5e24:Character Creation

From Rlyehwiki
Jump to navigation Jump to search

Character Creation

Choose a Character Sheet

[1] You’ll record the main details of your character on a character sheet. Throughout this chapter, we use the term “character sheet” to mean whatever you use to track your character’s details, whether it’s a printed character sheet, a digital character sheet, or plain paper. Choose whichever style of sheet works for you, and then embark on creating a character!

Create Your Character

[1] Here are the steps to make a character; each step is explored in detail:

1: Choose a Class. Every adventurer is a member of a class. A class broadly describes a character’s vocation, special talents, and favored tactics.

2: Determine Origin. A character’s origin includes two elements: background and species. How did the character spend the years leading up to a life of adventure? Who are the character’s ancestors? You can also choose your character’s languages.

3: Determine Ability Scores. Much of what your character does in the game depends on the character’s six abilities.

4: Choose an Alignment. Alignment is a shorthand for your character’s moral compass.

5: Fill in Details. Using the choices you’ve made, fill in the remaining details on your character sheet.

Step 1: Choose Class

[1] Choose a class, and write it on your character sheet. The Class Overview table summarizes the classes. See “Classes” for the classes’ details.

Class Overview [1] 
Class Likes… Primary Ability Complexity
Barbarian Battle Strength Average
Bard Performing Charisma High
Cleric Gods Wisdom Average
Druid Nature Wisdom High
Fighter Weapons Strength or Dexterity Low
Monk Unarmed combat Dexterity and Wisdom High
Paladin Defense Strength and Charisma Average
Ranger Survival Dexterity and Wisdom Average
Rogue Stealth Dexterity Low
Sorcerer Power Charisma High
Warlock Occult lore Charisma High
Wizard Spellbooks Intelligence Average

Write Your Level

[1] Write your character’s level on your character sheet. Typically, a character starts at level 1 and advances in level by adventuring and gaining Experience Points (XP).

Write Your XP. Also record your Experience Points. A level 1 character has 0 XP.

Starting at a Higher Level. Your GM might start you at a higher level. If you start at level 3 or higher, write your chosen subclass on your character sheet. See the “Starting at Higher Levels” for more information.

Note Armor Training

[1] Your class might give you training with certain categories of armor. Note your armor training on your character sheet. Armor training with a kind of armor means you can wear that armor effectively, gaining defensive bonuses from it. The categories of armor are described in “Equipment.”

Step 2: Character Origin

[1] Determining your character’s origin involves choosing a background, a species, and two languages. A character’s background represents the place and occupation that were most formative for the character. The combination of background, species, and languages provides fertile soil for your imagination as you ponder your character’s earliest days.

Choose a Background

Also see: 5e24:Background

[2] Choose your character’s background, and write it on your character sheet. You can choose any of the backgrounds detailed in “Character Origins,” and your GM might offer additional backgrounds as options.

The background you choose influences step 3, when you determine your character’s ability scores. If you’re having trouble choosing, the Ability Scores and Backgrounds table shows which backgrounds benefit which ability scores. Look for your class’s primary ability there.

Ability Scores and Backgrounds [2] 
Ability Background
Strength Soldier
Dexterity Soldier
Constitution Soldier
Intelligence Acolyte
Wisdom Acolyte
Charisma Acolyte

Record Your Feat. A background gives you a Template:5ee24lc, which grants your character particular capabilities. Feats are detailed in “Feats.” Write the feat on your character sheet.

Note Proficiencies. Your background gives proficiency in two skills and with one tool. Record this information on your character sheet.

Your class also gives proficiencies. Check your class description in “Classes” and note the proficiencies on your character sheet.

The features table in your class description shows your Proficiency Bonus, which is +2 for a level 1 character. Note this number on your character sheet. You’ll fill in other numbers connected to these proficiencies in step 5.

Choose Starting Equipment

[3] Your background and class both provide starting equipment. Any coins that you gain at this step can be immediately spent on equipment from “Equipment.”

Record your chosen equipment on your character sheet. Equipment is described in “Equipment,” but for now you can just write it all down and look up the specifics in “Equipment” later. Note any coins you have left after purchasing your equipment.

