash from your pool of healing to cure the target
ing damage, or ldlO + 3 slashing damage of one disease or neutralize one poison
4 0 _tl_ Survival (Wis)
if you wield the battleaxe with two hands affecting it. You can cure multiple diseases
*See your equipment.
(which means dropping ,your shield). and neutralize multiple poisons with a
� SK I L LS
./. Javelin. In melee (against a target within single use of Lay on Hands, expending hit
5feet of you), you can attack with a javelin. point separately for each one.
You can also throw a javelin at a target This feature has no effect on Undead or
up to 30 feet away,or up to 1 20 feet away Constructs.
11 PASSIVE WISDOM (PERCEPTION)
with disadvantage on the attack roll. In
either case, roll ld20 + 5 to see if you hit. ABOUT HUMANS
If you do, the target takes ld6 + 3 piercing
Humans are the most numerous people of
damage.
the Forgotten Realms . They live alongside
·
'7
elves, dwarves, hal flings, and other peoples
«=) � PALADIN
Paladins swear oaths to gods,ancient
orders, and great causes. A paladin's oath
in villages, towns, and cities across the
world. Human adventurers are often moti
vated to leave a lasting legacy.
� l
D ragon, who is a patron of heroes and a
champion of justice.
� COINS
'\l...---- Continued onback ------'r
Human paladin (noble), page l of2 TM & © 2022 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Fighting Style: Protection. When a creature you can see attacks a
YOUR NOBLE BACKGROUND
target other than you that is within 5 feet of you, you can use your reac
Your family'is no stranger to wealth,power,and privilege . In the glory tion to impose disadvantage on the attack roll. You must be wielding a
days of Neverwinter, your parents ruled the county of Corlinn Hill, shield .
located in the hills northeast of the city . But Mount Hotenow erupted
Divine Smite. When you hit a creature with a melee weapon attack;
thirty years ago, devastating Neverwinter and erasing Corlinn Hill.
you can·expend one spell slot to deal 2d8radiant damage to the target,
Instead of growing up on an estate, you were raised in a small town
in addition to the weapon s ' damage . The extra damage increases by
house in Waterdeep. As an adult,you stand to inherit only a title .
ld8 if the target is an Undead or a Fiend .
Your background shaped your character . You learned the languages
Lay on Hands. The healing pool of Lay on Hands increases to 10 .
of dwarves and giants from a childhood tutor (shown in " Languages"
on the front of this sheet), and your skill proficiencies in History and
Persuasion reflect your education in history and etiquette. 3RD-LEVEL FEATURES
Since swearing your oath to Bahamut, you've returned to Never Divine Health. The divine magic flowing through you makes you
winter and have been a champion to those who are overlooked by the immune to disease.
institutions that exist to protect them . Recently, your resolve has been Lay on Hands. The healing pool of Lay on Hands increases to 15.
shaken by corruption in the city guard and ruling aristoc rats . Spells. You gain a spell slot, as shown in the Spellcasting table . In
Personal Goal: Rejuvenating Pilgrimage. Seeking to reinvigorate addition to the spells you choose to prepare, you always have two extra
your resolve, you learned of a remote cloister, Dragon s ' Rest, on a tiny spells prepared: protection from evil and good and sanctuary.
island. The cloister holds a temple to the dragon god Bahamut . You Channel Divinity. You can channel divine magic from your oath,
feel drawn to contemplate your place in the world there. fueling one of two effects : Sacred Weapon or Turn the Unholy. When
you use Channel Divinity,choose which of these effects to create ; you
MAKING THE CHARACTER YOURS must then finish a short or long rest to use Channel Divinity again:
Follow these steps to make this character uniquely yours : Sacred Weapon. As an action, you present your holy symbol and
1. Choose a name and write it in the "Character Name" space on the imbue one weapon that you are holding with positive energy . For
front of this sheet. Your character s
' name can be anything you like, 1 minute,you add + 2 to attack rolls made with that weapon. The
perhaps drawing from a real -world culture or a work of literature. weapon also emits b right light in a 20-foot radius and dim light for
2. Decide what you look like and determine your character s ' gender . 20 feet beyond that. If the weapon is not already magical, it becomes
You decide your character's height, weight, age, and coloration (eyes, magical for the duration. You can end this effect on your turn as
hair, and skin). You can use the art on this page for inspiration or part of any other action. If you are no longer holding or carrying this
choose your own direction . You also might want to give your char weapon, or if you fall unconscious, this effect ends.
