Starter Set - Dragons of Stormwreck Isle

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The key takeaways are that D&D is a cooperative fantasy roleplaying game where players take on roles and work together to complete adventures. It involves dice rolls, combat, magic, and roleplaying your character.

The six abilities in D&D are Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. These abilities help determine what a character is good at and their capabilities.

The steps of combat in D&D are 1) Determine surprise 2) Establish positions 3) Roll initiative 4) Take turns 5) Begin the next round if needed 6) Check for death and stabilize dying characters.

Welcome to Dungeons & Dragons ........ 2 Combat ....................................................... 9 Casting Time........................................

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.

WELCOME TO DUNGEONS & DRAGONS


GAM E D IC E
The game uses dice with different numbers of sides.
In these rules, the different dice are referred to by
the letter d followed by the number of sides: d4, d6,
d8, dlO (with 0 standing for 10), dl2, and d20. For
instance, a d6 is a six-sided die.
When you need to roll dice, the rules tell you how
many dice to roll of a certain type, as well as what
modifiers ( positive or negative) to add. For example,
"3d8 + 5" means you roll an eight-sided die three
times, add the rolls together, and add 5 to the total.
Percentile dice, or dlOO, work differently. You
generate a number between 1 and 100 by rolling a
ten-sided die twice. The first roll gives the tens digit,
and the second roll gives the ones digit. For exam­
ple, if you roll a 7 and a 1, the number rolled is 7 1,
In that example, three main steps are present, and and if you roll a 0 and a 5, the number rolled is 5.
those steps occur in every D&D encounter, whether Two Os represent 100.
it's a peaceful encounter or a fight:
T ERM S TO R EM EMB ER
1: The DM describes the environment. The DM
tells the players where their adventurers are and adventure. An adventure is a series of encou nters that h e l p
what's around them, presenting the basic scope t e l l a story and p resent the players' characters w i t h i m ­
of options (how many doors lead out of a room, portant choices.
what's on a table, who's in the tavern, and so on). character sheet. A character sheet i s a piece of paper o r dig­
2: The players decide what their characters do. ital record that bears a character's game statistics.
A character's sheet contains various things that creature. Any living being in the game, incl u d i n g a p l ayer's
the character can do. When deciding what your character, i s a creature. Each creature belongs to a type:
character does, you may choose something on Aberration , Beast, Celestial, Construct, Dragon, Elemen·
the sheet, or you may make something up. What­ tal, Fey, Fiend, Giant, H u manoid, Monstrosity, Ooze,
ever you decide, describe the intended action to
Plant, or Undead. Some rules in the game affect creatures
the DM and the other players. Sometimes all the
of certain types in d i fferent ways. For exa m p l e, the text of
characters do the same thing, and other times,
the cure wounds spell s pecifies that the spell doesn't work
different adventurers do different things; one
adventurer might search a treasure chest while o n a creature that has the Undead type.
a second examines a symbol engraved on a wall, dungeon. A d u ngeon i s any indoor adventure location,
for example. Outside combat, the characters don't whethe r underground, i n a castle, o r in a city.
need to take turns, but the DM listens to every encounter. An encou nter is a scene in an adventure, i ncor­
player and decides how to resolve those actions. porating a fantasy location and often friends or foes.
In combat, everyone takes turns in order, as ex­ m onster. A creature control led by the D M is a m o nster, even
plained in the "Combat" section (page 9). Ei- if the creature is benevolent. A monster with a personal
ther way, the DM tells you what happens next. name is someti mes cal led a n N PC (non p l ayer character),
3: The DM narrates the results of the action.
especially if it isn't com bative.
Sometimes, resolving a task is easy. If an adven­
object. A n object is a n o n l iving, d istin ct thing. Com posite
turer wants to walk across a room and open a
things, l ike b u i l d i ngs, com prise more than one object.
door, the DM might just say that the door opens
player character. A p l ayer cha racter-"character" for
and describe what lies beyond. But the door
might be locked, the floor might hide a deadly short-is a n adventurer contro l led by a player.
trap, or some other circumstance might make it stat block. A stat b lock contains the game statistics of a
challenging for an adventurer to complete a task. monster. It's effectively the monster's character s heet.
In those cases, the DM checks to see if there are
relevant rules-on a character sheet, in this rule­ WHAT'S NEXT?
book, or in the adventure-and then decides what If you'd l ike to delve deeper i nto D&D, check out the
happ ens, often relying on the roll of a die to deter­ fifth edition Player's Handbook, Monster Manual, and
mine the results of an action. Describing the re­ Dungeon Master's Guide. These advanced rulebooks
introduce you to the vast m u ltiverse of D&D and i nvite
sults often leads to another decision point, which
you to create characters and worlds wit h i n it.
brings the flow of the game right back to step 1.

WE LCOME TO DUNGEONS & DRAGONS


CHAPTER 1

PLAYING THE GAME


Turs CHAPTER PRESENTS THE MAIN RULES OF PLAY. ABI LITY S C O R ES A N D MOD I F I E R S
Many of the rules refer to six abilities (described be­ Score Modifier Score Modifier
low) possessed by every character and monster. You
-5 16-17 +3
use these abilities in many different situations, in­
2-3 -4 18-19 +4
cluding combat, social interaction, and exploration­
the rules for which are presented in this chapter. 4 -5 -3 20-21 +5
6 -7 -2 22-23 +6
Six AB I LITI E S 8 -9 -1 24 -25 +7
Six abilities briefly describe a creature's physical 10-11 +O 26 -27 +8
and mental characteristics. These abilities appear 12-13 +l 28 -29 +9
on an adventurer's character sheet and in a mon­ 14 -15 +2 30 +10
ster's stat block:
Strength, measuring physical power TH E D20 R O LL
Dexterity, measuring agility, reflexes, and balance
When the outcome of an action is uncertain, the
Constitution, measuring endurance
game relies on a d20 roll to determine success or
Intelligence, measuring reasoning and memory
failure. Ability checks, saving throws, and attack
Wisdom, measuring perceptiveness and intuition
rolls are the three main kinds of d20 rolls, and
Charisma, measuring force of personality
whenever you make one, the roll is associated with
Each ability has a score, ranging from 3 tCi 18 for one of the six abilities. The roll follows these steps:
most adventurers. The highest a character's score
1: Roll a d20, and add the relevant ability modifier.
can reach is 20. Monsters can have scores as low as
The rest of this rulebook specifies which ability
1 or as high as 30.
modifier to use for different types of d20 rolls.
An ability score's most important function is pro­
2: Add your proficiency bonus if relevant. Each
viding an ability modifier-a positive or negative
character has a proficiency bonus, a number you
number added to ability checks, saving throws, and
add when making a d20 roll that uses something
attack rolls, as explained in the rest of this chapter.
in which your character has proficiency. See the
The Ability Scores and Modifiers table shows the
"Proficiencies" section for more information.
modifier that each score provides.

C H A PTER 1 I PLAY ING TH E GAME


3: Apply circumstantial bonuses and penalties. A
class feature, a spell, or another rule might give a
A DVAN TA GE & D ISA DVAN TA GE
bonus or a penalty to the roll. Also, the roll might Sometimes a rule, such as a class feature or a
have advantage or disadvantage, explained in the spell, says you have advantage or disadvantage on
"Advantage & Disadvantage" section. an ability check, a saving throw, or an attack roll.
4: Compare the total to a target number. If the When that happens, roll the d20 twice when you
total of the d20 roll and its modifiers equals or ex­ make the roll. Use the higher of the two rolls if you
ceeds the target number, the ability check, attack have advantage, and use the lower roll if you have
roll, or saving throw is a success. Otherwise, it's disadvantage.
a failure. The DM determines target numbers and For example, if you have disadvantage and roll a
tells players whether their rolls are successful. 17 and a 5, you use the 5. If you instead have advan­
The target number for an ability check or a saving tage and roll those numbers, you use the 17.
throw is called a Difficulty Class ( DC). The most
THEY D ON'T STACK
common DCs for ability checks are in the Typical
Difficulty Classes table. The target number for an If multiple situations affect a roll and each one
attack roll is called Armor Class (AC), which ap­ grants advantage or imposes disadvantage on it, you
pears on a character sheet or in a stat block. don't roll the d20 more than one additional time. If
two favorable situations grant advantage, for exam­
TY P I CAL DI FFIC U LTY ( L A S SES \ ple, you still roll only one additional time.
Task Difficulty DC Task Difficulty DC If circumstances cause a roll to have both advan­
tage and disadvantage, you are considered to have
Very easy 5 H a rd 20
neither of them, and you roll the d20 once. This is
Easy 10 Very h ard 25
true even if multiple circumstances impose disad­
M ed i u m 15 N early i m possi b l e 30 vantage and only one grants advantage or vice versa.
In such a situation, you have neither advantage nor
PR OFIC I EN C IE S disadvantage.
A character sheet notes the things that the character I NTERACTI O N S WITH R E ROLLS
is especially good at, which are known as the char­
acter's proficiencies. Here are the main proficien­ When you have advantage or disadvantage and
cies, along with page references to their rules: something in the game, such as the halfling's Lucky
trait, lets you reroll or replace the d20, you can
Ski l l s (page 6) Eq u i p ment (page 18) reroll or replace only one of the rolls. You choose
Savi ng Throws ( page 7) which one. For example, if a halfling has advantage
or disadvantage on an ability check and rolls a 1
USI NG YOUR PROFICI E N CY B O N U S and a 13, the halfling could use the Lucky trait to
Whenever you make a n ability check, a saving reroll the 1.
throw, or an attack roll that uses one of your char­
acter's proficiencies, you add the character's profi­ AB I LITY CH E CK S
ciency bonus to the roll. The bonus appears on your An ability check tests a character's or monster's
character sheet, and this rulebook and the character innate talent and training in an effort to overcome a
sheet tell you when the bonus applies. challenge. The DM calls for an ability check when a
A monster's proficiency bonus is already incorpo­ character or monster attempts an action (other than
rated in the relevant numbers in the creature's stat an attack) that has a chance of failure. When the out­
block, so the DM doesn't need to add it. come is uncertain, the dice determine the results.
THE B O N U S D OE S N'T STAC K MAKI NG AN ABI LITY C H E C K
Your proficiency bonus can't be added to a die roll Here are the steps for making an ability check:
or other number more than once. For example, if
two rules tell you to add your proficiency bonus to a 1: Determine the ability to use. For every ability
Wisdom saving throw, you nevertheless add it only check, the DM decides which of the six abilities is
once to the save. relevant to the task at hand. This rulebook or the
Occasionally, a proficiency bonus might be multi­ adventure booklet often tells the DM what kind of
plied or divided (round down) before being added. check a character can make and what happens if
For example, the rogue's Expertise feature doubles the check succeeds or fails. Since characters of­
the proficiency bonus for certain ability checks. ten try unpredictable things, the adventure book­
Whenever used, the bonus can be multiplied only let also provides advice to help the DM decide
once, divided only once, and added only once. what kind of ability check to use in a situation.
2: Choose a skill that applies, if any. Each ability, For example, a Dexterity check might reflect a
except Constitution, has skills associated with character's attempt to pull off an acrobatic stunt,
it, and the rules or the DM determines which of to palm an object, or to stay hidden. Each of these
those skills is relevant to a check. See the "Skills" aspects of Dexterity has an associated skill: Acro­
section below for more information. batics, Sleight of Hand, and Stealth, respectively. So
3: Set the Difficulty Class. Each ability check re­ a character who has proficiency in the Stealth skill
quires a DC, representing the difficulty of the is particularly good at Dexterity checks related to
task. The more difficult a task, the higher its DC. sneaking and hiding.
This rulebook, the adventure booklet, and the
character sheets provide guidance on what the How TO U S E SKILL P ROFICIENCIES
DC should be for certain checks. Sometimes, the DM might ask for an ability check
4: Roll the d20. Then add the relevant ability mod­ using a specific skill-for example, "Make a Wisdom
ifier, and if the check uses one of the character's ( Insight) check." At other times, a player might ask
skill proficiencies, add the character's proficiency the DM if proficiency in a particular skill applies to a
bonus too. As with other d20 rolls, apply any check. In either case, proficiency in a skill means an
bonuses and penalties, and compare the total to individual can add their proficiency bonus to ability
the DC. If the total equals or exceeds the DC, the checks that involve that skill. Without proficiency in
ability check is a success. Otherwise, it's a failure, the skill, the individual still makes the ability check
which means the character or monster makes no but without adding their proficiency bonus.
progress toward the objective or makes progress For example, if a character attempts to climb up
combined with a setback determined by the DM. a dangerous cliff, the Dungeon Master might ask
for a Strength (Athletics) check. If the character
S KI L L S is proficient in Athletics, the character's profi­
ciency bonus is added to the Strength check. If the
Each of the six abilities covers a range of capabili­
character lacks that proficiency, they just make a
ties, including skills that a character or a monster
Strength check.
can be proficient in. A skill represents a specific
aspect of an ability score, and an individual's profi­ SKILL LIST
ciency in a skill demonstrates a focus on that aspect. The skills related to each ability score are shown
The character sheets indicate each character's skill on the Skills table (no skills are related to Constitu­
proficiencies, and a monster's skill proficiencies ap­ tion). That table also notes example uses for each
pear in the monster's stat block. skill proficiency.

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.

C H A PTER 1 I P LAYING T H E GAME


WORKING TOGETH ER ALIGNMENT
Sometimes two o r more characters team up to Characters and many monsters have an a l i gn ment,
attempt a task. The character who's leading the which broad ly describes their m o ra l and ethi ca l atti­
effort-or the one with the highest ability modifier­ tudes. Alignment i s a com b i nation of two factors: one
identifies moral ity (good, evi l , o r neutral), and the
can make an ability check with advantage, reflecting
other descri bes attitudes toward society and o rder
the help provided by the other characters. In com­
(lawfu l , chaotic, o r neutra l ) . Thus, nine d isti n ct a l i gn­
bat, this requires the Help action (page 12). ments define the possible combinations.
A character can provide help only if the task is one Creatu res that lack the capacity for rational thought
they could attempt alone. For example, the rules don't have alignments-they a re unaligned. Such crea­
might require proficiency with thieves' tools to pick tures are i ncapable of m aki n g moral o r ethical choices
a specific locj{., so a character who lacks that profi­ and act accordi n g to their n atu res.
These s u mm aries of the n i n e align ments describe
ciency couldn't help another character in that task.
the typical behavior of a creature with that alignment;
Moreover, a character can help only when two or i ndividuals vary from that behavior:
more individuals working together would actually .
Lawful good (LG) creatu res can be cou nted on to do
be productive. Some tasks, such as threading a nee­
the right t h i ng as expected by society.
dle, are no easier with help.
Neutral good ( N G ) folk do the best they can to help
others accord i n g to their need s.
SAV IN G THR OW S Chaotic good (CG) creatures act as their con science
A saving throw-also called a save-represents an d i rects, with l ittle regard for what others expect.
attempt to resist certain threats, such as a spell or a Lawful neutral (LN) i nd ivid uals act in accord ance with
trap. A rule or the DM lets ·you know when it's time law, trad ition, or personal codes.
Neutral (N) is the al ign ment of those who steer clear of
to make a save for a creature, following these steps:
moral q uestions, d o i n g what seems best at the ti me.
1: Determine the ability to use. The rules or the Chaotic neutral (CN) creatures follow their whi ms,
DM determines which of the six abilities to use hold i n g their personal freedom a bove all el se.
for the save. For example, the DM might say, Lawful evil (LE) creatu res take what they want, with i n
"Make a Dexterity saving throw to dodge the fire!" t h e l i m its o f a code o f tradition, loyalty, or order.
2: Set the Difficulty Class. The DC for a saving Neutral evil ( N E) is the align ment of those who do
whatever they can get away with, without q u a l m s.
throw is determined by the effect that causes it.
Chaotic evil (CE) creatures act with a rbitrary violence,
For example, the DC for a saving throw allowed
spu rred by their greed, hatred, or blood l u st.
by a spell is determined by the caster's spellcast­
ing ability modifier and proficiency bonus, as ex­
In general terms, an NPC's attitude toward you is
plained in chapter 3.
3: Roll the d20. Then add the appropriate ability
described as friendly, indifferent, or hostile. Friendly
NPCs are predisposed to help you, and hostile ones
modifier. For example, you use your Dexterity
modifier for a Dexterity saving throw. If the crea­ are inclined to get in your way. It's easier to get what
ture has the relevant saving throw proficiency you want from a friendly NPC.
Social interactions have two primary aspects:
(noted on the character sheet or stat block), also
add the creature's proficiency bonus. As with roleplaying and ability checks.
other d20 rolls, apply any other bonuses and pen­ ROLEP LAYI NG
alties, and compare the total to the DC. If the total
equals or exceeds the DC, the save is a success. Roleplaying is, literally, the act of playing out a role.
Otherwise, it's a failure. The result of a successful In this case, it's you as a player determining how
or failed saving throw is detailed in the descrip­ your character thinks, acts, and talks. Roleplaying is
tion of the effect that forced the save. part of every aspect of the game, and it comes to the
fore during social interactions. Your character's per­
sonality influences how interactions resolve.
S O C IA L IN TER A C TION
The DM uses your character's actions and atti­
During their adventures, the player's characters tudes to determine how an NPC reacts. A cowardly
meet people from many different walks of life and bandit might buckle under threats of imprisonment.
face monsters that are more keen to talk than fight. A stubborn merchant refuses to let anyone badger
In those situations, it's time for social interaction.
her. A vain dragon laps up flattery.
Interaction takes on many forms. You might
When interacting with an NPC, pay close atten­
need to convince an unscrupulous thief to confess
tion to the DM's portrayal of the NPC's personality.
to some wrongdoing, or you might try to flatter a
You might be able to determine an NPC's goals and
dragon so that it will spare your life. The DM as­
then play on them to influence the NPC's attitude.
sumes the roles· of any NPCs who are participating.