Choose a Species

[3] Choose a species for your character. The following species options are detailed in “Character Origins”: Dragonborn, Dwarf, Elf, Gnome, Goliath, Halfling, Human, Orc, and Tiefling. Once you’ve chosen a species, write it on your character sheet. Then record your species’ traits. Your character’s size and Speed are determined by the character’s species; record these in the appropriate places on your character sheet as well (you may write just the first letter of your size).

Imagine Your Past and Present

[3] Let your character’s background and species inspire how you imagine their past. That past fed into the character’s present. With that in mind, consider answers to the following questions as your character:

  • Who raised you?
  • Who was your dearest childhood friend?
  • Did you grow up with a pet?
  • Have you fallen in love? If so, with whom?
  • Did you join an organization, such as a guild or religion? If so, are you still a member of it?
  • What elements of your past inspire you to go on adventures now?

Choose Languages

Also see: 5e24:Language

[3] Your character knows at least three languages: Common plus two languages you roll or choose from the Standard Languages table. Knowledge of a language means your character can communicate in it, read it, and write it. Your class and other features might also give you languages.

The Standard Languages table lists languages that are widespread in the setting. Every player character knows Common. The other standard languages originated with the first members of the most prominent species in the setting and have since spread widely.

Standard Languages [3] 
1d12 Language
Common
1 Common Sign Language
2 Draconic
3–4 Dwarvish
5–6 Elvish
7 Giant
8 Gnomish
9 Goblin
10–11 Halfling
12 Orc

The Rare Languages table lists languages that are either secret or derived from other planes of existence and thus less widespread in the worlds of the Material Plane. Some features let a character learn a rare language.

Rare Languages [3] 
Language Language
Abyssal Primordial*
Celestial Sylvan
Deep Speech Thieves' Cant
Druidic Undercommon
Infernal
*Primordial includes the Aquan, Auran, Ignan, and Terran dialects. Creatures that know one of these dialects can communicate with those that know a different one.

Step 3: Ability Scores

[3] To determine your character’s ability scores, you first generate a set of six numbers using the instructions below and then assign them to your six abilities. “Playing the Game” explains what each ability means.

Generate Your Scores

[4] Determine your ability scores by using one of the following three methods. Your GM might prefer you to use a particular one.

Standard Array. Use the following six scores for your abilities: 15, 14, 13, 12, 10, 8.

Random Generation. Roll four d6s and record the total of the highest three dice. Do this five more times, so you have six numbers.

Point Cost. You have 27 points to spend on your ability scores. The cost of each score is shown on the Ability Score Point Costs table. For example, a score of 14 costs 7 of your 27 points.

Ability Score Point Costs [4] 
Score Cost   Score Cost
8 0 12 4
9 1 13 5
10 2 14 7
11 3 15 9

Assign Ability Scores

[4] Once you’ve generated six scores, assign them to Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma, keeping in mind your class’s primary ability. Fill in the ability modifiers as well.

If you’re using the Standard Array option, consult the Standard Array by Class table for suggestions on where to assign scores for your character’s class. The table puts the highest scores in a class’s main abilities. If you used a different method to generate the scores, you may still use this table to guide where you place your highest and lowest scores.

Standard Array by Class
Class Str. Dex. Con. Int. Wis. Cha.
Barbarian 15 13 14 10 12 8
Bard 8 14 12 13 10 15
Cleric 14 8 13 10 15 12
Druid 8 12 14 13 15 10
Fighter 15 14 13 8 10 12
Monk 12 15 13 10 14 8
Paladin 15 10 13 8 12 14
Ranger 12 15 13 8 14 10
Rogue 12 15 13 14 10 8
Sorcerer 10 13 14 8 12 15
Warlock 8 14 13 12 10 15
Wizard 8 12 13 15 14 10

Adjust Ability Scores

[4] After assigning your ability scores, adjust them according to your background. Your background lists three abilities; increase one of those scores by 2 and a different one by 1, or increase all three by 1. None of these increases can raise a score above 20. Some players like to increase their class’s primary ability, while others prefer to increase a low score.

Determine Ability Modifiers

[4] Finally, determine your ability modifiers using the Ability Scores and Modifiers table. Write the modifier next to each of your scores.

Ability Scores and Modifiers [4] 
Score Modifier   Score Modifier
3 −4 12-13 +1
4–5 −3 14-15 +2
6–7 −2 16-17 +3
8–9 −1 18-19 +4
10–11 +0 20 +5

Step 4: Alignment

[4] Choose your character’s alignment from the options below, and note it on your character sheet.