acter a memorable physical·characteristic,such as a scar,a limp, Turn the Unholy. As an action, you present your holy symbol, and
spectacles, or a tattoo. each Fiend or Undead that can see or hear you within 30 feet of you
3. Flesh out your character s' personality, and read about your char must succeed on a DC 1 2 Wisdom saving throw or be turned for 1
acter's alignment in the rulebook (you may choose a different minute or until it takes any damage. A turned creature must spend
alignment from among the options there). The goal is to choose its turns trying to move as far away from you as it can, and it can 't
traits and mannerisms for your character that you 'll enjoy. willingly ends its move in a space within 30 feet of you. It also can't
take reactions. For its action, it can use only the Dash action or try to
escape from an effect that prevents it from moving . If it has nowhere
GAINING LEVELS itcan move, the creature can use the Dodge action .
The DM will tell you when you reach 2nd level and then 3rd level .
When you r. each a new level, you gain the features below for that leveL PALADIN SPELL LIST
HIT DICE AND HIT POINTS 1st-Level Spells
With each level you gain, you gain one additional Hit Die (dlO), which Bless
you can use to heal yourself when you take a short rest (explained in
the rulebook). When you level up, add the new Hit Die to the Hit Dice Command
box on this sheet, and add 1d 10 + 2 to your hit point maximum. Cure wounds
Detect magic
2ND-LEVEL FEATURES
Protection from evil and good
Prepared Spells. Each time you finish a long rest, you can prepare
three 1st -level spells to make them available for you to cast, choosing Shield of faith
from the 1st -level spells listed below. Write your prepared spells here :
SpeJJ Slots. You have two 1st -level spell slots you can use to cast
your prepared spells. You can use them to cast two different spells
or to cast the same spell twice. You regain your expended spell slots
when you finish a long rest. You can keep track of your expended spell
slots by checking them off in the Spellcasting table,where each spell
slot is represented by a checkbox .
S P E LLCASTI N G
3rd 3 000
Human paladin (noble), page 2 of2 4152C6242000040 TM & © 2022 Wizards ofthe Coast LLC. Permission is granted to photocopy this document for personal use.
DUNGEONS &;DRAGONS® ti,.=:::::::;�====�==��=
Fighter l st Folk Hero
CLASS LEVEL BACKGROUND
+ Mess kit
• Tinderbox
CURRENT HIT POINTS
• 10 torches
+ 10 days of rations
Total ldlO SUCCESSES 000
• Waterskin
FAILURES OOO
�
HIT DICE DEATH SAVES
'7 "I EQUIPMENT
• _tl_ Acrobatics (Dex}
rn
0 -=1_ Deception (Cha} Saving Throws. Your saving throw profi level.
ciencies are indicated by a ein the Saving Once you use this feature, you must finish
• _tl_ History (Int)
Throws list on the left. a short or long rest before you can use it
0 _tl_ Insight (Wis) Skills. Your skill proficiencies are indi again.
cated by a ein the Skills list on the left. Fighting Style: Archery. You gain a +2
0 0 -=1_ Intimidation (Cha)
Equipment. You have proficiency with all bonus to attack rolls you make with ranged
0 _±Q_ Investigation (Int) armor,shields,simple weapons, and mar weapons. This bonus is already included in
tial weapons. your attack with your longbow.
LlW
0 _tl_ Medicine {Wis}
�
0 _±Q_ Religion (Int) of foot and your ability to hide in foliage or
Greatsword. In melee (against a target
other natural phenomena are part of that
0 _tl_ Sleight of Hand (Dex} within 5 feet of you), you can attack with
1 your greatsword. Roll ld20 + 3 to see if you
mystical adaptation.
0 _tl_ Stealth (Dex) , As a wood elf, you have the follow!ng
hit. If you do, the target takes 2d6 + 1 slash
traits.