C H A PTER 1 I P LAYING THE GAME


If you offer NPCs something they want or play on VISION
their sympathies, fears, or goals, you can use words
Some of the tasks of adventuring-noticing danger,
to form friendships, ward off violence, or learn a key
finding hidden objects, hitting an enemy in combat,
piece of information. On the other hand, if you insult
and targeting a spell, to name just a few-rely on a
a proud warrior or speak ill of a noble's allies, your
creature's ability to see. Darkness and other effects
efforts to convince or deceive will likely fall short.
that obscure vision can prove a hindrance, as ex­
ABI LITY C H EC K S plained below.

In addition to roleplaying, ability checks can b e key OB SCURE D A REA S


in determining the outcome of a social interaction. An area might be lightly or heavily obscured. In a
Your roleplaying efforts can alter an NPC's atti­ lightly obscured area, such as dim light, patchy fog,
tude, but there might still be an element of chance or moderate foliage, creatures have disadvantage on
in the situation. For example, your DM can call for Wisdom (Perception) checks that rely on sight.
a Charisma check at any point during an interaction A heavily obscured area-such as darkness,
if they want the dice to play a role in determining an opaque fog, or dense foliage-blocks vision within
NPC's reactions. Other checks might be appropriate it. A creature effectively suffers the blinded condi­
in certain situations, at your DM's discretion. tion (explained in the appen�when trying to see
Pay attention to your skill proficiencies when something in that area.
thinking of how you want to interact with an NPC,
and stack the deck in your favor by using an ap­ LIGH T
proach that relies on your skills. For example, if the The presence or absence of light in an environment
group needs to trick a guard into letting them into creates three categories of illumination:
a castle, the rogue who is proficient in Deception is Bright light lets most creatures see normally. Even
the best bet to lead the discussion. gloomy days provide bright light, as do torches,
lanterns, fires, and other sources of illumination
TH E EN V IR ONM EN T within a specific radius.
Adventuring involves delving into places that are Dim light, also called shadows, creates a lightly
dangerous and full of mysteries. The rules in this obscured area. An area of dim light is usually a
section cover some of the ways adventurers interact boundary between a source of bright light, such as
with the environment in such places. a torch, and surrounding darkness. The soft light
of twilight and dawn also counts as dim light. A
TRAV E L full moon might bathe the land in dim light.
During a n ad:venture, the characters might travel Darkness creates a heavily obscured area. Charac­
long distances, on trips that could take hours or ters face darkness outdoors at night (even most
days. The DM can summarize this travel without moonlit nights), within the confines of an unlit
calculating exact distances or travel times. dungeon, or in an area of magical darkness.
If you need to know how fast people can move
when every second matters, use the "Movement &
HI DI NG
Position" rules ( page 1 1). Adventurers and monsters often hide, whether to
spy on one another or to set an ambush. The DM-Ue­
FALLI NG cides when circumstances are appropriate for hid­
A creature that falls takes ld6 bludgeoning dam­ ing. When you try to hide, make a Dexterity (Stealth)
age at the end of the fall for every 10 feet it fell, to a check. Until you are discovered or stop hiding, that
maximum of 20d6 (see page 15 for the rules on check's total becomes the DC for the Wisdom (Per­
taking damage). ception) check of any creature that searches the
When the creature lands, it suffers the prone con­ area; it finds you only if the check succeeds.
dition (explained in the appendix), unless it avoids
WHE N CA N I H I DE?
taking any damage from the fall.
A creature that falls into water or another liquid You can try to hide if no one can see you. You can't
hide from a creature that can see you clearly, and
can use its.reaction (see "Reactions" on page 10) to
you give away your position if you make noise, such
make a DC 15 Strength (Athletics) or Dexterity (Ac­
robatics) check to hit the surface head or feet first. as shouting a warning or making an attack.
On a successful check, any damage resulting from An invisible creature can't be seen, so it can
the fall is halved. always try to hide. Signs of its passage might be
noticed, however, and it still has to stay quiet. For
more information, see the invisible condition in
the appendix.

C H A PTER 1 I PLAYING THE GAME


PA SSI VE PE RCE PTION In most cases, you need to describe where you
When you hide, there's a chance someone will no­ are searching. For example, a key is hidden beneath
tice you even if they aren't searching. To determine clothes in the top drawer of a bureau. If you tell the
whether such a creature notices you, the DM com­ DM that you pace around the room, looking at the
pares your Dexterity (Stealth) check with that crea­ walls and furniture for clues, you have no chance
ture's passive Wisdom (Perception) score, which of finding the key, regardless of your Wisdom (Per­
equals 10 + the creature's Wisdom modifier, as well ception) check result. You would have to specify that
as any other bonuses or penalties. If the creature you were searching the bureau to have any chance
has advantage on Wisdom (Perception) che.cks, add of success.
5. For disadvantage on such checks, subtract 5.
For example, if a 1st-level character (with a profi­ SUFF O C ATING
ciency bonus of +2) has a Wisdom score of 15 (a +2 A creature can hold its breath for a number of min­
modifier) and proficiency in Perception, the charac­ utes equal to 1 + its Constitution modifier (minimum
ter has a passive Wisdom (Perception) of 14. of 30 seconds). When a creature runs out of breath
or is choking, it can survive for a number of rounds
I NTERACTI NG WIT H O BJ E C T S equal to its Constitution modifier (minimum of 1
A character's interaction with objects in a n environ­ round). At the start of its next turn, it drops to 0 hit
ment is simple to resolve in the game. The player points and is dying, and it can't regain hit points or
tells the DM that their character is doing something, be stabilized until it can breathe again (see page
such as moving a lever, and the DM describes what, 15 for the rules on taking damage).
if anything, happens.
C OMBA T
FINDING.HI DDEN THI NGS
Adventurers encounter many dangerous monsters
When your character searches for a hidden object, and nefarious villains. In those moments, combat
such as a secret door or a trap, the DM typically often breaks out.
asks you to make a Wisdom (Perception) check. If
you succeed, you find hidden details or other infor­ TH E O RDER OF C O MBAT
mation and clues that you might otherwise overlook. A typical combat encounter is a clash between two
sides, a flurry of weapon swings, feints, parries,
footwork, and spellcasting. The game organizes
combat into a cycle of rounds and turns. A round
represents about 6 seconds in the game world.
During a round, each participant in a battle takes a
turn. The order of turns is determined at the begin­
ning of combat, when everyone rolls initiative. Once
everyone has taken a turn, the fight continues to the
next round if neither side is defeated.

C O MBAT STE P BY STE P


1: Determine surprise. The DM determines
whether anyone involved in the combat encounter
is surprised.
2: Establish positions. The DM decides where all
the characters and monsters are located. Given
the adventurers' marching order or their stated
positions in the room or other location, the DM
figures out where the adversaries are-how far
away and in what direction.
3: Roll initiative. Everyone involved in the combat
encounter rolls initiative, determining the order
of combatants' turns.
4: Take turns. Each participant in the battle takes a
turn in initiative order.
5: Begin the next round. When everyone involved
in the combat has had a turn, the round ends. Re­
peat step 4 and 5 until the fighting stops.

C H A PTER 1 \ P LAYING T H E GAME


SURPRI SE Interacting with T hings. You can interact with
Adventurers sneak up on a bandit camp, springing one object or feature of the environment for free,
from the trees to attack. A stirge swoops down from during either your move or your action. For exam­
a cavern ceiling, unnoticed by the adventurers until ple, you could open a door during your move as you
it's nearly on them. In these situations, one side of stride toward a foe, or you could draw your weapon
the battle gains surprise over the other. as part of the same action you use to attack.
The DM determines who might be surprised. If If you want to interact with a second object, you
neither side tries to be stealthy, they automatically need to take the Use an Object action (see page
notice each other. Otherwise, the DM compares the 13). Some magic items and other special objects
Dexterity (Stealth) checks of anyone hiding with the always require an action to use, as stated in their
passive Wisdom (Perception) score of each creature descriptions.
on the opposing side. Any creature that fails to no­ The DM might require you to use an action for
tice a threat is surprised at the start of the combat. any of these activities when it needs special care or
If you're surprised, you can't move or take an ac­ when it presents an unusual obstacle. For instance,
tion on your first turn of the combat, and you can't the DM could reasonably expect you to take an ac­
take a reaction until that turn ends (see the "Your tion to open a stuck door or turn a crank to lower a
Turn" and "Reactions" sections below for informa­ drawbridge.
tion on actions and reactions). A member of a group Doing Nothing on Your Turn. You can forgo
can be surprised even if the other members aren't. moving, taking an action, or doing anything at all on
your turn. If you can't decide what to do, consider
I NITIATI VE taking the Dodge or Ready action, as described in
Initiative determines the order of turns during com­ the "Actions in Combat" section later in this chapter.
bat. When combat starts, every participant makes
a Dexterity check to determine their place in the B ONUS A CTIONS
initiative order. The check total is called a combat­ Various class features, spells, and other abilities let
ant's initiative count, or initiative for short. The DM you take an additional action on your turn called a
makes one roll for a group of identical creatures, so bonus action. The Cunning Action feature, for ex­
each member of the group acts at the same time. ample, allows a rogue to take a bonus action. You
The DM ranks the combatants in order, from the can take a bonus action only when a special ability,
one with the highestinitiative to the one with the spell, or other feature of the game states that you
lowest. This is the order in which they act during can do something as a bonus action. You otherwise
each round. The initiative order remains the same don't have a bonus action to take.
from round to round. You can take only one bonus action on your turn,
If a tie occurs, the DM decides the order among so you must choose which bonus action to use when
tied monsters, and the players decide the order you have more than one available.
among their tied characters. The DM decides the You choose when to take a bonus action during
order if the tie is between a monster and a player your turn, unless the bonus action's timing is spec­
character, or the DM can have the tied characters ified, and anything that deprives you of your ability
and monsters each roll a die and go in order from to take actions also prevents you from taking a bo­
highest roll to lowest. nus action.

YOUR TURN REA CTIONS


O n your turn, you can move a distance up t o your Certain special abilities, spells, and situations allow
speed and take one action. You decide whether to you to take a special action called a reaction. A reac­
move first or take your action first. Your speed­ tion is an instant response to a trigger of some kind,
sometimes called your walking speed-is noted on which can occur on your turn or on someone else's.
your character sheet. The opportunity attack, described later in this chap­
The actions you can take are described in the "Ac­ ter, is the most common type of reaction.
tions in Combat" section later in this chapter. The When you take a reaction, you can't take another
"Movement & Position" section later in this chapter one until the start of your next turn. If the reaction
gives the rules for your move. interrupts another creature's turn, that creature can
Communicating. You can communicate however continue its turn right after the reaction.
you are able, through brief utterances and gestures, In terms of timing, a reaction takes place immedi­
as you take your turn. Doing so uses neither your ately after whatever triggered it, unless the descrip­
action nor your move. Some conditions in the game tion of the reaction says otherwise.
(see the appendix) inhibit communication.

C H APTER 1 I P LAYING T H E GAME


MOV E M E N T & PO SITI O N BEI NG P RONE
On your turn, you can move a distance equal to your Combatants are often knocked down. They are then
speed or less. Or you can decide not to move. prone, a condition described in the appendix.
Your movement can include jumping, climbing, You can drop prone without using any of your
and swimming (explained later in this section). speed. Standing up takes more effort; doing so
These different modes of movement can be com­ costs an amount of movement equal to half your
speed (round down). For example, if your speed
bined with walking, or they can constitute your
is 30 feet, you must spend 15 feet of movement
entire move. However you're moving, you deduct the
to stand up. You can't stand up if you don't have
distance of each part of your move from your speed
enough movement left or if your speed is 0.
until it is used up or until you are done moving.
MOVING A ROUND OTHE R C REATURE S
C REATURE SIZE
You can move through a friend's space. In contrast,
A creature belongs to a size category. Each size de­
you can move through an enemy's space only if the
termines the width of the square space the creature
foe is at least two sizes larger or smaller than you.
occupies on a map, as shown on the Size Categories
Remember that another creature's space is difficult
table. That table lists the sizes from smallest (Tiny)
terrain for you.
to largest (Gargantuan).
Whether a creature is a friend or an enemy, you
A character's size is specified on the character
can't willingly end your move in its space.
sheet and a monster's size is specified in the moo-
' .
If you leave an enemy's reach during your move,
ster's stat block.
you provoke an opportunity attack (see page 14).
SIZE CATEG O R I ES
FLYI NG
Size Space Size Space Flying creatures have excellent mobility, but they
Tiny 21/2 ft. square Large 10 ft. square must also deal with the danger of falling. If a flying
Small 5 ft. square H uge 15 ft. square creature is knocked prone, has its speed reduced to
M ed i u m 5 ft. squ are Gargantua n 20+ ft. sq u a re O, or is otherwise deprived of the ability to move, the
creature falls, unless it has the ability to hover or it
BREA KI NG U P YOUR MOVE is being held aloft by magic.
·You can break up your movement on your turn, us­ C LI MBI NG, SWI M MI NG, A ND C RAWLI NG
ing some of your speed before and after your action.
Each foot of movement costs 1 extra foot (2 extra
For example, if you have a speed of 30 feet, you
feet in difficult terrain) when you're climbing, swim­
could move 10 feet, take your action, and then move
ming, or crawling. You ignore this extra cost if you
20 feet. Similarly, if you take an action that includes
have a climbing speed and use it to climb or have a
more than one weapon attack, you can break up
swimming speed and use it to swim.
your movement by moving between those attacks.
At the DM's option, climbing a slippery vertical
If a creature has more than one speed-such as a
surface or one with few handholds might require
walking speed and a flying speed-the creature can
a successful Strength (Athletics) check. Similarly,
switch back and forth between the speeds during its
gaining any distance in rough water might require a
move. Whenever it switches, subtract the distance
successful Strength (Athletics) check.
already moved from the new speed. The result de­
termines how much farther the creature can move. L ONG jUMPS
If the result is 0 or less, it can't use the new speed When you make a long jump, you cover a number of
during the current move. For example, if a creature feet up to your Strength score if you move at least 10
(such as a harpy) has a walking speed of 20 and a feet on foot immediately before the jump. When you
flying speed of 40, it could fly 10 feet, walk 10 feet, make a standing long jump, you can leap only half
and leap into the air to fly 20 feet more. that distance. Either way, each foot you clear on the
jump costs a foot of movement.
D IFFICULT TE RRA IN
This rule assumes that the height of your jump
Combatants are often slowed down by difficult
doesn't matter, such as a jump across a stream or
terrain. Low furniture, rubble, undergrowth, steep
chasm. At your DM's option, you must succeed on
stairs, snow, and shallow bogs are examples of diffi­
a DC 10 Strength (Athletics) check to clear a low
cult terrain. The space of another creature, whether
obstacle (no taller than a quarter of the jump's dis­
it's hostile or not, also counts as difficult terrain.
tance), such as a low wall. Otherwise, you hit it.
Every foot of movement in difficult terrain costs 1
When you land in difficult terrain, you must suc­
extra foot, even if multiple things in a space count as
ceed on a DC 10 Dexterity (Acrobatics) check to
difficult terrain.
land on your feet. Otherwise, you land prone.