The game assumes that player characters aren’t of an evil alignment. Check with your GM before making an evil character.

The Nine Alignments

[5] A creature’s alignment broadly describes its ethical attitudes and ideals. Alignment is a combination of two factors: one identifies morality (good, evil, or neutral), and the other describes attitudes toward order (lawful, chaotic, or neutral).

The summaries of the alignments below describe the typical behavior of a creature with that alignment; individuals can vary from that behavior.

Lawful Good (LG). Lawful Good creatures endeavor to do the right thing as expected by society. Someone who fights injustice and protects the innocent without hesitation is probably Lawful Good.

Neutral Good (NG). Neutral Good creatures do the best they can, working within rules but not feeling bound by them. A kindly person who helps others according to their needs is probably Neutral Good.

Chaotic Good (CG). Chaotic Good creatures act as their conscience directs with little regard for what others expect. A rebel who waylays a cruel baron’s tax collectors and uses the stolen money to help the poor is probably Chaotic Good.

Lawful Neutral (LN). Lawful Neutral individuals act in accordance with law, tradition, or personal codes. Someone who follows a disciplined rule of life — and isn’t swayed either by the demands of those in need or by the temptations of evil — is probably Lawful Neutral.

Neutral (N). Neutral is the alignment of those who prefer to avoid moral questions and don’t take sides, doing what seems best at the time. Someone who’s bored by moral debate is probably Neutral.

Chaotic Neutral (CN). Chaotic Neutral creatures follow their whims, valuing their personal freedom above all else. A scoundrel who wanders the land living by their wits is probably Chaotic Neutral.

Lawful Evil (LE). Lawful Evil creatures methodically take what they want within the limits of a code of tradition, loyalty, or order. An aristocrat exploiting citizens while scheming for power is probably Lawful Evil.

Neutral Evil (NE). Neutral Evil is the alignment of those who are untroubled by the harm they cause as they pursue their desires. A criminal who robs and murders as they please is probably Neutral Evil.

Chaotic Evil (CE). Chaotic Evil creatures act with arbitrary violence, spurred by their hatred or bloodlust. A villain pursuing schemes of vengeance and havoc is probably Chaotic Evil.

Unaligned Creatures

[6] Most creatures that lack the capacity for rational thought don’t have alignments; they are unaligned. Sharks are savage predators, for example, but they aren’t evil; they are unaligned.

Step 5: Character Creation Details

[6] Now fill in the rest of your character sheet.

Record Class Features

[6] Look at your class’s feature table in “Classes,” and write down the level 1 features. The class features are detailed there too.

Some class features offer choices. Make sure to read all your features and make any offered choices.

Fill In Numbers

[7] Note these numbers on your character sheet.

Saving Throws. For the saving throws you have proficiency in, add your Proficiency Bonus to the appropriate ability modifier and note the total. Some players also like to note the modifier for saving throws they’re not proficient in, which is just the relevant ability modifier.

Skills. For skills you have proficiency in, add your Proficiency Bonus to the ability modifier associated with that skill, and note the total. You might also wish to note the modifier for skills you’re not proficient in, which is just the relevant ability modifier.

Passive Perception. Sometimes your GM will determine whether your character notices something without asking you to make a Wisdom (Perception) check; the GM uses your Passive Perception instead. Passive Perception is a score that reflects a general awareness of your surroundings when you’re not actively looking for something. Use this formula to determine your Passive Perception score:

Passive Perception = 10 + Wisdom (Perception) check modifier

Include all modifiers that apply to your Wisdom (Perception) checks. For example, if your character has a Wisdom of 15 and proficiency in the Perception skill, you have a Passive Perception of 14 (10 + 2 for your Wisdom modifier + 2 for proficiency).

Hit Points. Your class and Constitution modifier determine your Hit Point Maximum at level 1, as shown on the Level 1 Hit Points by Class table.

Level 1 Hit Points by Class [6] 
Class Hit Point Maximum
Barbarian 12 + Con. modifier
Fighter, Paladin, or Ranger 10 + Con. modifier
Bard, Cleric, Druid, Monk, Rogue, or Warlock 8 + Con. modifier
Sorcerer or Wizard 6 + Con. modifier

The character sheet includes room to note your current Hit Points when you take damage, as well as any Temporary Hit Points you might gain. There’s also space to track Death Saving Throws.