8 • _tl_ Survival {Wis) ing damage.
Darkvision. You can see in dim light
Longbow. You can shoot your longbow
within 60 feet of you as if it were bright light
at a target up to 150 feet away,or up to 600
� SK IL LS
feet with disadvantage on the attack roll.
and in darkness in that radius as if it were
dim light. You discern colors in that dark
Roll ld20 + 7 to see if you hit. If you do, the
ness only as shades of gray.
target takes ld8 + 3 piercing damage.
Fey Ancestry. You have advantage on
PASSIVE WISDOM (PERCEPTION) saving throws you make to avoid or end the
FIGHTER charmed condition on yourself.
Fighters are masters of martial combat, Trance. Elves don't need to sleep, and
skilled with a variety of weapons and armor. magic can't put you to sleep. You can finish
'7 "I They learn the basics of all combat styles a long restin 4hours if.you spend those
and specialize in one favored form (in your
«=) �
' hours in a trancelike meditation,during
case,archery). The combination of broad which you retain corn;;ciousness.
general ability and specialization makes
Mask ofthe Wild. You can take the
fighters superior combatants on battlefields
� �
Hide action even when you are only lightly
and in.dungeons alike.
obscured by foliage,heavy rain, falling
, The fighter class gives you the following
snow, mist, or other natural phenomena.
features.
CJ COINS
/. "'ll..---- Continued onback -------
Elffighter (folk hero), page 1 of2 TM & © 2022 Wizards ofthe Coast LLC. Permission is granted to photocopy this document for personal use.
YOUR FOLK HERO BACKGROUND HIT DICE AND HIT POINTS
With each level you gain, you gain one additional Hit Die (dlO), which
Your parents lived in the prosperous village of Thundertree, east of
you can use to heal yourself when you take a short rest (explained in
the city of Neverwinter and at the edge of the Neverwinter Wood. But
the rulebook). When you level up, add the new Hit Die to the Hit Dice
when nearby Mount Hotenow erupted thirty years ago, your parents
box on this sheet, and add ldlO + 2 to your hit point maximum.
fled, perhaps carrying you in your in fancy (depending on how old you
are). Your family drifted from village to village around the region, find
ing work as laborers where they could. 2ND-LEVEL FEATURE
Your background shaped your character in important ways. You Action Surge. You can push yourself beyond your normal limits for
learned the languages of several different peoples (shown in "Lan a moment. On your turn, you can take one additional action.
guages" on the front of this sheet). Your skill pro ficiencies in Animal Once you use this feature, you must finish a short or long rest be fore
Handling and Survival also reflect your upbringing, working with ani you can use it again.
mals and getting by in the natural world.
You've spent the last few years in Neverwinter as a carpenter work- \ 3RD-LEVEL FEATURE
ing at the city's bustling docks. But it's clear to you and everyone Improved Critical. Your weapon attacks score a critical hit on a roll
around you that you are destined for much more. You stood up to an of 19 or 20.
abusive ship captain once, so other dockworkers look up to you. Some
day,you'll come into your own. You'll be a hero.
Personal Goal: Determine Your Destiny. In the remote cloister
of Dragon's Rest lives an old sage who is supposed to possess great
wisdom-or possibly supernatural insight. The cloister holds a temple
to the dragon god Bahamut, who is a patron of heroes and a champion
of justice. Maybe Elder Runara can help you determine exactly what
your heroic destiny is and set you on the right path to fulfill it, so you
can become the hero you know you're meant to be.
GAINING LEVELS
The DM will tell you when you reach 2nd level and then 3rd level. 0
0
When you reach a new level, you gain the features below for that level. 0
"
z
�
iJi
NOTES
Elf fighter (folk hero), page 2 of2 4152C6242000030 TM & © 2022 Wizards ofthe Coast LLC. Permission is granted to photocopy this document for personal use.