C HA PTER 1 I PLAYING T H E GAME


HIGH jUMPS
When you make a high jump, you leap into the air a
number of feet equal to 3 + your Strength modifier
(minimum of 0 feet) if you move at least 10 feet on
foot immediately before the jump. When you make a
standing high jump, you can jump only half that dis­
tance. Either way, each foot you clear on the jump
costs a foot of movement. In some circumstances,
your DM might allow you to make a Strength (Ath­ W 11. A R O S O F T E N
TAKE T H E C A S T A
letics) check to jump higher than you normally can.
SPELL ACTION.
You can extend your arms half your height above
yourself during the jump. Thus, you can reach above
yourself a distance equal to the height of the jump
plus 1V2 times your height.

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.

RA NGE D ATTACKS I N CL OSE C OMBAT


Aiming a ranged attack is more difficult when a foe
liALF C o v E R A N D THRE E - Q UA R T E R S C o v E R
is next to you. When you make a ranged attack with
When a creature can't see you, you have advan­ a weapon, a spell, or some other means, you have
tage on attack rolls against it. disadvantage on the attack roll if you are within
If you are hidden-both unseen and unheard­ 5 feet of an enemy who can see you and who isn't
when you make an attack, you give away your loca­ incapacitated.
tion when the attack hits or misses.
MELEE ATTAC K S
C OVER Used i n hand-to-hand combat, a melee attack allows
Walls, trees, creatures, and other obstacles can pro­ you to attack a foe within your reach. A melee attack
vide cover, making a target more difficult to harm. . typically uses a handheld weapon. A typical monster
As detailed in the Cover table, there are three de­ makes a melee attack when it strikes with its claws,
grees of cover, each of which gives a different benefit its horns, its teeth, or another body part. A few
to a target. spells also involve making a melee attack.
A target can benefit from cover only when an at­
REACH
tack or other effect originates on the opposite side
A creature has a 5.-foot reach and can thus attack
of the cover. If a target is behind multiple sources
targets within 5 feet of them when making a me­
of cover, only the most protective degree of cover
lee attack. Certain creatures have melee attacks
applies; the degrees aren't added together. For
with a reach greater than 5 feet, as noted in their
example, if a target is behind a creature that gives
descriptions.
half cover and a tree trunk that gives three-quarters
cover, the target has three-quarters cover. OPPORTUNITY ATTACKS
Combatants constantly watch for enemies to drop
COV E R
their guard. When you move heedlessly past your
Cover Degree Benefit to Target Offered By foes, you put yourself in danger; doing so provokes
Half +2 bon us to AC Another creature of an opportunity attack.
and Dexterity any size or an object Making an Opportunity Attack. You can make an
saving th rows that covers at least opportunity attack when an enemy that you can see
half of the ta rget leaves your reach. To make the opportunity attack,
Three-quarters +5 bon us to AC An object that covers
you use your reaction to make one melee weapon
attack against the provoking creature. The attack
a n d Dexterity at least three-quar-
occurs right before the creature leaves your reach.
saving th rows ters of the target
Avoiding Opportunity Attacks. You can avoid
Total Can't be targeted An object that covers provoking an opportunity attack by taking the Dis­
d i rectly the whole target engage action. You also don't provoke an opportu­
nity attack when you teleport or when someone or
something moves you without using your movement,

C H A PTER 1 I PLAYING THE GAME


action, or reaction. For example, you don't provoke DAM AGE & HEALING
an opportunity attack if an explosion hurls you out
of a foe's reach or if you fall past an enemy. lnjury and death are constant threats in D&D, as
detailed in the following rules.
GRA PPLI NG
HIT POI NTS
When you want to grab a creature or wrestle with it,
Every creature has hit points, which represent a
you can use the Attack action to make a special me­
combination of physical and mental durability, the
lee attack, a grapple.
will to live, and luck. Creatures with more hit points
Starting a Grapple. The target of your grapple
are more difficult to kill. Those with fewer hit points
must be no more than one size larger than you, and
are more fragile. .
it must be within your reach. Using at least one free
A creature's current hit points (usually just called
hand, you try to seize the target by making a grapple
hit points) can be any number from the creature's
check-a Strength (Athletics) check with a DC set
hit point maximum down to 0, and it never goes
by a Stn:ngth (Athletics) or Dexterity (Acrobatics)
lower than 0. This number changes frequently as a
check the target makes in response (the target
creature takes damage or receives healing.
chooses the ability to use). You succeed automati­
·

Whenever a creature takes damage, that damage


cally if the target is incapacitated.
is subtracted from its hit points. The loss of hit
If you succeed, you subject the target to the grap­
points has no effect on a creature's capabilities until
pled condition (see the appendix). The condition
the creature drops to 0 hit points.
specifies the things that end it, and you can release
the target whenever you like (no action required). DAMAGE ROLL S
Escaping a Grapple. A grappled creature can use Each weapon, spell, and harmful monster ability
its action to escape. To do so, it must succeed on a specifies the damage it deals, if any. You roll the
Strength (Athletics) or Dexterity (Acrobatics) check damage die or dice, add any modifiers, and apply the
with a DC set by a Strength (Athletics) check you damage to your target (minimum of 0 damage).
make when it tries to escape. When attacking with a weapon, you add your abil­
Moving a Grappled Creature. When you move, ity modifier-the same modifier used for the attack
you can drag or carry the grappled creature with roll-to the damage. A spell tells you which dice to
you, but your speed is halved (round down) unless roll for damage and whether to add any modifiers.
the creature is two or more sizes smaller than you. If a spell or other effect deals damage to more
than one target at the same time, roll the damage
SH OVI NG A C REATURE
once for all of them. For example, when a wizard
Using the Attack action, you can make a special
casts thunderwave, the spell's damage is rolled once
melee attack to shove a creature, either to knock it
for all creatures caught in the blast.
prone or to push it away from you.
The target of your shove must be no more than C RITI CAL HITS
one size larger than you, and it must be within your When you score a critical hit, you get to roll extra
reach. You make a Strength (Athletics) check with a dice for the attack's damage against the target.
DC set by a Strength (Athletics) or Dexterity (Acro­ Roll all of the attack's damage dice twice and add
batics) check that the target makes in response (the them together. Then add any relevant modifiers
target chooses the ability to use). You succeed auto­ as normal.
matically if the target is incapacitated. For example, if you score a critical hit with a
If you succeed, you either knock the target prone dagger, roll 2d4 for the damage, rather than l d4,
or push it 5 feet away from you ( your choice). and then add your relevant ability modifier. If the
U NA RME D STRI KE S attack involves other damage dice, such as from the
rogue's Sneak Attack feature, you roll those dice
Instead of using a weapon to make a melee attack,
twice as well.
you can use an unarmed strike: a punch, kick, head­
butt, or similar forceful blow. On a hit, an unarmed DA MAGE TYPE S
strike deals bludgeoning damage equal to 1 + your Every instance of damage has a type. Damage types
Strength modifier. have no rules of their own, but other rules, such as
You are proficient with your unarmed strikes. damage resistance, rely on the types.
They aren't considered weapons by the rules, but The types are acid, bludgeoning, cold, fire, force,
they nonetheless work for melee weapon attacks. lightning, necrotic, piercing, poison, psychic, radi­
ant, slashing, and thunder.

C H APTER 1 I PLAYING T H E GAME


CLERICS A N D fighter 8 hit points of healing. If the fighter has 14
P A LA D I N S S T R I V E T O current hit points and has a hit point maximum of
PROTECT A N O HEAL
20, the fighter regains 6 hit points, not 8.
THEIR F R I ENDS.
A creature that has died can't regain hit points un­
til magic has restored it to life.

D ROPPI NG TO 0 HIT P OINTS


When a character drops to 0 hit points, they either
die outright or fall unconscious, as explained below.
A monster dies when it drops to 0 hit points, unless
the DM decides to treat the monster like a character.
Instant Death. Massive damage can kill a char­
acter instantly. When damage reduces a character
to 0 hit points and there is damage remaining, the
character dies if the remaining damage equals or
exceeds their hit point maximum. For example, a
wizard with a maximum of 12 hit points currently
has 6 hit points. If the wizard takes 18 damage from
an attack, the wizard is reduced to 0 hit points, but
12 damage remains. Because the remaining dam­
age equals the hit point maximum, the wizard dies.
Falling Unconscious. If damage reduces a char­
acter to 0 hit points and isn't fatal, the character falls
unconscious (see the appendix). This unconscious­
ness ends if the character regains any hit points.
DA MAGE RE SISTA N CE A N D VUL NE RABILITY Death Saving Throws. Whenever your character
Some creatures and objects are exceedingly difficult starts their turn with 0 hit points, you must make a
or easy to hurt with certain types of damage. If a special saving throw, called a death saving throw,
creature or an object has resistance to a damage to determine whether the character creeps closer
type, damage of that type is halved against it (round to death. Unlike other saving throws, this one isn't
down). If a creature or an object has vulnerability tied to any ability score; the character is now in the
to a damage type, damage of that type is doubled hands of fate.
against it. Roll a d20. The save succeeds on a roll of 10 or
After all other modifiers to damage, resistance higher. Otherwise, it fails. A success or failure has
is applied and then vulnerability. For example, 25 no effect by itself. On the third success, the charac­
bludgeoning damage is dealt to a creature that has ter becomes stable (see below). On the third failure,
bludgeoning resistance. The creature is also within the character dies. The successes and failures don't
a magical aura that reduces all damage by 5. The 25 need to be consecutive; keep track of both until you
damage is first reduced by 5 and then halved, so the collect three of a kind. The number of both is reset
creature takes 10 damage. to zero when the character regains any hit points or
Multiple instances of resistance or vulnerability become stable.
that affect the same damage type count as only one When you make a death saving throw and roll a 1
_instance. For example, if a creature has resistance on the d20, it counts as two failures. If you roll a 20
to fire damage as well as resistance to all nonmag­ on the d20, your character regains 1 hit point.
ical damage, the damage of a nonmagical fire is Damage at 0 Hit Points. If a character takes any
reduced only by half against the creature. damage while at 0 hit points, the character suffers
one death saving throw failure. If the damage is
HEA LI NG
from a critical hit, it's two failures instead. If the
Unless it results in death, damage isn't permanent.
damage equals or exceeds the character's hit point
Even death is reversible through powerful magic.
maximum, the character dies instantly.
Rest can restore a creature's hit points (see page
Stabilizing a Creature. The best way to save a
17), and magical methods, such as the cure
creature with 0 hit points is to heal it. If healing is
wounds spell, can remove damage in an instant.
unavailable, the creature can at least be stabilized
When a creature receives healing of any kind, hit
so that it isn't killed by a failed death saving throw.
points regained are added to its current hit points.
As an action, you can administer first aid to a crea­
A creature's hit points can't exceed its hit point
ture with 0 hit points, which requires a successful
maximum, so any hit points regained in excess of
DC 10 Wisdom (Medicine) check. On a success, the
this number are lost. For example, a cleric grants a
creature is stable, which means the creature doesn't on the turn that you mount it. In contrast, an in­
make death saving throws, even though it has 0 dependent mount retains its place in the initiative
hit points, but it does remain unconscious. The order, and it moves and acts as it wishes.
creature stops being stable, and must start making Opportunity Attacks against You. If the mount
death saving throws again, if it takes any damage. you're riding provokes an opportunity attack, the
A stable creature that isn't healed regains 1 hit attacker can target you or the mount.
point after ld4 hours.
UN DERWATER C O MBAT
KNO C KI NG A CREATURE OUT A fight underwater follows these rules:
When an attacker reduces a creature to 0 hit points
with a melee attack, the attacker can knock the crea­ Impeded Melee. When making a melee weapon at­
ture out. The attacker makes this choice the instant tack, a creature that lacks a swimming speed has
the damage is dealt. The creature suffers the uncon­ disadvantage on the attack roll unless the weapon
scious condition (see the appendix) and is stable. is a dagger, javelin, shortsword, spear, or trident.
Reduced Range. A ranged weapon attack auto­
HA RMI NG OBJECTS matically misses a target beyond the weapon's
Creatures can damage objects with weapons and normal range. Even against a target within normal
spells. The DM determines an object's Armor Class range, the attack roll has disadvantage unless
and hit points. Objects are immune to poison and the weapon is a crossbow or a weapon with the
psychic damage, and the DM might decide that cer­ thrown property.
tain objects have resistance or immunity to other Fire Resistance. While fully immersed, creatures
types of damage (it's hard to cut a rope with blud­ and objects have resistance to fire damage.
geoning damage, for example). Objects always fail
Strength and Dexterity saving throws, and they are R E STIN G
immune to effects that require other saves. When an
Creatures in the game can take short rests in the
object drops to 0 hit points, it breaks.
midst of a day and a long rest to end it.
A creature can also make a Strength check to try
to break an object, with a DC set by the DM. SHORT R E ST
MOU NTED C OM BAT A short rest is a period of downtime-at least 1 hour
long-during which a creature does nothing more
A willing creature that is at least one size larger
strenuous than eating, drinking, and reading.
than a rider and that has an appropriate anatomy
A creature can spend one or more Hit Dice at the
can serve as a mount, using the following rules:
end of a short rest, up to the creature's maximum
Mounting and Dismounting. During your move, number of Hit Dice (noted in the character sheet or
you can mount a creature that is within 5 feet of stat block). For each Hit Die spent in this way, the
you or dismount. Doing so costs an amount of player rolls the die and adds the creature's Consti­
movement equal to half your speed (round down). tution modifier to it. The creature regains hit points
For example, if your speed is 30 feet, you must equal to the total (minimum of 0). The player can
spend 15 feet of movement to mount a horse. decide to spend an additional Hit Die after each roll.
Falling Off. If an effect moves your mount against
its will while you're on it, you must succeed on a LONG R E ST
DC 10 Dexterity saving throw or be dismounted, A long rest is a period of extended downtime-at
landing prone in an unoccupied space within 5 least 8 hours long-during which a creature sleeps
feet of it. If you're knocked prone while mounted, for at least 6 hours and performs no more than 2
you must make the same save. If your mount hours of light activity, such as reading, talking, eat­
is knocked prone, you can use your reaction to ing, or standing watch. If the rest is interrupted by a
dismount it as it falls and land on your feet. Oth­ period of strenuous activity-at least 1 hour of walk­
erwise, you are dismounted and fall prone in an ing, fighting, casting spells, or similar activity-the
unoccupied space within 5 feet it. creature must restart the rest to gain any benefit.
Controlling a Mount. You can control a mount only At the end of a long rest, a creature regains all lost
if it has been trained to accept a rider. Domesti­ hit points. The creature also regains spent Hit Dice,
cated horses, donkeys, and similar creatures are up to half of the creature's total number of them
assumed to have such training. The initiative of a (round down; minimum of one die).
controlled mount changes to match yours when A creature can't benefit from more than one long
you mount it. It moves as you direct it, and it has rest in a 24-hour period, and a creature must have
only three action options: Dash, Disengage, and at least 1 hit point at the start of the rest to gain
Dodge. A controlled mount can move and act even its benefits.

C H A PTER 1 I PLAYING THE GAME


CHAPTER 2

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.

Category. Every type of armor falls into a category: WEAPON PROPERT I E S


light, medium, or heavy. The category determines Here are definitions of the properties in the Proper­
how long it takes to don or doff the armor (as ties column of the Weapons table:
shown in the table), and armor proficiencies are
usually tied to one or more of the categories. Ammunition. You can use a weapon that has the
Armor Class (AC). The table's AC column tells you ammunition property to make a ranged attack
what your base AC is when you wear a particular only if you have ammunition to fire from it. Each
type of armor. For example, if you wear leather attack expends one piece of ammunition. Drawing
armor, your AC is 11 plus your Dexterity modifier, the ammunition is part of the attack ( you need a
whereas your AC is 16 if you wear chain mail. free hand to load a one-handed weapon). After a
Strength. If the table shows a Strength score in the fight, you can spend 1 minute to recover half the
Strength column for an armor type, that armor ammunition (round down) you used in the fight.
reduces the wearer's speed by 10 feet unless the · Finesse. When making an attack with a finesse
wearer has a Strength score equal to or higher weapon, you use your choice of your Strength or
than the listed score. Dexterity modifier for the attack and damage rolls.
Stealth. If the table shows "Disadvantage" in the You must use the same modifier for both rolls.
Stealth column, the wearer has disadvantage on Heavy. Small and Tiny creatures have disadvan­
Dexterity (Stealth) checks. tage on attack rolls with weapons that have the
heavy property.
Light. When you take the Attack action and attack
WEA PON S
with a weapon that has the light property, you
The Weapons table shows the game's most common
can use a bonus action to attack with a different
weapons. A creature must have a weapon in hand
weapon that has the light property in your other
to wield it. The table lists the cost and weight of the
hand. Don't add your ability modifier to the bonus
weapon, as well as the following details:
attack's damage, unless the modifier is negative.
Category. Every weapon falls into a category: simple Loading. You can fire only one piece of ammunition
or martial. Weapon proficiencies are usually tied from a loading weapon when you use an action,
to one of these categories. For example, you might bonus action, or reaction to fire it, regardless of
have proficiency with simple weapons. the number of attacks you can normally make.