Hit Point Dice. Your class’s description tells you the die type of your character’s Hit Point Dice (or Hit Dice for short); write this on your character sheet. At level 1, your character has 1 Hit Die. You can spend Hit Dice during a Short Rest to recover Hit Points. Your character sheet also includes space to note how many Hit Dice you’ve spent.

Initiative. Write your Dexterity modifier in the space for Initiative on your character sheet.

Armor Class. Without armor or a shield, your base Armor Class is 10 plus your Dexterity modifier. If your starting equipment includes armor or a Shield (or both), calculate your AC using the rules in “Template:5e42.” A class feature might give you a different way to calculate your AC.

Attacks. In the Weapons & Damage Cantrips section of the character sheet, write your starting weapons. The attack roll bonus for a weapon with which you have proficiency is one of the following unless a weapon’s property says otherwise:

Melee attack bonus = Strength modifier + Proficiency Bonus
Ranged attack bonus = Dexterity modifier + Proficiency Bonus

Look up the damage and properties of your weapons in “Equipment.” You add the same ability modifier you use for attacks with a weapon to your damage rolls with that weapon.

Spellcasting. Note both the saving throw DC for your spells and the attack bonus for attacks you make with them, using these formulas:

Spell save DC = 8 + spellcasting ability modifier + Proficiency Bonus
Spell attack bonus = spellcasting ability modifier + Proficiency Bonus

Your spellcasting ability modifier for a spell is determined by whatever feature gives you the ability to cast the spell.

Spell Slots, Cantrips, and Prepared Spells. If your class gives you the Spellcasting or Pact Magic feature, your class features table shows the number of spell slots you have available, how many cantrips you know, and how many spells you can prepare. Choose your cantrips and prepared spells, and note them — along with your number of spell slots — on your character sheet.

[ Previous: Damage and Healing ] [ Next: Level Advancement

Sources and Notes

  1. SRD 5.2 p.19 1.0 1.1 1.2 1.3 1.4 1.5 1.6
  2. SRD 5.2 p.19-20 2.0 2.1
  3. SRD 5.2 p.20 3.0 3.1 3.2 3.3 3.4 3.5 3.6
  4. SRD 5.2 p.21 4.0 4.1 4.2 4.3 4.4 4.5 4.6
  5. SRD 5.2 p.21-22
  6. SRD 5.2 p.22 6.0 6.1 6.2 6.3
  7. SRD 5.2 p.22-23
Inclusion Subpages: + 

Back to Main PageDnD5x5e (2024)SRD 5.2
  CC-BY
Caution
CC-BY-SA
This is article is covered by the Creative Commons Attributed 4.0 license, rather than the Creative Commons Attribution Sharealike License. To distinguish it, these items will have this notice. If you see any page that contains CC-BY material and does not show this license statement, please contact an admin so that this license statement can be added. It is our intent to work within this license in good faith.

Attribution:SRD 5.2 CC-BY 
This work includes material from the System Reference Document 5.2 (“SRD 5.2”) by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode].