DUNGEOMS 6; DRAGOMS® tir===�====��=
Cleric 1 st Soldier
CLASS LEVEL BACKGROUND
c;J
+ Shield 50 feet of hempen
-1 25 feet +
rope
+ Mace
'7 INITIATIVE SPEED + Insignia of rank
0 _±L Strength + Handaxe
+ Broken blade taken
4
0 -=.!_ + Holy symbol
_
Dexterity as a trophy from a
Hit Point Maximum _1:...:
1________
fallen enemy
+ Backpack
0 +2 Constitution
QJ
+ Set of bone dice
+ Bedroll
0 _±Q_ Intelligence
+ Set of common
+ Mess kit
1 • _±2__ Wisdom
CURRENT HIT POINTS
clothes
+ Tinderbox
+ Pouch
• ..±1- Charisma
+ 10 torches
8 Total ld8 SUCCESSES 000
� SAVING THROWS + 10 days of rations
FAILURES 000
*While wearing this armor, you have
m
disadvantage on Dexterity (Stealth) checks.
HIT DICE DEATH SAVES
"}' '<: EQUIPMENT
�
0 _tl_ Deception (Cha) Saving Throws. Your saving throw profi listed on the back of this sheet. In addition
ciencies are indicated by a ein the Saving to those four, you always have these two
0 _±Q_ History (Int)
Throws list on the left. spells prepared,thanks to the Life Domain:
0 ..±1- Insight (Wis) Skills. Your skill proficiencies are indi bless and cure wounds.
cated by a ein the Skills list on the left. Write your prepared spells here:
• ..±1- Intimidation (Cha)
Equipment. You have proficiency with all
bless cure wounds
0 _±Q_ Investigation (Int) armor,shields,simple weapons, battleaxes,
and warhammers.
LlLl
• _±2__ Medicine (Wis)
LANGUAGES
0 _±Q_ Nature (Int)
You can speak, read, and write Common,
'
�
• -±L Religion (Int) ent spells or to cast the same spell twice.
Mace. In melee (against a target within 5
You regain your expended spell slots when
0 ...=.L Sleight of Hand (Dex) feet of you), you can attack with your mace. you finish a long rest.
Roll ld20 + 4to see if you hit. If you do, the You can keep track of your expended spell
0 -1* Stealth (Dex)
target takes ld6 + 2 bludgeoning damage. slots by checking them off in the Spellcast
2 0 _tl_ Survival (Wis) Handaxe. In melee (against a target ing table on this sheet's other side,where
within 5 feet of you), you can attack with a each spell slot is represented by a checkbox.
*See your equipment.
SKILLS
handaxe. You can also throw a handaxe at Cantrips. You know a few cantrips,which
'
- a target up to 20 feet away, or up to 60 feet are spells you cast without expending spell
away with disadvantage on the attack roll. slots. You know the following cantrips, each
In either case, roll ld20 + 4 to see if you hit. of which is detailed in the rulebook:
If you do, the target takes ld6 + 2 slashing
PASSIVE WISDOM (PERCEPTION)
damage. light thaumaturgy
sacred flame
CLERIC Spell Attacks and Saving Throws. When.
'7 � As a cleric,you wield magic given by a god. a creature makes a saving throw to resist
You revere the deity Marthammor Duin, one of your spells, the D C of the saving
Spell save DC = 13
� COINS ,
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Ritual Casting. Y ou can cast a cleric spell as a ritual if that spell has SPELL CASTIN G ADVANCEMENT
the ritual tag an d y ou have the spell prepare d. The ruleb ook explains Y ou gain access t om ore spells as y ou gain levels. Y ou can prepare a
rituals. number of spells equal t oy our level +y our Wis dom m odifier, as sh own
Disciple ofLife. Thanks t o the Life D omain, y our healing spells are in the Spellcasting table. Y ou als ogain m ore spell sl ots.
particularly effective. Whenever y ou rest ore hit p oints' t oa creature
with a spell of 1st level or higher,the creature regains a dditi onal hit S P E LLCASTI N G
p oints equal t o 2 +the spell's level .
Cleric Level Prepared Spells 1st-Level Slots 2nd- Level Slots
HILL DWARF 1 st 4 DD
Dwarves are s oli d an dhar dy like the st one they are sai d t obe create d 2nd 5 DOD
fr om, weathering the centuries with en durance. As a hill dwarf, y ou
3rd 6 DODD DD
have the f oll owing traits.