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.

TARGETING YOURSELF COMMAND


If a spell targets a creature of your choice, you can 1st-Level Enchantment
choose yourself, unless the creature must be hostile Casting Time: 1 action
or specifically a creature other than you. If you are Range: 60 feet
in the area of effect of a spell you cast, you can tar­ Components: V
get yourself. Duration: 1 round

SAVING TH ROWS You speak a one-word command to a creature you


can see within range. The target must succeed on
Many spells specify that a target must make a sav­
a Wisdom saving throw or follow the command on
ing throw to avoid some or all of a spell's effects.
its next turn. The spell has no effect if the target is
The spell specifies the ability that the target uses for
Undead, if it doesn't understand your language, or if
the save and what happens on a success or failure.
your command is directly harmful to it.
Spell save DC = 8 + your proficiency bonus + Some typical commands and their effects follow.
your spel lcasting ability modifier You might issue a command other than one de­
scribed here. If you do so, the DM determines how
ATTACK ROLLS the target behaves. If the target can't follow your
Some spells require the caster to make an attack command, the spell ends.
roll to determine whether the spell hits a target. Approach. The target moves toward you by the
shortest and most direct route, ending its turn if it
Spell attack modifier = your p roficiency bonus + moves within 5 feet of you.
your spel lcasting ability modifier Drop. The target drops whatever it is holding and
then ends its turn.
C O M BIN IN G SPE LLS Flee. The target spends its turn moving away
The effects of different spells add together while from you by the fastest available means.
their durations overlap. In contrast, the effects of Grovel. The target falls prone and then
the same spell cast multiple times don't combine. ends its turn.
Instead, the most potent effect-such as the highest Halt. The target doesn't move and takes no ac­
bonus-from those castings applies while their du­ tions. A flying creature stays aloft, provided that it is
rations overlap. Or the most recent effect applies if able to do so. If it must move to stay aloft, it flies the
the castings are equally potent and their durations minimum distance needed to remain in the air.
overlap. For example, if two clerics cast bless on the At Higher Levels. When you cast this spell using
same target, that character gains the spell's benefit a spell slot of 2nd level or higher, you can affect one
only once; the target doesn't receive two bonus dice. additional creature for each slot level above 1st. The
creatures must be within 30 feet of each other when
you target them.

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

CURE WOUN D S A 5 -foot-diameter sphere of fire appears in an unoc­


1st-Level Evocation cupied space of your choice within range and lasts
for the duration. Any creature that ends its turn
Casting Time: 1 action
within 5 feet of the sphere must make a Dexterity
Range: Touch
saving throw. The creature takes 2d6 fire damage
Components: V, S
on a failed save, or half as much damage on a suc­
Duration: Instantaneous
cessful one (round down).
A creature you touch regains a number of hit points As a bonus action, you can move the sphere up to
equal to ld8 + your spellcasting ability modifier. 30 feet. If you ram the sphere into a creature, that
This spell has no effect on Undead or Constructs. creature must make the save against the sphere's
At Higher Levels. When you cast this spell using damage, and the sphere stops moving this turn.
a spell slot of 2nd level or higher, the healing in­ When you move the sphere, you can direct it over
creases by ld8 for each slot level above 1st. barriers up to 5 feet tall and jump it across pits up
to 10 feet wide. The sphere ignites flammable ob­
D ETECT MAGIC jects not being worn or carried, and it sheds bright
1st-Level Divina tion (Ritual)
light in a 20 -foot radius and dim light for an addi­
Casting Time: 1 action tional 20 feet.
Range: Self At Higher Levels. When you cast this spell using
Components: V, S a spell slot of 3rd level or higher, the damage in­
Duration: Concentration, up to 10 minutes creases by ld6 for each slot level above 2nd.
GUI DI NG B OLT I NVI SIBI LITY
1st-Level Evocation 2nd-Level Illusion
Casting Time: 1 action Casting Time: 1 action
Range: 120 feet Range: Touch
Components: V, S Components: V, S, M (an eyelash encased in
Duration: 1 round gum arabic)
Duration: Concentration, up to 1 hour
A flash of light streaks toward a creature of your
choice within range. Make a ranged spell attack A creature you touch becomes invisible until the
against the target. On a hit, the target takes 4d6 ra­ spell ends. Anything the target is wearing or car­
diant damage, and the next attack roll made against rying is invisible as long as it is on the target's
this target before the end of your next turn has ad­ person. The spell ends for a target that attacks or
vantage, thanks to the mystical dim light glittering casts a spell.
on the target until then. At Higher Levels. When you cast this spell using
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one
a spell slot of 2nd level or higher, the damage in­ additional creature for each slot level above 2nd.
creases by 1d6 for each slot level above 1st.
LE SSE R RE STORATION
HEA LI NG WORD 2nd-Level Abjuration
1st-Level Evocation Casting Time: 1 action
Casting Time: 1 bonus action Range: Touch
Range: 60 feet Components: V, S
Components: V Duration: Instantaneous
Duration: Instantaneous
You touch a creature and can end either one disease
A creature of your choice that you can see within or one condition afflicting it. The condition can be
range regains hit points equal to 1d4 + your spell­ blinded, deafened, paralyzed, or poisoned.
casting ability modifier. This spell has no effect on
Undead or Constructs. LIGHT
At Higher Levels. When you cast this spell using Evocation Cantrip
a spell slot of 2nd level or higher, the healing in­ Casting Time: 1 action
creases by 1d4 for each slot level above 1st. Range: Touch
Components: V, M (a firefly or phosphorescent moss)
HOLD PE RSON Duration: 1 hour
2nd-Level Enchantment
You touch one object that is no larger than 10 feet in
Casting Time: 1 action
any dimension. Until the spell ends, the object sheds
Range: 60 feet
bright light in a 20-foot radius and dim light for an
Components: V, S, M (a small, straight piece of iron)
additional 20 feet. The light can be colored as you
Duration: Concentration, up to 1 minute
like. Completely covering the object with something
Choose a Humanoid that you can see within range. opaque blocks the light. The spell ends if you cast it
The target must succeed on a Wisdom saving throw again or dismiss it as an action.
or be paralyzed for the duration. At the end of each If you target an object held or worn by a hostile
of its turns, the target can make another Wisdom creature, that creature must succeed on a Dexterity
saving throw. On a success, the spell ends on saving throw to avoid the spell.
the target.
At Higher Levels. When you cast this spell using MAGE A RMOR
a spell slot of 3rd level or higher, you can target 1st-Level Abjuration
one additional Humanoid for each slot level above Casting Time: 1 action
2nd. The Humanoids must be within 30 feet of each Range: Touch
other when you target them. Components: V, S, M (a piece of cured leather)
Duration: 8 hours
You touch a willing creature who isn't wearing ar­
mor, and a protective magical force surrounds it un­
til the spell ends. The target's base AC becomes 13
+ its Dexterity modifier. The spell ends if the target
dons armor or if you dismiss the spell as an action.

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

P RE STIDIGITATION A frigid beam of blue-white light streaks toward a


Transmutation Cantrip creature within range. Make a ranged spell attack
against the target. On a hit, it takes 1d8 cold dam­
Casting Time: 1 action
age, and its speed is reduced by 10 feet until the
Range: 10 feet
start of your next turn.
Components: V, S
The spell's damage increases by 1d8 when you
Duration: Up to 1 hour
reach 5th level (2d8), 11th level (3d8), and 17th
This spell is a minor magical trick that novice spell­ level (4d8).
casters use for practice. You create one of the follow­
ing magical effects within range:

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

mal for 1 minute.


ascending order of their current hit points (ignoring
You cause flames to flicker, brighten, dim, or
unconscious creatures).

change color for 1 minute.


Starting with the creature that has the lowest cur­
You cause harmless tremors in the ground
rent hit points, each creature affected by this spell

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

from a point of your choice within range, such as


or slap the sleeper awake. Subtract each creature's
a rumble of thunder, the cry of a raven, or omi­
hit points from the total before moving on to the
nous whispers.
cr�ature with the next lowest hit points. A creature's
You instantaneously cause an unlocked door or
hit points must be equal to or less than the remain­

window to fly open or slam shut.


ing total for that creature to be affected.
• You alter the appearance of your eyes
Undead and creatures immune to being charmed
for 1 minute.
aren't affected by this spell.
At Higher Levels. When you cast this spell using If you cast this spell multiple times, you can have up
a spell slot of 2nd level or higher, roll an additional to three of its 1-minute effects active at a time, and
2d8 for each slot level above 1st. you can dismiss such an effect as an action.

SPIRITUAL WEAPON THUNDERWAVE


2nd-Level Evocation 1st-Level Evocation
Casting Time: 1 bonus action Casting Time: 1 action
Range: 60 feet Range: Self (15-foot cube)
Components: V, S Components: V, S
Duration: 1 minute Duration: Instantaneous

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
.............. .................

RunningThis Chapter. ...................... 17 Sparkrender's Ritual ........................ 34


Approaching at Sea Level ............. 17 Ending the Adventure ....................... 35 Editors: Judy Bauer, Michele Carter
Approaching from Above .............. 17 Product Manager: Natalie Egan
Producer: Rob Hawkey

TM & ©2022 Wizards.


RUNNING THE ADV"ENTURE

Tlus BOOKLET IS FOR THE DUNGEON MASTER. IT


TH E FORGOTTEN REALM S
contains a complete DUNGEONS & DRAGONS adven­
ture, as well as descriptions for the magic items and The Forgotten Realms is a world of high fantasy,
creatures in the adventure. It also teaches you how populated by elves, dwarves, halflings, humans, and
to run a D&D game. other folk-one of many such worlds in the vast mul­
The rulebook that accompanies this booklet con­ tiverse of the D&D game. In the Realms, fighters
tains the rules for handling the situations that arise dare the crypts of the fallen dwarf kings of Delzoun,
during the adventure. seeking glory and treasure. Rogues prowl the dark
alleyways of teeming cities such as Neverwinter and
Baldur's Gate. Clerics in the service of gods wield
OVERVIEW
mace and spell, defending against the terrifying
A D&D adventure is a collection of locations, quests, powers that threaten the land. Wizards plunder the
and challenges that inspire you to tell a story. The ruins of the fallen Netherese empire, delving into
outcome of that story is determined by the actions secrets too sinister for the light of day.
and decisions of the adventurers-and the luck of The roads and rivers of the Realms carry min­
the dice. strels and peddlers, merchants and guards, soldiers
Dragons of Stormwreck Isle draws the characters and sailors. Bold adventurers follow tales of strange,
into the midst of an ancient war among dragons glorious, faraway places. Good maps and clear trails
as they explore an island that has long been a bat­ can take even an inexperienced youth with dreams
tlefield in that conflict. Here's an overview of what of glory far across the world, but these paths are
you'll find in this booklet: never safe. Travelers in the Realms face fell magic
Running the Adventure. The booklet starts with an and deadly monsters. Even farms and freeholds a
overview of the adventure. Then it takes a look at day's walk from a city can fall prey to monsters, and
the role of the Dungeon Master in a game of D&D, no place is safe from the wrath of a dragon.
and some tips to help you in this role. This adventure takes place on Stormwreck Isle,
Adventure Sites. The four chapters of the adven­ a small island in a region called the Sword Coast.
ture describe locations on Stormwreck Isle where This region is a place of adventure, where daring
characters can explore, interact with various crea­ souls delve into ancient strongholds and explore the
tures, and pursue their goals. The first site, Drag­ ruins of long-lost kingdoms. Amid a lawless wilder­
on's Rest, serves as the characters' home base ness of jagged, snow-capped peaks, alpine forests,
during the adventure, where they can rest and get bitter winds, and roaming monsters, the coast holds
supplies between their visits to the other sites. renowned bastions of civilization such as the city of
Magic Items and Monsters. Two appendixes Neverwinter, in the shadow of the fuming volcano
describe rules for magic items and monsters known as Mount Hotenow.
that characters might find in the course of the
adventure. NUMBER OF PLAYERS
You can run Dragons of Storm wreck Isle for one to

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.

sponse to the characters' actions.


The DM is a referee. When it's not clear what
You don't have to reveal every aspect of a situation
ought to happen next, the DM decides how to apply
or hazard in one go. Boxed text typically describes
the rules and keep the story going.
everything the characters see, hear, or smell at first
The DM is a roleplayer. The DM plays the mon­
glance. As characters search rooms, make Wisdom
sters in the adventure, choosing their actions and
(Perception) or Intelligence (Investigation) checks,
rolling dice for their attacks. The DM also plays
open drawers and chests, and generally examine
all the other people the characters meet, including
things more closely, give players more details about
helpful ones.
what their characters find.
Creature Stat Blocks. Whenever the adventure
DM TI P S
text presents a creature's name ip. bold type, that's a
The most important part of being a good DM is facil­ visual cue directing you to the creature's stat block
itating the fun of everyone at the table. Keep these in appendix B. Those stat blocks are intended for
tips in mind to help things go smoothly: your eyes only. However, as the characters fight
Embrace the shared story. D&D is about telling a monsters, you can reveal certain information to help
story as a group, so let the players contribute to them make smart choices in combat:
the outcome through the words and deeds of their Hit Points. You can give players a sense of how
characters. If some players are reluctant to speak well they're doing against a creature by describ­
up, ask them what their characters are doing. ing, in narrative terms, how hurt the creature is.
It's not a competition. The DM isn't competing For example, if the creature has fewer than half
against the player characters. Your job is to its hit points remaining, you can describe it as
referee the rules, run monsters, and keep the being badly wounded. Such information gives the
story moving. players a sense of progress and might spur them
Be fair and flexible. Treat your players in a fair, im­ to press the attack. On the other hand, if the char­
partial manner. The rules help you do this, but you acters aren't damaging the creature much, let the
can make your own rulings to ensure everyone is players know that the creature looks like it can
having fun. take a lot more punishment. That might encour­
Modify the adventure to suit your tastes. The ad­ age the players to change their plan.
venture has no prescribed outcome. You can alter Abilities, Strengths, and Weaknesses. As they
any encounter to make it more interesting and fun fight a creature, characters should learn more
for your players. about the creature's abilities. Share information
Keep a notepad handy. Use it to track details such
with the players as it becomes apparent. For ex­
as the characters' and monsters' initiative order. ample, if the wizard casts flaming sphere (a spell
SHARING I NFORMATION that deals fire damage) against a fire snake (a crea­
ture that's immune to fire damage), let the wiz­
As Dungeon Master, one of your most important
ard's player know the spell doesn't seem to bother
tasks is figuring out how much to tell the players
the creature at all. Players might correctly guess
and when. All the information the players need to
that a fire snake probably isn't harmed by fire; feel
make choices comes from you. Within the rules of
free to subtly confirm their guesses (perhaps smil­
the game and the limits of the characters' knowl­
edge and senses, tell players everything they ing and saying, "That sounds reasonable").
need to know. Story Information. A location description might
include important information not in boxed text.
Often you're meant to reveal such information when
the characters examine particular areas or interact
with creatures.

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

back to the s h i p. Yo u r visit to Dragon's Rest begi n s !

Yo u r jo u rney was u n eventfu l , b u t t h e i s l a n d now

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

o f t h e c l i ff, w i t h occa s i o n a l s t a i r s t o ease the ascent.