SRD 5.2 Contrigubtions +

1,273 articles
Ability, Ability Check, Ability Modifier, Aboleth, Acid Arrow, Acid Splash, Action, Adamantine Armor, Adult Black Dragon, Adult Blue Dragon, Adult Brass Dragon, Adult Bronze Dragon, Adult Copper Dragon, Adult Gold Dragon, Adult Green Dragon, Adult Red Dragon, Adult Remorhaz, Adult Silver Dragon, Adult White Dragon, Advantage, Adventuring Gear, Aid, Alarm, Alignment, Allosaurus, Alter Self, Ammunition +1, Ammunition +2, Ammunition +3, Ammunition of Slaying, Amulet of Health, Amulet of Proof against Detection and Location, Amulet of the Planes, Ancient Black Dragon, Ancient Blue Dragon, Ancient Brass Dragon, Ancient Bronze Dragon, Ancient Copper Dragon, Ancient Gold Dragon, Ancient Green Dragon, Ancient Red Dragon, Ancient Silver Dragon, Ancient White Dragon, Animal Friendship, Animal Messenger, Animal Shapes, Animate Dead, Animate Objects, Animated Object, Animated Shield, Ankheg, Ankylosaurus, Antilife Shell, Antimagic Field, Antipathy/Sympathy, Ape, Apparatus of the Crab, Aquatic Charge, Arcane Eye, Arcane Hand, Arcane Lock, Arcane Sword, Arcanist's Magic Aura, Archelon, Archmage, Area of Effect, Armor, Armor +1, Armor +2, Armor +3, Armor of Invulnerability, Armor of Resistance, Armor of Vulnerability, Armor Training, Arrow-Catching Shield, Assassin/NPC, Astral Projection, Astral Projetion, Attack Roll, Attitude, Augury, Aura of Life, Avatar of Death, Awaken, Awakened Shrub, Awakened Tree, Axe Beak Common, Azer Sentinel, Baboon, Badger, Bag of Beans, Bag of Devouring, Bag of Holding, Bag of Tricks, Balor, Bandit Captain, Bandit Common, Bane, Banishment, Barbarian, Barbed Devil, Bard, Barkskin, Basilisk, Bat, Beacon of Hope, Bead of Force, Bearded Devil, Befuddlement, Behir, Belt of Cloud Giant Strength, Belt of Dwarvenkind, Belt of Fire Giant Strength, Belt of Frost Giant Strength, Belt of Giant Strength, Belt of Hill Giant Strength, Belt of Stone Giant Strength, Belt of Storm Giant Strength, Berserker Axe, Berserker Common, Bestow Curse, Black Bear, Black Dragon Wyrmling, Black Tentacles, Blade Barrier, Bless, Blight Spell, Blindness/Deafness, Blink, Blink Dog, Blood Frenzy, Blood Hawk, Blue Dragon Wyrmling, Blur, Boar, Bone Devil, Boots of Elvenkind, Boots of Levitation, Boots of Speed, Boots of Striding and Springing, Boots of Winterlands, Bowl of Commanding Water Elementals, Bracers of Archery, Bracers of Defense, Brazier of Commanding Fire Elementals, Bronze Dragon Wyrmling, Brooch of Shielding, Broom of Flying, Brown Bear, Bugbear Stalker, Bugbear Warrior, Bulette Common, Burning Hands, Call Lightning, Calm Emotions, Camel, Campaign, Candle of Invocation, Cape of the Montebank, Carpet of Flying, Carrying Capacity, Cat, Censer of Controlling Air Elementals, Centaur Trooper, Chain Devil, Chain Lightning, Challenge Rating, Champion, Character, Character Creation, Character Sheet, Charm Monster, Charm Person, Chill Touch, Chime of Opening, Chimera, Chromatic Orb, Chuul, Circle of Death, Circle of the Land, Circlet of Blasting, Clairvoyance, Clay Golem, Cleric, Climbing, Cloak of Arachnida, Cloak of Displacement, Cloak of Elvenkind, Cloak of Protection, Cloak of the Bat, Cloak of the Manta Ray, Cloaker, Clone, Cloud Giant, Cloudkill, Cockatrice Common, College of Lore, Color Spray, Combat, Combat Encounters, Command, Commoner, Commune, Commune with Nature, Comprehend Languages, Compulsion, Concentration, Condition, Cone of Cold, Confusion, Conjure Animals, Conjure Celestial, Conjure Elemental, Conjure Fey, Conjure Minor Elementals, Conjure Woodland Beings, Constrictor Snake, Contact Other Plane, Contagion, Contingency, Continual Flame, Control Water, Control Weather, Copper Dragon Wyrmling, Couatl, Counterspell, Cover, Crab, Crawling, Create Food and Water, Create or Destroy Water, Create Undead, Creating a Background, Creation, Creature, Creature Trait, Creature Trait/Aberrant Ground, Creature Trait/Acid Absorption, Creature