Darkvision. Y ou can see in dim light within 60 feet of y ou as if it
were bright light an din darkness in that ra dius as if it were dim light. 2ND-LEVEL FEATURES
Y ou discern c ol or sin that darkness ·only as sha des of gray. Channel Divinity. Y ou can channel divine magic fr om y our deity,
Dwarven Resilience. Y ou have resistance t o p ois on damage, an d fueling one of tw o effects : Turn Un dea d or Preserve Life. When y ou
y ou have a dvantage on saving thr ows y ou make t oav oi d or en d the p oi use Channel Divinity, ch oose which of these effects t ocreate ; y ou must
s one d c on diti on on y ourself. then finish a sh ort or l ong rest t ouse Channel Divinity again:
Stonecunning. When y ou make an Intelligence (Hist ory ) check
Turn Undead. As an acti on, y ou present y our h oly symb ol, an deach
relate d t o the origin of st onew ork, y ou are c onsi dere d pr oficient in Un dea d that can see or hear y ou within 30 feet of y ou must succee d
the Hist ory skill an d a dd double y our pr oficiency b onus t o the check, on a D C 1 3 Wis dom saving thr ow or be turne d f or 1 minute or until
instea d of y our n ormal pr oficiency b onus (s o y ou r oll a d20 + 4 for the it takes any damage. A turne d creature must spen dits turns trying
check ). t o m ove as far away fr om y ou as it can, an dit can't willingly en dits
Dwarven Toughness. Y our hit p oint maximum increases by 1, an dit m ove in a space within 30 feet of y ou. It als ocan t' take reacti ons. For
increases by 1 every ti me y ou gain a level (inclu de d in y our hit p oints ). its acti on, it can use only the Dash acti on or try t oescape fr om an
Heavy Armor. Y our spee dis n ot re duce d by wearing heavy arm or. effect that prevents it fr om m oving. If it has n owhere it can m ove, the .
creature can use the D odge acti on.
YOUR SOLDIER BACKGROUND Preserve Life. As an acti on , y ou present y our h oly symb ol an d ch oose
Y ou traine d as a s ol dier on the islan d of Mintarn an d j oine d a mer one or m ore creatures within 30 feet of y ourself t oheal,then dis
cenary c ompany. Y ou travele d t o the city of Neverwinter with y our tribute up t o 10 hit p oints am ong 'them . This feature can rest ore a
c ompany t oserve in b oth the army an d city watch . Over time, y ou grew creatu re t on o m ore than half of its hit p oint maximum.
disillusi one dwith many of y our fell ow s ol diers. They seeme dt oenjoy
their auth ority at the expense of the pe ople they're supp ose d t opr otect. 3RD-LEVEL FEATURES
Y our backg roun d shape d y our character in imp ortant ways . Y ou Spells. Y ou can n ow prepare an d cast 2n d-level spells. In a dditi on
learne d se yeral languages in the c ourse of y our military career (sh own t o the spells y ou ch oose t oprepare, y ou always have tw o extra spells
in "Languages"ab ove ). Y our skill pr oficiencies in Athletics an d Intimi prepare d: lesser restoration an d spiritual weapon.
dati on reflect y our physical training an d an ability t o overawe foes. Preserve Life. When y ou use Preserve Life, y ou can n ow distribute
Recently y ou've ha d dreams of a sha dow creeping acr oss the sea like up t o 1 5 hit p oints.
a shr ou d,swall owing an islan din darkness . Th ough y ou dismisse dthe
dreams at first, y ou began t ohear a v oice calling y ou t ostan d against CLERIC SPELL LIST
death's en dless hunger. Certain of y our deity's wishes, y ou resigne d
2nd- Level Spells
·
GAINING LEVELS
The DM will tell y ou when y ou reach 2n dlevel an d then 3r d level .
When y ou reach a new level, y ou gain the features bel ow f or that level.
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Dwarf cleric (soldier), page 2 of2 41 52C6242000020 TM & © 2022 Wizards ofthe Coast LLC. Permission is granted to photocopy this document for personal use.