A doorway in the rock o p e n s i nto a d i n i n g room with
H e re and t h e re a l o n g t h e lower p a rt of the path,
a long t a b l e . Two benches run t h e l e n gth of the t a b l e ,
we l l -tended garden p l ots hold fl owers, herbs, a n d
a n d a s i n g l e c h a i r s i t s at t h e t a b l e's h e a d . A s h o rt h a l l ­
vegeta b l e s .
way co n n ects t o a s m a l l , t i d y kitc h e n .
About t h i rty feet above the bay, the p a t h w i d e n s i nto

a l o n g p l aza . H a lfway a l o n g the p l aza, a sto n e stat u e


The cloister residents share three daily meals here.
o f a d ragon gazes serenely down t h e p a t h . S i x o p e n
They take turns cooking and cleaning up after
doo rways a re c u t i nto the cliff s i d e .
meals. Nobody says it out loud, but the days when
Tarak cooks are everyone's favorite.
Statue. The star-in-a-circle symbol on the map
A4 : LIBRARY
represents the dragon statue. A character who
examines the statue and succeeds on a DC 10 In­
telligence (Arcana) check recognizes that it depicts Of a l l t h e doo rways cut i nto the cliff face, only o n e
a bronze dragon-a member of the metallic family. h a s a n actual door. T h i s entry's d o o r i s m a d e of
If characters ask Runara about the statue, she tells stu rdy oak with i ron b a n d s , and it swings open e a s i l y
them it depicts Astalagan, who died on these cliffs
to reveal a s pacious l i bra ry. Booksh elves l i n e every
centuries ago. She doesn't tell them that Astalagan
wa l l , with th ree free-sta n d i n g she lves in the west
was her father.
Cells. The doorways lead into simple monastic h a l f of the roo m . I n the east h a l f i s a t a b l e with two

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

A5: TEMPLE OF BAHAM UT Depressions in the statue's pedestal at the four


cardinal directions hold offerings of incense made
to Bahamut. Runara spends about half her time
The h i g h est point of the cloister is crowned by an
here, tending and maintaining the temple, offering
o p e n - a i r te m p l e that overhangs the c l i ff, s u p po rted
prayers and incense, or in quiet contemplation.
by arched sto n e struts a n chored to the c l i ff face. The Other residents of the cloister help her, most often
north wa l l of the te m p le is carved d i rect l y i nto t h e Varnoth and the kobold Rix.
rock, w h i l e t h e rest is open to t h e sea a i r. Heavy p i l l a rs The feeling of serenity that pervades the temple
m a r k the th ree o p e n s i des, s u p po rt i n g the woo d e n is the result of protective magic. A non-evil creature
who makes a saving throw within the temple can
roof. I n the center o f the te m p l e stands a sto ne statu e
roll a d4 and add the number rolled to the saving
o f a k i n d -loo k i n g o l d m a n with c a n a ries perched on
throw. If a character casts detect magic in the tem­
h i s hands, s h o u l d ers, and head. A fee l i n g of seren ity
ple, the spell reveals a faint aura around the statue.
suffuses the p l ace. Runara is the only inhabitant of Dragon's Rest who
knows that this is a lingering effect of the death of a
dragon on this site-her father, Astalagan.
The temple is very simple, with the statue (repre­
About Bahamut. Known as the Platinum Dragon,
sented by the star-in-a-circle symbol on the map) as
Bahamut is the patron and progenitor of metallic
its only furnishing. The statue depicts Bahamut, the
dragons. Adventurers and dragons alike pray to
Platinum Dragon, in mortal disguise, surrounded
Bahamut to uphold honor and justice, or when they
by seven canaries that represent gold dragons who
need courage to face a great threat. He seldom in­
accompany him on his travels. A character who
terferes in the affairs of mortal creatures, though he
examines the statue and succeeds on a DC 10 In­
makes exceptions to help thwart the machinations
telligence (Religion) check recognizes Bahamut,
of Tiamat the Dragon Queen and the evil dragons
and any resident of Dragon's Rest identifies the
that serve her.
god if asked.

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.

T h re e fi g u res s h a m b l e after them-bloated corpses IND IVIDUA L U E STS


d ressed as s a i lors, m o a n i n g and g u rg l i n g .
As described on the character sheets, the characters
have their own reasons for visiting Dragon's Rest.
The characters have another opportunity to fight
THE CLERIC
the three zombies, this time with the lives of two
The cleric was led here by a recurring dream involv­
new acquaintances-Blepp the kobold and Tarak
ing the shadow of death. If the character talks to
the human gardener-hanging in the balance. See
Runara about the dream or their quest, Runara lis­
"Drowned Sailors" for help getting the encoun­
tens closely, then pauses to think. "Well," she says,
ter started.
"I am no expert on interpreting dreams, but perhaps
Blepp has 2 hit points left after a zombie hit him,
the zombies you fought are the 'hunger of death'
and he is convinced that his good luck and his "mag­
you spoke of." She points the character toward the
ical" dagger saved him from certain death. Tarak is
wreck of Compass Rose (see "Shipwreck" above) to
unarmed, and the zombies overpower both him and
investigate further.
Blepp if the characters don't help.

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

await you." bronze-co l o red scales. " N ow you see me as I truly

a m ," s h e says, t i l t i n g h e r head with a n ex pression that


THE ROGUE
m i ght be a s m i l e on her scaled face.
The rogue comes to Dragon's Rest in search of a
"As yo u have d i scovered, t h i s i s l a nd has m a ny old
lost fortune supposedly secreted away on the island
by a member of the Gilded Gallows. The thieves' wo u n d s . And I ' m afra i d the cyc le of violence i s sta rt­

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.

CHAPTER 1 I D R AGON ' S R E ST


spore mushroom's cap, it releases a small cloud
EXPLORI NG THE I SLAN D
of spores. For 1 hour, the creature doesn't need
This adventure presents Dragon's Rest and three to breathe, as the spores provide it with oxygen. A
adventure locations in detail, but Stormwreck Isle wind spore is worth 30 gp, and at any given time
holds the possibility of excitement and danger 2d4 wind spores are ready to be harvested.
beyond those sites. While the characters travel
between locations on the island, or if they set out THERE , THERE , 0 WLBEAR
to explore the island, they might stumble across This encounter poses a medium challenge for 3rd­
fantastical creatures and locations that provide an level characters and a difficult challenge for 2nd­
extra challenge on their journey. level characters. Use it if your group enjoys combat
or the players need a chance to practice using their
ADDITIONAL E N C OU NTERS characters' new abilities after gaining a level. It's
Place these encounters wherever you want to on the particularly appropriate if the characters are travel­
island, or use them as inspiration as you begin to ing across the island rather than following the coast.
craft your own adventures.
A d i scord a n t sou nd-half a low growl, h a l f a piercing
HOT SPRINGS HAVOC
This encounter poses a simple challenge for charac­ screech-rips t h ro u g h t h e a i r. Abru ptly, a h u l ki n g

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.

This owlbear is hostile toward the characters. It


B i l lowi n g c l o u d s of ste a m e m e rge from the rocks
views them as intruders in its territory, though its
a h e a d , a n d the a i r grows t h i cker with m o i st u re . As goal is to drive them away rather than kill them.
you ro u n d a b e n d , you see a cove w h e re a hot s p r i n g Originally a part of a performing troupe, the owl­
b u rbles u p from t h e rocks a n d s p i l l s i nto a p o o l before bear was stranded here after the ship carrying the
d r a i n i n g i nto the oce a n . The turquoi se water i s l u m i ­ troupe crashed on the northern rocks.
nescent, a n d t h e gray basalt edges o f t h e s p r i n g a re
Any character within 5 feet of the owlbear notices
a small wooden whistle hanging around its neck.
l i n e d with v i b rantly colore d m u s h rooms, which occa­
This whistle was (and still can be) used to train
s i o n a l l y b u rst in a s h ower of rain bow spores.
and command the owlbear. A character within 5
feet of the owlbear can use their action to attempt
Not immediately visible to the characters are the to grab the whistle. If the character succeeds on
guardians of the spring: three fume drakes. These a DC 1 2 Strength check, the whistle comes free.
mischievous creatures are initially indifferent to the With the whistle in hand, a character can take an
characters and ignore their arrival, but if anyone action to blow into it and make a DC 1 0 Wisdom
attempts to gather mushrooms or enter the water (Animal Handling) check. On a success, the owlbear
of the hot spring, the fume drakes become hostile, calms and immediately becomes friendly toward
emerging from the water to attack the group. A the whistle holder and indifferent toward the other
character who examines the water and succeeds on characters. However, it won't leave the area it now
a DC 1 0 Wisdom (Perception) check spots the shim­ considers its territory, and any attempt to force it to
mering outlines of the fume drakes in the water. leave makes it hostile again.
Spring Waters. The spring is the site of a brass
KOBOLD RENEGADES
dragon's death, and life-giving magic persists at the
This encounter is a difficult challenge for 1st-level
site. A character who spends 10 minutes bathing
characters and can be scaled up for 2nd- or 3rd-level
in the waters of the spring can roll one of their Hit
characters as noted below. It's appropriate whenever
Dice (noted on each character sheet) and regain hit
characters are traveling around the island by land.
points equal to the roll plus their Constitution mod­
A group of kobolds tries to ambush the charac­
ifier. A character can benefit from bathing in the hot
ters. They're hiding in the rocks and light foliage,
spring at most once per day.
hoping to get the jump on the adventurers. Make
Treasure. A character who examines the mush­
a Dexterity (Stealth) check for the kobolds, rolling
rooms lining the spring and succeeds on a DC 1 5
once for all of them and using the Dexterity modifier
Intelligence (Nature) check identifies these mush­
(+2) of the wingless kobolds. Compare the result
rooms as wind spores-a rare fungus with a unique
to the characters' passive Wisdom (Perception)
magical property. When a creature squeezes a wind
scores. Any character whose score is lower than

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

e m erge from t h e i r h i d i n g p l aces a n d attack!


l Some legends and rumors suggest Sharruth is
not actually dead, merely imprisoned beneath the
island, and the activity in Seagrow Caves suggests
that all is not well beneath Stormwreck Isle.
Four kobolds and one winged kobold (all lawful You can devise your own adventures around char­
evil) participate in this ambush. These cruel, vicious acters investigating Sharruth's tomb. Characters
kobolds reject both the peaceful teaching of Runara might scour the island until they find hidden vents
and the tyrannical rule of Sparkrender, and they they can use to access winding tunnels leading deep
prey on travelers who stray away from Dragon's into the earth. More fume drakes and fire snakes
Rest. They haven't had much success and are des­ might lurk below. Perhaps there's even a group of
perate, so they're hostile and fight to the death. kobolds who serve mighty Sharruth.
Their desperation means that they can easily be Such an adventure is yours to devise, and you
persuaded to stop fighting with an offer of money or can put your unique spin on what the characters do
food. Otherwise, they're not interested in conversa­ and discover there. Of course, if you're not ready
tion or negotiation. to craft an expedition into the caverns beneath the
2nd-Level Characters. If the characters are 2nd island, then the characters simply don't discover
level, use six kobolds and two winged kobolds. those subterranean passages no matter how much
3rd-Level Characters. If the characters are 3rd they search.
level, use eight kobolds and three winged 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

RUN N I N G THI S C HAPTER S u n ri se to noon H i gh

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

By Boat. Dragon's Rest has a rowboat the charac­


ters can take around the western end of the is­ I NTE RACTING WITH MYC O N I D S
land. (This is Tarak's preferred method.) The trip The myconids' initial attitude toward outsiders is
to Seagrow Caves is 5 miles, which takes about 3 hostile (see "Social Interaction" in the rulebook).
hours and 20 minutes to row. They aren't malicious, though, and they don't resort
Along the Coast. Walking around the coast of the to violence immediately. Adults use their Rapport
island is a little easier than rowing, even though Spores to telepathically warn visitors to leave. (See
it's farther because the characters have to walk "Rapport Spores" below for details about this form
around the bays instead of rowing across them. of communication.) Sprouts flee toward the nearest
The 7-mile trip takes only 2 hours and 20 minutes adults to warn them of intruders. If the characters
at a normal walking pace. The characters can attack, the myconids defend themselves.
choose whether they want to walk on the cliffs To convince a hostile myconid to converse or to
high above the sea or pick their way among the allow the characters to do anything other than leave
tide pools at the base of the cliffs. The lower route the caves, a character must succeed on a DC 20
is available only at low tide (see the Tides table). Charisma check. Depending on the character's ap­
proach, the Deception, Intimidation, or Persuasion
APPROACH I N G AT S E A LEVEL
skill can apply to the check. Mentioning Tarak's
If the characters arrive at Seagrow Caves at sea name or presenting the offering he sent the myco­
level, read the following text: nids grants advantage on this check.
An indifferent myconid is willing to explain what
A c l i ff of d a r k gray stone towers two h u n d red feet
is going on in Seagrow Caves. The sprouts know
only that their leader, Sinensa, has fallen ill-and
a bove the cra s h i n g waves, which rush in and out of a
that a nasty smell pervades their caves. Adult my­
yaw n i n g cave m o u t h . A swi r l i n g s l i c k of co l o rs d a n ces
coriids know that the "crystal cave" (area B6) is the
on t h e water's s u rface, e m a n at i n g from t h e cave.
source of the foul odor and that Sinensa fell ill after
going into that cave to investigate the issue. The
myconids normally avoid that cave because sunlight
APPROAC H I N G F RO M A B OV E filters into it by way of the vent at the western end of
the cave, and even diffuse sunlight is unpleasant to
If the party approaches from above, read this text:
these cave-dwelling creatures.

An o p e n i n g g a p es in the c l i ff face two h u n d red feet RAPPORT SPORES


be low yo u , l i ke a mouth d ri n ki n g in the cras h i n g A myconid's Rapport Spores ability allows all in­
telligent creatures in the area to communicate tele­
waves. Two n at u r a l stai rways fo r m ed o f sto n e col­
pathically with each other. The characters and the
u m n s offer ways down the c l i ffs.
myconids are effectively speaking thoughts at each
other. This effect doesn't allow any creature to probe

CHAPTER 2 I S EAGROW C AV E S
·�r--
f SEAGROW (AVES

MAP 3: 5 E A G R O W CAVES

invasively into another creature's mind. But it tran­ SEAGROW C AV E S L O C ATIONS


scends language barriers, and you can play around
The following locations are keyed to map 3, which
with the kind of communication that the spores al­
shows the layout of the Seagrow Caves.
low. Myconids' facial expressions might be difficult
to read, but their telepathic communication might B l : ENTRANCE TU N NEL
carry a direct expression of the myconids' emotional
state. For example, when the myconids talk about
M u lticolored fu ngus covers the wa l l s of t h i s t u n n e l , its
their ailing leader, the characters might feel a deep
sadness and a sense of anxiety much more clearly b i o l u m i nescent glow fi l l i n g the cavern with d i m l i ght.

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

floor on root- l i ke te n d r i l s . wa l l a n d cei l i n g, g l i s te n i n g l i ke a g l o b o f j e l ly.

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

grow from the rock. To y o u r r i g h t , a l a rge c l u ster of

p u rp l e crystals j uts from t h e sto n e . On t h e far wa l l ,


Six myconid adults are here. Two of them (named
Agric and Omphalo) are tending to the other four a glowi n g orange crystal wedged i nto a fi s s u re i n t h e

(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


Treasure. The fire snake's egg breaks into 25 tiny GAI N A LEVEL
chunks of obsidian worth 10 gp each.
After they complete this chapter of the adventure,
2nd-Level Characters. If the characters are 2nd
the characters gain a level. If they visited Seagrow
level, add a third fume drake to the room when the
Caves before the wreck of Compass Rose, they ad­
characters first arrive. Then, at the same time the
vance from 1st level to 2nd level. The residents of
fire snake hatches from its egg, two more fume
Dragon's Rest urge them to visit the wreck of Com­
drakes emerge from the cluster of purple crystals.
pass Rose next (see "Shipwreck" on page 1 2).
If they've already explored the wreck of Compass
E N DI N G TH I S C HAPTER Rose in chapter 3, they advance from 2nd level to
If the characters destroy the orange crystal s o the 3rd level and are ready to visit Clifftop Observatory
toxic fumes can escape the caves, the myconids' in chapter 4. See "Lost Wyrmling" on page 1 3 .
attitude improves to friendly. Sinensa, the myconid The character sheets explain what happens when
leader, regains consciousness the following morn­ characters gain a level.
ing. If the characters are present when Sinensa
awakens, Sinensa gives them the ruby morel from
area BS and permission to keep any other treasure
or mushrooms they collected in the caves.
Once the characters return to Dragon's Rest,
Tarak can use the ruby morel to make an elixir of
health (described in appendix A), which he gives to
the characters in gratitude for their efforts.

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.

S H I PWRE C K FEATU RES The m o l d e r i n g wood of the d e c k is s l ick with a l ga e

The wreck of Compass Rose is located at the north­ a n d seawater. A m i d t h e t a n g l e of r i g g i n g , s p l i ntered

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

If the characters pull the rowboat up to the south


(starboard) side of the ship, they can easily tie up The b roken fo re m a st leans o u t across a broken ra i l i n g,
the little boat to the derelict's rigging and climb onto with a t a n g l e of rigg i n g and tattered canvas t ra i l i n g
the main deck (area C l). However, they're free to ex­ down t o t h e rocks a n d d ragon bones below. A ru sted
plore other possibilities for getting aboard, such as
and rott i n g b a l l i sta stands near the b roken mast.
swimming through the hole in the hold (area C9).

The ballista no longer works. There's nothing of in­


terest to find here.

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

bed formed when the rotting floorboards collapsed the floor.

under the weight of the captain's sea chest. It broke


through the floor of the lower deck (area C8) as well,
There's nothing of interest to find here.
coming to rest in the hold (area C9).
Treasure. Two small drawers in the desk hold
a pouch containing 50 gp, a set of cartographer's
tools, and a dagger. The compass set in the desktop
can easily be pried free; it is worth 25 gp.
2nd-Level Characters. If the characters are 2nd
level, add a third zombie to this encounter.

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

UPPER DECK MAllt DECK

LOWER DECK -=

. .. ..,:.

M A P 4: THE WRECK O F C o M PAss Rose

C 8 : LOWER DECK Hole to the Hold. A hole in the ceiling in the


northwest part of the area leads up to the captain's
quarters (area C4). It's matched by a similar hole
The d escent to the l ower d eck i s c h i l ly, wet, a n d u n set­
directly below it. The holes were caused by the cap­
t l i n g . Seawater obscu res the fl oor and s l oshes agai n st
tain's chest falling through the floorboards all the
the h u l l . Decay i n g crates a n d barre l s a re scattered way to the hold, where it came to rest (see area C9).
a ro u n d , some float i n g freely and others stacked i nto 2nd-Level Characters. If the characters are 2nd
co r n e rs. You h ea r s p l a s h i n g as a wa l k i n g co rpse l u m ­ level, add two zombies to this encounter.
bers toward yo u , wad i n g i n water that doesn't q u ite Treasure. Some of the goods in the crates here
remain valuable_ Using a crowbar, a character can
reach its knees.
pry open a crate in 1 minute; without a crowbar, it
takes 1 0 minutes. When a character opens a crate,
The zombie is an obvious threat, but another Un­ roll a d6 and consult the Crate Contents table to de­
dead monster-a ghoul-lurks in the aft part of the termine what's inside. The characters can find each
hold. Much more cunning than the zombies, the item on the table once.
ghoul waits to attack until the characters are busy
with the zombie. It hopes to paralyze a character C R AT E CO N T E N T S
with its Claw attack, then drag the paralyzed charac­ d6 Contents
ter away to feast on while the other characters con­ Five bottles of fi n e wine (worth 1 0 gp each) packed
tend with the zombie. Unlike the zombies, the ghoul in straw, p l u s one broken bottle
is not a former member of the ship's crew, but a vile
2 A 20-pound sack of whole cloves, worth 60 gp
scavenger drawn by the presence of decaying flesh.
3 Ten s m a l l , 1 - po u n d bars of si lver (wo rth 5 gp each)
The water on the floor ranges from about 6 inches
deep on the starboard (south) side of the ship to 4 A p a i r of c a n d l estick h o l d ers carved fro m bone to

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 .

I a s ked h e r what the t a l i s m a n s i g n i fi e d . S h e t o l d m e


See "Climbing, Swimming, and Crawling" and love. H e r h u s b a n d waits for h e r a t D ragon's Rest, h av­
"Suffocating" in the "The Environment" section i n g p l edged h i s service to t h e d ragon there. The t a l i s ­
of the rulebook as the characters venture into the m a n i s m a d e from locks o f t h e i r h a i r, woven toget h e r
submerged hold. Fortunately for them, unless some­
a s a pro m i se to be reu n ited no m atter what fate m i ght
thing goes wrong, there's no significant time pres­
befa l l them. I t m i ght have been a beautifu l story,
sure on the characters as they swim around here.
They can surface (at the hole in area C8's floor, or at had it not been fo r Aleitha's gruesome end-and t h e

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.

C HAPTER 3 I C U RSED S HIPWRECK


HARPY'S RETURN E N D I NG TH I S C HAPTER
The harpy that makes its lair in the crow's nest I f the characters defeat the harpy, one problem is
(area C l) returns to the ship when one of these con­ solved: no more ships will be lured to the rocks, and
ditions is met: shipwrecks will once again be a rarity.
• The characters find the captain's chest in the hold If the characters find Aleitha's talisman in the
(area C9) and return to the lower deck (area CS). hold, they can solve the zombie problem entirely. If
• The characters finish a short or long rest they bring the talisman to Runara and explain what
on the ship. they found in the captain's log, Runara nods sadly.
She remembers Aleitha's husband, Brastos, but
The next time the characters show themselves on he died many years ago. He was laid to rest in the
the main deck, the harpy confronts them: graveyard atop the cliffs at the northern point of the
island, northwest of Dragon's Rest.
A terrify i n g m o n ste r perches on the top of the crow's The graves in the little clifftop cemetery are cov­
nest, s p read i n g its scraggly w i n gs a n d screec h i n g
ered in white wildflowers and marked with simple
wooden slabs. If the characters lay the talisman on
h a rs h ly. I t s w i n g s a n d legs rese m b l e t h o s e o f a m a ngy
Brastos's grave, bury it in the soil over the grave,
vu ltu re , w h i l e its head, torso, and arms look a l most
or burn it atop the grave, the wind seems to sigh in
h u m a n . I t c l utches a l a rge bone l i ke a c l u b and flexes relief. Thick fog forms around the rocks north of the
its t a l o n s . island. The fog lingers overnight, and when it dis­
perses, no trace of Compass Rose remains.
The characters might also disregard the words of
On its first turn, the harpy uses its Luring Song in
the captain's journal and destroy the talisman while
an attempt to charm the characters and draw them
aboard the ship. This also breaks the curse-the
up to the crow's nest. A character charmed by the
characters still feel something like a sigh in the air,
harpy's Luring Song thinks it's the most beautiful
fog rises up to engulf the wreck while the characters
sound they have ever heard. It's easy to imagine how
are rowing away, and the ship is gone when the fog
a ship might be lured off course to get closer to the
lifts the next day.
source of this music.
If the characters undo the talisman's curse, the
TALKIN G TO THE HARPY next time they sleep, the cleric character has an­
The harpy is cruel and hungry for flesh, but it other dream. Read this text to the cleric's player:
speaks Common and can be reasoned with. It's not
easy to convince the bloodthirsty monster to change I n your d rea m , you are once a g a i n on the d eck of t h e
its ways and leave the wreck of Compass Rose, but s h i p t h at brought y o u h e re, a n d y o u see Stormwreck
if the players come up with a strong argument (pos­
I s l e s h rouded i n d a rkness, just as it was i n your e a r l i e r
sibly supported with high rolls on Charisma checks),
d re a m s . As y o u s a i l closer, the d a rkness breaks, a n d a
the harpy cooperates. These tactics are the most
likely to convince the harpy to leave: d azzl i n g ray of s u n l i g h t s h i nes down over the i s l a n d . A

gentle p l u m e of wh ite s m oke rises u p from t h e i s l a n d


• If the characters have already reduced the harpy
a s the d a r k n ess i s d riven away. T h e n the d a r k n ess a n d
to fewer than half its hit points, it might flee.
• If the characters claimed the treasure from the t h e s m oke a r e gone, t h e l i ght swe l l s t o e n fo l d you a s

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

I s l e , you s pot strange, twisted protru s i o n s of g l assy


SPARKRENDER'S KOB O L D ALL I E S
crystal j utti n g from the earth. The vegetation i n t h i s The kobolds who joined forces with Sparkrender
a r e a bears red d i s h branch i n g s c a r s t h at f o r m s i m i l a r
are lawful evil and cruel. Their initial reaction to­
ward outsiders is hostile (see "Social Interaction" in
s h a pes. S u d d e n ly, y o u h e a r a screec h i n g roa r a n d
the rulebook), but they're more likely to warn intrud­
notice a w i n ged , gl itte r i n g b l u e s h a p e swoo p i n g
ers to leave the ruins than to immediately attack.
ove rhead . They readily threaten violence and back up their
threats with combat if necessary.
The blue shape is Sparkrender flying by. This As an action, a character can try to convince a
glimpse of the dragon is an opportunity to make hostile kobold to have a conversation or to allow the
your players nervous about the foe they're about characters to explore the area, doing so on a suc­
to face. Feel free to elaborate on the description cessful DC 1 5 Charisma check. Depending on the
of Sparkrender and play on the characters' worry character's approach, the Deception, Intimidation,
that he might spot them, but ultimately he passes or Persuasion skill can apply to the check.
by without noticing them. The characters see him

C H APTER 4 I C L I F FTOP O B S E RVATORY


(LIFFTOP OBSERVATORY
- -- - . d
-- -

-:--r ·:-,- ..

.c---

TOWER lttIERIOR
__ Ii

M A P 5: C L t F F T O P O B S E RVATORY

This list summarizes what the kobolds know: O B SERVATORY L O C ATIONS


Kobold History. The kobolds here have served The following locations are keyed to map 5, which
Sparkrender for about a year. They revere the blue shows the layout of the Clifftop Observatory.
dragon as a semidivine figure and trust him to
provide for their every need. D l : OVERLOO K
Big Plans. Sparkrender has big plans that will al­
low him to manifest his full power. The wyrmling A b roken a n d overgrown path w i n d s t o t h e edge o f t h e
is waiting for the sculpture in the rotunda ruins
c l i ff. T h e ove rlook i s m a rked b y two m a r b l e statues
(area D2) to tell him it's time to act The kobolds
veined with g o l d , each carved i n t h e shape of a d ragon
think it must be soon-possibly even today.
with its mouth open i n a s i l e n t roar.
Dragon Visitor. Not long ago, another dragon ar­
rived. This other dragon was about Sparkrender's
size but looked like greenish-yellow metal. They At the base of each statue is a small hexagonal
remember hearing the two arguing at the obser­ indentation, about 1 inch wide and 2 inches deep­
vatory tower (area DS), and they have heard the perfectly sized to accommodate the moonstone key
other dragon roaring and crashing around inside Runara gave them.
the tower (area D6) since then. When the key is inserted into the base of either
Caved-In Wall. Though the kobolds have been try-
statue, magical light sparks to life in both statues'
. ing to tidy the ruins, Sparkrender specifically told open mouths, and a shimmering bridge made of
them not to clean up the newly caved-in wall at iridescent magical energy extends from the over­
the base of the observatory tower (area D6). The look to the observatory ruins (area D2). The bridge
caved-in wall is visible from area D3. is sturdy and lasts until the key is removed from
the statue.

C H A PTER 4 I C LI FFTOP O B S E RVATORY


D 2 : ROTUNDA RUINS dragons and will allow him to claim the power of
the dragons who fell on Stormwreck Isle.
Dragon Elligies. The stirge attack interrupted the
B ro ke n stone l i nes t h i s p l aza-fragments of e l egant
kobolds from their assigned task of preparing this
stat u e s , once - m a g n i fi cent p i l l a r s , a n d s h i n i n g m a r b l e
site for Sparkrender's ritual. With the wyrmling's
wa l l s . A t the center, a t a l l s c u l pt u re o f r u sted p l a n ets help, they have crudely sculpted five chunks of rub­
a n d g i l d ed stars s p i n s i d l y in a jerky m i m icry of ce les­ ble into vaguely draconic shapes and splashed each
t i a l moti o n . one with paint, and the kobolds were in the process
A gargled screech s u d d e n l y rises fro m across t h e of arranging them around the metal sculpture.
p l a z a . A h a lf-dozen batl i ke creatu re s a r e swa r m i n g
Each effigy has the name of the dragon it represents
etched into it. These are the names and colors of the
a ro u n d two wi nged kobol d s with b l u e p a i n t s m eared
five dragons:
across their long s no uts. The kobolds a re fi gh t i n g
Name Color
fi e rcely, but t h e y seem cl ose to b e i n g overwh e l m e d .
Astalagan Bronze

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 .

Golden Sculpture. The sculpture in the center of


the rotunda is an astronomical model used for re­ Three kobolds (Ekrash, Erp, and Hev) and two
search in centuries past. The sculpture depicts the winged kobolds (Nuhro and Snirke) currently in­
planet of Tori! (the world of the Forgotten Realms), habit this camp, polishing sling bullets and keeping
its moon (called Seh1ne), the sun, and seven other busy until it's time for Sparkrender's ritual. Initially,
planets, as well as one comet with a very eccentric the kobolds are hostile toward the characters, deter­
orbit. A character who studies the sculpture can mined to scare off the intruders. They are suscepti­
puzzle out its importance with a successful DC 1 5 ble to intimidation, though; as an action, a character
Intelligence (Arcana) check: its current position sug­ can make a DC 1 3 Charisma (Intimidation) check,
gests the comet will soon pass very close to Toril. convincing them to back down on a success.
Sparkrender plans to hold his ritual when the
comet is at its closest point. He believes the comet,
called the King-Killer Star, controls the destiny of

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.

Scholar's]ournal. Though most of the books D5: OBSERVATORY TOWER


have fallen apart, one tome-a small black journal Standing taller than the rest of the observatory, the
with an ornate lock-remains intact. A character main floor of this tower is 45 feet above the ocean's
who examines the book and succeeds on a DC 1 5 surface, which puts it 1 5 feet above the floor of the
Wisdom (Perception) check notices a small arcane rotunda (area D2). The kobolds have constructed a
rune engraved above the keyhole on the journal's rough pulley lift so the wingless kobolds can reach
lock. A character who casts the detect magic spell this area when Sparkrender summons them.
also sees a faint aura around the keyhole.
This rune is a magical trap that triggers if the
Rays of l i ght d a nce across t h e rem a i n s of t h i s tower's
journal is opened without the use of its original key,
stained glass d o m e , m a k i n g i r i descent colors s h i m ­
which is long lost. A character who makes a suc­
m e r across t h e c r u m b l e d m a rb l e wa l l s . G i l d e d l i nes
cessful DC 1 1 Intelligence (Arcana) check can deter­
mine how to disarm the trap: by carefully scratching a n d jewe l e d i n l ays form a d et a i led star m a p s p a n n i n g

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

snout as h e s l u m bers a m i d a scattered coll ection of


CLEVER SOLU T I O N S co i n s a n d g l itte r i n g jewe l s .
T h e c h a l l e n ges characters face i n t h i s advent u re can
h ave more t h a n one solution. For exam p l e , to reach
the isol ated study (area D4), characters co u l d try any Sparkrender the blue dragon wyrmling is currently
of these a p proaches: sleeping here, curled up against the northeast wall.
• Ask the w i n ged kobo l d s to retrieve the moonsto n e This presents the characters with an important
key fro m a r e a D l so it c a n be u s e d again i n a r e a D2. choice: they can waken the dragon and fight him
• Dive o r c l i m b down i nto t h e water below, swim over now, or they can sneak past the dragon, find a way
to the oth e r col u m n , a n d c l i m b back up to the study. into the secret library below (area D6) and free
• H ave a character use the m isty step spell to cross the Aidron, and then fight Sparkrender with Aidron's
gap and expl ore a l o n e .
help. Either approach is fine. The fight will be easier
Remem ber, there's m o r e t h a n one w a y to proceed for the characters with Aidron on their side, but they
t h rough a n adve n t u re, and more than one way to p l ay can still triumph without Aidron's help.
D&D! When ch aracters co m e u p with clever sol utions
You don't need to encourage one course of action
to tricky p ro b l e m s , reward them with success-or at
least a good cha n ce of success. Use the g u i d e l i n e s in
or the other. Make sure the players realize they have
the " I m prov i s i n g Abi lity C h ecks" section at the start of a choice, though. You can use Mek and Minn (the
this booklet to h e l p you. E m b race you r p l ayers' creativ­ kobolds from D2) to remind the characters there's
ity, and let t h e m s u rp r i se yo u ! another dragon around. As you describe the obser­
vatory tower, you can also highlight the caved-in
wall beneath it (leading to area D6) as a potential

C H APTER 4 I C L I FFTOP O B S E RVATO RY


point of access to the tower. Or you can just tell the Hidden Entrance. Each of the four statues can be
players they have these two options-plus any oth­ rotated on its base. To unlock the hidden entrance
ers they come up with on their own! to the observatory's secret archive, each statue must
Sneaking Around. If the characters move quietly be rotated so it points at the constellation called the
around the area, they can avoid waking Sparkren­ Dragon of Dawn on the floor's star map.
der as long as at least half of them succeed on a DC If the characters found the clue in the isolated
14 Dexterity (Stealth) check. study (area D4) exhorting "four scholars" to "point
If the characters try to turn the statues (see "Hid­ your eyes toward the Dragon's light," they might
den Entrance" below) without waking Sparkrender, search the star map for a constellation that looks
have the characters turning the north and east stat­ like a dragon. A character who searches the floor
ues (nearest the sleeping dragon) each make a DC and succeeds on a DC 10 Intelligence (Investigation)
14 Dexterity (Stealth) check. On a failed check, the check finds a constellation resembling a dragon in
noise of a turning statue wakes the dragon. the southeast quadrant of the floor.
Waking the Dragon. If awakened, Sparkrender is In lieu of that information, a character who
hostile toward the characters, growling and barking searches the room for clues and succeeds on a
threats in Draconic. Characters who speak Dra­ DC 1 5 Wisdom (Perception) check notices worn
conic (the paladin and the wizard) can try to con­ grooves in the base of each statue, suggesting the
vince the dragon not to attack by making a DC 1 2 statues can turn on their bases. While turning a
Charisma check and applying the Deception, Intim­ statue, a character can make a DC 10 Wisdom (Per­
idation, or Persuasion skill as appropriate. A char­ ception) check; if the check succeeds, the character
acter who succeeds on the check stops Sparkrender notices the statue settles slightly when it is pointing
from attacking immediately, and he instead takes toward the southeast quadrant of the room and re­
the opportunity to boast about his grand ambitions. quires extra effort to nudge out of that position.
If no character successfully intervenes, or if a char­ Once each statue is in its correct position, a semi­
acter mentions Aidron or Runara, Sparkrender circular section at the center of the floor begins to
snarls and attacks. glow before descending into the library (area D6).
Despite his youth, Sparkrender is a fearsome foe It forms a spiral staircase leading down to the floor
and a loathsome villain. He uses Breath Weapon on of the library. When any statue is rotated out of its
his first turn and every round it is available thereaf­ position, the staircase rises back up, sealing the li­
ter. (Clever characters can try to use the statues for brary shut once more. (A character on the staircase
cover from the dragon's breath; see "Cover" in the when this happens is lifted up to this area on the
rulebook.) Consider having the wyrmling deliver rising stairs.)
short lines of dialogue on each of his turns, inspired Treasure. With Sparkrender no longer defending
by the following examples: his fledgling hoard, characters can gather it up. It
includes large piles of coins: 4,500 cp, 2,200 sp,
• "You pests will not stand in my way! I will claim
and 1 30 gp. There are also ten gems: five pale blue
the might of my ancestors!"
quartz crystals worth 10 gp each and five blue jas­
• "Get out of here before I tire of this game and
per stones worth 50 gp each. A waterproof leather
end you all!"
case holds a blue silk fan painted with powdered
• "Chromatic dragons are the rightful rulers of this
blue gems, worth 25 gp. There are also a few ordi­
world. Bow down to the children of Tiamat!"
nary items Sparkrender enjoyed, including a crude
• "Enough of this! This work is too important to be
flute with a pleasing sound, an hourglass filled with
hindered by the likes of you! "
sparkling sand, and a set of seven candlesticks.
The dragon fights until reduced t o 10 o r fewer hit
points, at which point he swears vengeance against D 6 : SECRET LIBRARY
the characters and attempts to flee the island start­ This space was formerly a hidden archive of knowl­
ing on his next turn. (He might say something like edge, accessible only to those who knew the obser­
this as he takes the Disengage action and flies away: vatory's secrets. However, the walls of the tower are
"I swear by Eldenemir the Raging Storm and the crumbling-a fact that Sparkrender used to trap
five heads of Tiamat, you will pay for this insult!") Aidron here. After weakening the bronze wyrmling,
If the characters flee, Sparkrender does not pur­ Sparkrender forced him into the library and then
sue them, but he taunts them as they run away. caused one of the walls to cave in, sealing the exit.
(He might say something like, "Yes! Flee before my If the characters don't use the hidden entrance in
might, as all will flee when I claim my inheritance!") area D5, they can attempt to clear away the rubble
If the characters defeat Sparkrender, they hear from the cave-in to access the secret library. To
growling and yelping coming from below them access the rubble, the characters must climb down
(area D6). from area D5 or swim to the bottom of this spire

C H APTER 4 I C LI FFTOP O B S E RVATORY


and climb up from the water. Clearing the rubble
SPARKRE N DER'S RITUAL
takes one character 30 minutes, or the characters
can work together to clear it faster (for example, it I f the characters leave the observatory without de­
takes two characters 1 5 minutes or five characters feating Sparkrender, they might return to find the
6 minutes). If the characters are trying to clear the blue wyrmling's ritual underway. This is most likely
rubble quietly, it takes twice as long, and at least to happen if the characters leave and take a long
half of the characters must succeed on a DC 14 Dex­ rest before confronting Sparkrender, or if they flee
terity (Stealth) check to avoid waking Sparkrender. from combat with Sparkrender and return after
Once they've cleared the rubble, the characters they've rested.
can access the library's interior. Another possibility is that the characters drive
Sparkrender away from the island without killing
him, but leave Aidron imprisoned in area D6. In
Stale a i r h eavy with the s m e l l of o l d parchment A oods this case, Runara urges the characters to return to
yo u r nost r i l s . The wa l l s are l i ned with s h e lves stuffed the observatory to find Aidron. When they arrive,
fu l l of old tomes and yel lowi ng scro l l s . G l ass cases, Sparkrender has also rested, healed, and returned
top p l e d over and s h attered, have strewn t h e i r con­ to finish his work.
tents across t h e stone A oor. The sound of s p l i nteri ng
In either case, the characters arrive just as
Sparkrender's ritual is getting underway. (If they
wood echoes thro u g h t h e s pace, and a m o m e n t l ate r
took or destroyed the dragon effigies in area D2,
you see an agitated b ro n ze d ragon t h e s i ze of a bear,
they have been replaced by even cruder versions
picki n g h i m s e l f up from the wreckage of the old d e s k created in a hurry.) Read the following text:
h e a p p a rently c r a s h e d i nto.

Stre a m s of col o red l i ght swirl t h ro u gh the a i r a ro u n d


Aidron the bronze dragon wyrmling excitedly t h e golden statue i n t h e r u i ned rot u n d a . E a c h s h i m ­
greets the characters when they enter. He has spent m e r i n g d i s p l ay seems t o o r i gi n ate from o n e o f t h e five
days trying to dig his way out through the caved-in d ragon effigies you saw before, and the l i ghts' colors
wall, but his efforts from the inside only caused fur­
match the colors of the effigies: red , go l d , b ra s s , b l ue,
ther collapse. He is eager to escape, but if the char­
a n d bronze. A b l u e d ragon i s perched atop t h e s c u l p ­
acters ask, he explains his conflict with Sparkren­
der. He expresses regret over his inability to defeat t u re, th row i n g h i s h e a d b a c k i n p a i n o r ecstasy as t h e

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.

C HAPTER 4 I C L I F FTOP O B S E RVATORY


'
..,

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.

C H APTER 4 I C LI FFTOP O B S E RVATO RY


APPE N D I X A

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.

RUNARA (ADULT BRONZE DRAGON)


Huge Dragon (Metallic), Lawful Good

Armor Class 1 9 (natural armor)


Hit Points 21 2 (l 7dl 2 + l 02)
Speed 40 ft. , fly 80 ft. , swim 40 ft.

STR DEX CON I NT WIS CHA


25 (+7) 10 (+0) 23 (+6) 1 6 (+3) 15 (+2) 19 (+4)

Saving Throws Dex +5, Con + 1 1 , Wis +7, Cha +9


Skills I nsight +7, Perception + 1 2 , Stealth +5
Damage I mmunities lightning BRONZE DRAGON WYRMLING
Senses bli ndsight 60 ft. , darkvision 1 20 ft., passive Perception 22 Medium Dragon (Metailic), Typically Lawful Good
Languages Common, D raconic
Challenge 13 Proficiency Bonus +5 Armor Class 17 (natural armor)
Hit Points 32 (5d8 + 1 0)
Speed 30 ft., fly 60 ft. , swim 30 ft.
Amphibious. Ru nara can breathe air and water.
Legendary Resistance (3/Day). If Ru nara fa i l s a savi n g th row, STR DEX CON I NT WIS CHA
she can choose to succeed instead. 1 7 (+3) 10 (+0) 1 5 (+2) 1 2 (+l ) 11 (+O) 1 5 (+2)

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.

STR DEX CON INT WIS CHA


1 2 (+l) 1 3 (+l) 1 2 (+l) 7 (-2) 1 0 (+O) 13 (+l)
GHOU L
Ghouls are Undead that roam the night in packs, Senses passive Perception 1 0
Languages Common
driven by insatiable hunger for flesh. Like maggots,
Challenge 1 Proficiency Bonus +2
they thrive in places rank with decay and death.
AC T I O N S
GHOUL
Medium Undead, Typically Chaotic Evil Multiattack. The harpy makes one Claw attack and one
Club attack.
Armor Class 1 2 Claw. Melee Weapon Attack: +3 to h it, reach 5 ft., one target.
Hit Points 2 2 (Sd8) Hit: 6 (2d4 + l) slashing damage.
Speed 30 ft.
Club. Melee Weapon Attack: +3 to hit, reach 5 ft. , one target.
STR DEX CON I NT WIS CHA Hit: 3 (ld4 + l) bludgeon i n g da mage.
1 3 (+l ) 1 5 (+2) 10 (+0) 7 (-2) 10 (+0) 6 (-2) Luring Song. The harpy sings a magical m elody. Every H u ­
manoid a n d Giant with in 300 feet of t h e harpy that can hear
Damage Immunities poison the song m ust succeed on a DC 11 Wisdom savi n g throw or
Condition Immunities charmed, exhaustion, poisoned be charmed u ntil the song ends. The h arpy m ust take a bonus
Senses darkvision 60 ft., passive Perception 1 0 action on its subsequent turns to conti n u e singi ng. It can stop
Languages Common
singing at any time. The song ends if the h arpy is incapacitated.
Challenge 1 Proficiency Bonus +2
While charmed by the harpy, a target is incapacitated and
ignores the songs of other harpies. If the charmed target is
AC T I O N S more than 5 feet away from the harpy, the target must move on
its turn toward the harpy by the most d i rect route, trying to get
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft. , one creature.
with in 5 feet. It doesn't avoid opportun ity attacks, but before
Hit: 9 (2d6 + 2) pierci n g damage.
moving into damaging terrain, such as lava or a pit, and when­
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. ever it takes damage from a source other than the harpy, the
Hit: 7 (2d4 + 2) slashing damage. If the ta rget is a creature target can repeat the savin g th row. A charmed target can also
other than an elf or U ndead, it m ust succeed on a DC 1 0 Con­ repeat the savi n g throw at the end of each of its turns. If the
stitution saving throw o r be paralyzed for 1 m i n ute. The target savin g throw is successfu l , the effect ends on it.
can repeat the saving throw at the end of each of its turns, end­ A target that succeeds on its saving th row is i m m u n e to this
i n g the effect on itself on a success. h arpy's song for the next 24 hours.

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.

STR DEX CON INT WIS CHA


7 (-2) 14 (+2) 10 (+0) 15 (+2) 7 (-2) 9 (-1)

Skills Arcan a +4, Perception +0


Senses d arkvision 60 ft., passive Perception 1 0
Languages Common, D raconic
Challenge 1 /4 Proficiency Bonus +2

Inquiring Mind (1/Day). The kobold can cast detect magic,


req uiring no spell components and using I ntel l igence as the
spellcasting ability.
Pack Tactics. The kobold has advantage on an attack rol l
against a creature if a t least one o f i t s a l l ies is with i n 5 feet of
the creature and the ally isn't incapacitated.
Sunlight Sensitivity. W h i l e in s u n l ight, the kobold has disadvan­
tage on attack rolls, as well as on Wisdom (Perception) checks
that rely on sight.

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.

KOBOLD WINGED KOBOLD


Small Humanoid, Any Alignment Small Humanoid, Any Alignment

Armor Class 1 2 Armor Class 1 3


Hit Points 5 (2d6 - 2) Hit Points 7 (3d6 - 3)
Speed 30 ft. Speed 30 ft. , fly 30 ft.

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)

MYC ONID SPROUT


Speed 20 ft.

Small Plant, Typically Lawful Neutral


STR DEX CON I NT WIS CHA
1 0 (+O) 10 (+O) 1 2 (+l ) 1 0 (+0) 13 (+l) 7 (-2)
Armor Class 1 0
Hit Points 7 (2d6)
Senses darkvision 1 20 ft. , passive Perception 1 1
Speed 10 ft.
Languages -
Challenge 1/2 Proficiency Bonus +2
STR DEX CON I NT WIS CHA
8 (-1) 10 (+O) 1 0 (+O) 8 (-1 ) 1 1 (+0) 5 (-3)
Distress Spores. When the myco n i d takes damage, all other my­
Senses darkvision 1 20 ft. , passive Perception 1 0 con i d s withi n 240 feet of it can sense its pain.
Languages -
Sun Sickness. While i n sun light, the myconid has disadvantage
Challenge 0 Proficiency Bonus +2
on abil ity checks, attack rol l s , and savi n g th rows. The myconid
dies if it spends more than 1 hour i n direct s u n l i ght.
Distress Spores. When the myconid takes d amage, all other my­
conids within 240 feet of it can sense its pain. ACT I O N S
Sun Sickness. While in s u n l ight, the myconid has disadvantage Fist. Melee Weapon Attack: +2 to hit, reach 5 ft. , one target. Hit:
on ability checks, attack rol ls, and savi n g throws. The myco n i d 5 (2d4) bl udgeon i n g damage p l u s 5 (2d4) poison damage.
dies if it spends m o r e than 1 h o u r in di rect sun light. Pacifying Spores (3/Day). The myconid ejects spores at one
creature it can see withi n 5 feet of it. The target m ust succeed
ACTI O N S on a DC 11 Constitution saving throw or be stunned for 1 m i n ­
Fist. Melee Weapon Attack: +l to hit, reach 5 ft. , one target. Hit: ute. T h e target c a n repeat t h e savi n g th row a t t h e end of each
1 ( l d 4 - 1) bl udgeoning damage plus 2 (l d4) poison damage. of its turns, e n d i n g the effect on itself on a s uccess.
Rapport Spores (3/Day). A 1 0 -foot rad ius of spores extends Rapport Spores. A 20-foot radi u s of spores exte n d s from the
from the myconid. These spores can go aro u n d corners, and myconi d . These spores can go around corners, and they affect
they affect only creatures with an I ntelligence of 2 o r higher that only creatures with an I ntelligence of 2 or h igher that aren't U n ­
aren't U ndead, Constructs, o r Elementals. Affected creatures d ead, Constructs, o r Elementals. Affected creatures can com­
can com m u n icate telepathically with one another while they are m u nicate telepath ically with one another while they are with in
within 30 feet of each other. The effect lasts fo r 1 hour. 30 feet of each other. The effect lasts for 1 hour.

APPENDIX B I C RE AT U R E S
SINENSA
Large Plant (Myconid), Lawful Neutral

Armor Class 1 3 (natural armor)


Hit Points 60 (8d l 0 + 1 6)
Speed 30 ft.
0WLBEAR
STR DEX CON I NT WIS CHA The owlbear's ferocity and stubbornness make it
12 (+l ) 10 (+0) 14 (+2) 1 3 (+l ) 15 (+2) 10 (+0) a terrifying predator. It fears few other creatures.
Scholars debate whether it is a natural creature or
Senses darkvision 1 20 ft. , passive Perception 1 2
the result of a magical experiment.
Languages -
Challenge 2 Proficiency Bonus +2
0WLBEAR
Large Monstrosity, Unaligned
Distress Spores. When the myconid takes damage, a l l other my­
conids with in 240 feet of it can sense its pain.
Armor Class 1 3 (natural armor)
Sun Sickness. While in s u n light, the myconid has disadvantage Hit Points 59 (7d l 0 + 2 1 )
on abi lity checks, attack rolls, and saving throws. The myconid Speed 4 0 ft.
dies if it spends more than 1 h o u r in direct sun light.
STR DEX CON I NT WIS CHA
ACT I O N S 20 (+5) 12 (+l) 17 (+3) 3 (-4) 12 (+l ) 7 (-2)
Multiattack. The myconid makes one Fist attack and uses its
H a l l uci nation S pores. Skills Perception +3
Senses darkvision 60 ft. , passive Perception 1 3
Fist. Melee Weapon Attack: +3 to hit, reach 5 ft. , one target. Hit: Languages -
8 (3d4 + 1) b l udgeon i n g da mage plus 5 (2d4) poison d amage. Challenge 3 Proficiency Bonus +2
Hallucination Spores. The myconid ejects spores at one crea­
ture it can see within 5 feet of it. The target m ust succeed on a Keen Sight and Smell. The owl bear has advantage on Wisdom
DC 1 2 Constitution savi n g throw or be poisoned for 1 m i n ute. (Perception) checks that rely on sight or smell.
The poisoned target is incapacitated while it h a l l uci nates. The
target can repeat the savi n g throw at the end of each of its ACT I O N S
turns, ending the effect on itself on a success.
Multiattack. The owlbear makes one Beak attack and one
Rapport Spores. A 30-foot rad ius of spores extends from the Claw attack.
myconid. These spores can go around corners, and they affect
Beak. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature.
o n l y creatures with an I ntell igence of 2 or higher that aren't U n ­
Hit: 10 ( l d l O + 5) pierci n g d amage.
dead, Constructs, or Elementals. Affected creatures c a n com ­
m u n icate telepathically with one another while they a r e withi n Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
30 feet o f each other. T h e effect lasts for 1 hour. Hit: 14 (2d8 + 5) slashing damage.
SPORE SERVANT OCTOPUS

SPORE S E RVANT O CTOPUS


Spore servants are dead creatures reanimated by
the magical spores of a myconid leader. The final
act of the myconid leader in Seagrow Caves before
lapsing into its current comatose state was creating
a spore servant from a dead giant octopus to protect STIRGE
the caves while the leader could not. Unlike a living A stirge is a winged pest that feeds on the blood of
octopus, this guardian has only basic control over living creatures through its long proboscis. It uses
its tentacles. Rather than coiling around intruders its proboscis to pierce its victim's flesh while clutch­
to immobilize them, the spore servant simply blud­ ing its prey with hooked claws.
geons them.
STIRGE
SPORE SERVANT O CTOPUS Tiny Beast, Unaligned
Large Plant, Unaligned
Armor Class 14 (natural armo r)
Armor Class 1 1 Hit Points 2 (l d4)
Hit Points 5 2 (8dl 0 + 8) Speed 10 ft., fly 40 ft.
Speed 5 ft., swim 50 ft.
STR DEX CON I NT WIS CHA
STR DEX CON INT WIS CHA 4 (-3) 1 6 (+3) 11 (+O) 2 (-4) 8 (-1 ) 6 (-2)
1 7 (+3) 1 3 (+l) 1 3 (+l ) 2 (-4) 6 (-2) 1 (-5)
Senses darkvision 60 ft., passive Perception 9
Condition Immunities b l i nded, charmed, frightened, paralyzed Languages -
Senses blindsight 30 ft. (blind beyond this rad ius) , Challenge 1/8 Proficiency Bonus +2
passive Perception 8
Languages -
Challenge 1 Proficiency Bonus +2 ACTI O N S
Blood Drain. Melee Weapon Attack: +5 to hit, reach 5 ft., one
Hold Breath. While out of water, the octopus can hold its creature. Hit: 5 ( l d4 + 3) pierci n g damage, and the sti rge at­
breath for 1 h o u r. taches to the target. While attached, the stirge doesn't attack.
I n stead, at the start of each of the stirge's turns, the target
Water Breathing. The octopus can breathe only underwater. l oses 5 ( l d4 + 3) h it points.
The stirge can detach itself by s pending 5 feet of its m ove­
ACT I O N S ment. It does so after it d rains 1 0 hit points from the target
Tentacles. Melee Weapon Attack: + 5 to hit, reach 1 5 ft. , one tar­ or the target dies. A creature, including the target, can use its
get. Hit: 7 ( l d 8 + 3) b l udgeo n i n g damage. action to detach the stirge.

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)

Skills Athletics +5, H istory +2, Perception +2, Religion +2


ACTI O N S Senses passive Perception 1 2
Languages Com mon
Multiattack. Tarak makes three Dagger attacks. Challenge 2 Proficiency Bonus +2
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or
range 20/60 ft., one target. Hit: 5 ( l d 4 + 3) pierci n g damage.
ACT I O N S
B O N U S ACT I O N S Multiattack. Varnoth makes three Shortsword attacks.
Cunning Action. Tarak takes the Dash, Disengage, or Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one
Hide action. target. Hit: 6 ( l d 6 + 3) pierci n g damage.

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

High Elf Medium Neutral Good


RACE SIZE ALIGNMENT

PROFICIENCY BONUS + Shortsword • A letter from a dead


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

+ 2 bottles of ink + Pouch


0 +2 Constitution

·�
• Ink pen
•A Intelligence
+ 10 sheets of
• _±1._ Wisdom
CURRENT HIT POINTS parchment

0 -1 Charisma • Little bag of sand

15 Total ld6 SUCCESSES 000 • Small knife


;;.. SAVING THROWS '

FAILURES 000


HIT DICE DEATH SAVES
.,. � EQUIPMENT
. 0 ..±L Acrobatics (Dex)

0 _±l_ Animal Handling (Wis)

4 PROFICIENCIES spells to make the m available for you to


•A Arcana (Int)
cast, choosing fro m the spells in your spell­
0 _±Q_ Athletics (Str) You have the following pro ficiencies. The book. Write your prepared spells here:
rulebook explains what pro ficiency means.

[;]
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

Darkvision. You can see in di m light within 60 feet of you as if it


level, you can add two wizard spells of your choice to your spellbook,
were bright light and in darkness in that radius as if it were di m light . chosen fro m the wizard spell list below. Each of these spells must be
You discern colors in that darkness only as shades of gray . of alevel for which you have spell slots . On your adventures,you might
also find scrolls or books containing other spells you can add to your ·
Fey Ancestry. You have advantage on saving throws you make to
spellbook .
avoid or end the char med condition on yourself .
Copying a Spell into the Book. When you find a wizard spell, you
Trance. Elves don't need to sleep, and magic can't put you to sleep.
can add it to your spell book if it is of a level for which you have spell
You can finish a long rest in 4hours if you spend those hours in a
slots and if you can spare the ti me to decipher and copy it.
trancelike meditation, during which you retain consciousness . ·
For each level of the spell, the process takes 2 hours and requires
Cantrip. Your prestidigitation cantrip (listed above) reflects the
· 50 gp. The cost represents material co mponents you expend as you
innate magic of a high elf, not your wizardly study.
experi ment with the spell to master it, as well as the fine inks you need·
to record it . Once you have spent this ti me and money, you can prepare
YOUR SAGE BACKGROUND the spell just like your other spells.
Your parents identified your magical talent early in your long elven life
and arranged for you to be apprenticed to a kindly wizard in the city of 2ND-LEVEL FEATURES
Neverwinter. You excelled at your studies and forged friendships and Evocation Savant. The gold and ti me you must spend to copy an
rivalries with other apprentices. You always had a particular knack for evocation -spell into your spellbook is halved .
wielding flashy,energetic forces, and you focused your study on the
Sculpt Spells. When you cast an evocation spell that affects other
school of evocation.
creatures you can see, you can choose a nu mber of the m equal to 1 +
Your background shaped your character in so me i mportant ways .
the spell's level. The chosen creatures auto matically succeed on their
A secret sought by a colleague drives you. Your skill pro ficiencies in
saving throws against the spell, and they take no da mage if they would
Arcana and History also reflect your upbringing,studying the nature of
nor mally take half da mage fro m it .
magic and the great wizards of days past who wielded it.
After graduating fro m your apprenticeship, you and your peers
3RD-LEVEL FEATURES
went your separate ways to focus on your own studies. Recently, you
received a letter fro m one of your colleagues, pointing you toward a Arcane Recovery. You can now recover two 1st -level spell slots, or a
·

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.

HIT DICE AND HIT POINTS


With each level you gain, you gain one additional Hit Die (d 6), which
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
box on this sheet, and add ld 6 + 2 to your hit point maxi mu m .

SPELL C ASTIN G ADVANCEMENT


You gain access to more spells as you gain levels. You can prepare a
nu mber of spells equal to your level +your Intelligence modifier, as
shown in the Spellcasting table. You also gain more spell slots.

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

Small Chaotic Good


SIZE ALIGNMENT

PROFICIENCY dONUS • Leather armor • Hammer

(JJ'
• Shortbow 10 pitons
+3 25 feet •

1 • 20 arrows • Hooded lantern


7 INITIATIVE SPEED
0 -=1_ Strength • 2 daggers • 2 flasks of oil
8 • Thieves' tools • 5 days of rations
• -±i_ Dexterity
Hit Point Maximum _9'------ • Backpack • Tinderbox
0 +l Constitution
• Bag of 1,000 ball • Waterskin
• -±1._ Intelligence bearings
• 50 feet of hempen
0 +0 Wisdom
CURRENT HIT POINTS • 10 feet of string rope

0 +3 Charisma + Bell • Set of dark common


clothes including
Total _
ld_8____
SUCCESSES 000 • 5 candles
SAVING THROWS a hood
� /.
FAILURES 000 • 2 crowbars • Pouch

ru
HIT DICE D EATH SAVES
7 ' EQUIPMENT
•A Acrobatics (Dex)

0 ..±Q_ Animal Handling (Wis)

2 0 _tl_ Arcana (Int) PROFICIENCIES Expertise. Your proficiency bonus is


doubled for any ability check you make that
0 -=1_ Athletics (Str) You have the following pro ficiencies. The uses the Stealth skill (the doubled bonus is
rulebook explains what proficiency means. included on your Skills list) or your profi­

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

«==) <=) RO GUE frightened condition on yourself.


Ha/fling Nimbleness. You can move
Rogues develop broad expertise that few
through the space of any creature that is of
other characters can match. When it comes

<=) �
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.

MAKING THE CI:IARACTER YOURS


Follow these steps to make this character uniquely yours:
1. Choose a name and write it in the " Character Name" space on the
front of this sheet. Your character's name can be anything you like,
perhaps drawing from a real-world culture or a work of literature.
2. Decide what you look like and determine your character's gender.
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 also might want to give your char ­
acter a memorable physical characteristic,such as a scar, a limp,
spectacles, or a tattoo. You can write notes about your character's
appearance in the "Notes" space below.
3. Flesh out your character's personality, and read about your char­
acter's alignment in the rulebook (you may choose a different
alignment from among the options there). The goal is to choose
traits and mannerisms 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.

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

Human Medium Lawful Good


RACE SIZE ALIGNMENT

PROFICIENCY BONUS • Chain mail* • Waterskin


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)

0 _tl_ Animal Handling (Wis)

The paladin class gives you the following


5 0 _±Q_ Arcana (Int) PROFICIENCIES
features.
• _fl_ You have the following proficiencies. The .
Athletics (Str) Divine Sense. As an action, you can open
rulebook explains what proficiency means.
y01,Ir senses to the presence of strong evil

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.

� � is a powerful bond that turns a devout war­


rior into a blessed champion. You swore
your oath to the god Bahamut, the Platinum

� 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

Paladin Level Prepared Spells 1st-Level Slots


2nd 3 DO

3rd 3 000

SpeJJ Attacks and Saving Throws. When a creature makes a saving


throw to resist one of your spells, the DC of the saving throw is 12.
When you make a spell attack, you roll ld20 + 4 to see if you hit. These
numbers are based on your spellcasting ability,which is Charisma .

Spell save DC= 12


Spell attack roll = ld20 + 4

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

Wood Elf Medium Neutral Good


RACE SIZE ALIGNMENT

+ Leather armor + 50 feet of hempen


rope
+ Longbow
+3 35 feet • Shovel
• 20 arrows
INITIATIVE SPEED + Iron pot
+ Greatsword
• Set of common
• Backpack clothes
Hit Point Maximum _l-=2'------
+ Bedroll
• Pouch

+ 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}

• _tl_ Animal Handling {Wis}

4 Second Wind. You have a limited well of


0 _±Q_ Arcana (Int) PROFICIENCIES
stamina you can draw on to protect yourself
0 _tl_ Athletics (Str) You have the following proficiencies. The fromharm. You can use a bonus action to
rulebook explains what proficiency means. regain hit points equal to ldlO +your fighter

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}

LANGUAGES Woon ELF


0 _±Q_ Nature (Int)
You can speak, read, and write Common, Elves are a people of otherworldly grace,
• _tl_ Perception (Wis) Dwarvish, Elvish, and Halfiing. long-lived and passionate. In the earliest
days of the multiverse, the first wood elves
3 0 -=1_ Performance {Cha}
ATTACKS fell in love with the forests of the world,
0 -=1_ Persuasion {Cha)
You start with the following weapons,which and they mystically took on characteristics
you can use to make attacks. of those woodland realms. Your fleetness


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.

MAKING THE CHARACTER YOURS


Follow these steps to make this character uniquely yours:
1. Choose a name and write it in the " Character Name" space on the
front of this sheet. Your character's name can be anything you like,
perhaps drawing from a real-world culture or a work of literature.
2. Decide what you look like and determine your character's gender.
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 also might want to give your char­
acter a memorable physical characteristic, such as a scar, a limp,
spectacles, or a tattoo. You can write notes about your character's
appearance in the "Notes" space below.
3. Flesh out your character's personality, and read about your char­
acter's alignment in the rulebook (you may choose a different
alignment from among the options there). The goal is to choose
traits and mannerisms for your character that you'll enjoy.

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

Hill Dwarf Medium Lawful Good


RACE SIZE ALIGNMENT

PROFICIENCY BONUS + Chain mail* + Waterskin

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 -=.!_ Acrobatics (Dex)

0 ..±1- Animal Handling (Wis)

Prepared Spells. Each time you finish


5 0 _±Q_ Arcana (Int) PROFICIENCIES
a long rest,you can prepare four 1st-level
• ..tl. Athletics (Str) You have the following proficiencies. The spells to make them available for you to
rulebook explains what proficiency means. cast, choosing from the 1st-level spells


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,
'

0 _tl_ Perception (Wis) Dwarvish, Elvish,and Goblin.


6 0 _tl_ Performance (Cha)
Spell Slots. You have two 1st-level spell
ATTACKS
0 _tl_ Persuasion (Cha) slots you can use to cast your prepared
You start with the following weapons, which
spells. You can use them to cast two differ­
you can use to make attacks.


• -±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

EC) CJ who watches over travelers and outcasts.


The cleric class gives you the following
features.
throw is 13. When you make a spell attack,
you roll ld20 + 5to see if you hit. These
numbers are based on your spellcasting

CJ � Divine Domain. You draw magic from a


divine domain-a sphere of magical influ­
ence-associated with your deity. Your
ability, which is Wisdom.

Spell save DC = 13

CJ domain is Life. This domain gives you fea­


tures elsewhere on the character sheet.
Spell attack roll= ld20 + 5

� COINS ,
"'\l.------ Continued on back-------1.'F

Dwarfcleric (soldier), page l of2 TM & © 2022 Wizards ofthe Coast LLC. Permission is granted to photocopy this document for personal use.
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
·

y our p ost an dset out on y our quest. 1st- Level Spells


Personal Goal: Banish a Shadow ofDeath. Researching images Bless H old person
fr om y our dreams p ointe dy ou t o St ormwreck Isle,n ot far fr om Nev­
erwinter. A rem ote cl oister there h ol ds a temple t o the drag on g od Comll)and Lesser restoration
Bahamut, wh ois a patr on of her oes an d a champi on of justice. S ome­ Cure wounds Spiritual weapon
one at the cl oister may h ol d the key t o the impen ding doom y our deity
Detect magic (ritual)
wishes y ou t oavert.
Guiding bolt
MAKING THE CHARACTER YOURS Healing word
Foll ow these steps t o make this character uniquely y ours :
Protection from evil and good
1. Ch oose a name an dwrite it in the " Character Name" space on the
Sanctuary
f ront of this sheet . Y our character's name can be anything y ou like,
perhaps dra wing fr om a· real -w orl d culture or a w ork of literature. Shield of faith
2. Deci de what the character l ooks like an d determine y our charac ­
ter s' gen der. Y ou deci de y our character's height, weight, age, an d_
c ol orati on (eyes,hair , an dskin ). Y ou can use the art on this page for
inspirati on or ch oose y our own directi on. Y ou als omight want t o
give y our characte r other physical characteris tics, such as a scar, a
limp, spectacles, or a tatt oo.
3 . Flesh out y our character's pers onality,an d rea d ab out y our char­
acter s ' alignment in the ruleb ook (y ou may ch oose a different
alignment fr om am ong the opti ons there ). The g oal is t o ch oose
traits an dmannerisms for y our characte r that y ou l' l enj oy .

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.

HIT DICE AND HIT POINTS


With each level y ou gain, y ou gain one a dditi onal Hit Die (d8), which
y ou can use t o heal y ourself when y ou take a sh ort rest (explaine din
the ruleb ook ). When y ou level up, a ddthe new Hit Die t o the Hit Dice 0
0
b ox on this shee t, an d a dd l d8 + 3 t o y our hit p oint maximum (this �
inclu des the benefit of Dwarven T oughness ). z


. 3;

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