Trait/Adhesive, Creature Trait/Agile, Creature Trait/Amorphous, Creature Trait/Aura of Authority, Creature Trait/Aversion to Fire, Creature Trait/Barbed Hide, Creature Trait/Beast of Burden, Creature Trait/Berserk, Creature Trait/Bloodied Frenzy, Creature Trait/Bloodied Fury, Creature Trait/Blurred Form, Creature Trait/Bubble Dash, Creature Trait/Burst of Ingenuity, Creature Trait/Cacophony, Creature Trait/Captain's Charm, Creature Trait/Constrict, Creature Trait/Consume Life, Creature Trait/Corrosive Form, Creature Trait/Coven Magic, Creature Trait/Deadly Leap, Creature Trait/Death Burst, Creature Trait/Divine Aid, Creature Trait/Draconic Origin, Creature Trait/Earth Glide, Creature Trait/Engulf, Creature Trait/Enthralling Panache, Creature Trait/Ethereal Jaunt, Creature Trait/Ethereal Sight, Creature Trait/Etherealness, Creature Trait/Evasion, Creature Trait/Fire Aura, Creature Trait/Fire Form, Creature Trait/Flyby, Creature Trait/Gibbering, Creature Trait/Hasten, Creature Trait/Hold Breath, Creature Trait/Horrific Visage, Creature Trait/Illumination, Creature Trait/Immutable Form, Creature Trait/Incorporeal Movement, Creature Trait/Ink Cloud, Creature Trait/Inscrutable, Creature Trait/Invisibility, Creature Trait/Iron Scent, Creature Trait/Jumper, Creature Trait/Leap, Creature Trait/Light Sensitivity, Creature Trait/Lightning Absorption, Creature Trait/Luring Song, Creature Trait/Magic Resistance, Creature Trait/Mimicry, Creature Trait/Misty Step, Creature Trait/Moan, Creature Trait/Nimble Escape, Creature Trait/Ooze Cube, Creature Trait/Pack Tactics, Creature Trait/Parry, Creature Trait/Petrifying Gaze, Creature Trait/Phantasms, Creature Trait/Possession, Creature Trait/Protective Magic, Creature Trait/Quick Grapple, Creature Trait/Rampage, Creature Trait/Reel, Creature Trait/Reflective Carapace, Creature Trait/Regeneration, Creature Trait/Restoration, Creature Trait/Riposte, Creature Trait/Running Leap, Creature Trait/Sense Magic, Creature Trait/Shadow Stealth, Creature Trait/Shape-, Creature Trait/Shape-Shift, Creature Trait/Shielded Mind, Creature Trait/Shriek, Creature Trait/Siege Monster, Creature Trait/Speak with Beasts and Plants, Creature Trait/Spider Climb, Creature Trait/Spiritual Weapon, Creature Trait/Split, Creature Trait/Standing Leap, Creature Trait/Stench, Creature Trait/Sunlight Sensitivity, Creature Trait/Swallow, Creature Trait/Swarm, Creature Trait/Telepathic Bond, Creature Trait/Teleport, Creature Trait/Training, Creature Trait/Trample, Creature Trait/Trampling Charge, Creature Trait/Treasure Sense, Creature Trait/Tree Stride, Creature Trait/Tunneler, Creature Trait/Undead Fortitude, Creature Trait/Unnerving Gaze, Creature Trait/Vanish, Creature Trait/Water Breathing, Creature Trait/Web, Creature Trait/Web Strand, Creature Trait/Web Walker, Creature Trait/Wishes, Critical Hit, Crocodile, Crystal Ball, Crystal Ball of Mind Reading, Crystal Ball of Telepathy, Crystal Ball of True Seeing, Cube of Force, Cubic Gate, Cultist Common, Cultist Fanatic, Cure Wounds, Curse, D20 Test, Dagger of Venom, Damage, Damage and Healing, Damage and Healing (5e24), Dancing Lights, Dancing Sword, Darkmantle, Darkness Aura, Darkness Spell, Darkvision, Darkvision Spell, Daylight, Dead, Death Dog, Death Saving Throw, Death Ward, Decanter of Endless Water, Deck of Illusions, Deer, Defender, Delayed Blast Fireball, Demiplane Spell, Demon Armor, Detect Evil and Good, Detect Magic, Detect Poison and Disease, Detect Thoughts, Deva, Difficult Terrain, Difficulty Class, Dimension Door, Dimensional Shackles, Dire Wolf, Disguise Self, Disintegrate, Dispel Evil and Good, Dispel Magic, Dissonant Whispers, Divination Spell, Divine Favor, Divine Smite, Divine Word, Djinni, Dominate Beast, Dominate Monster, Dominate Person, Doppelganger, Draconic Sorcery, Draconic Spirit, Draft Horse, Dragon Orb, Dragon Scale Mail, Dragon Slayer, Dragon Turtle, Dragon's Breath, Dream, Dretch, Drider, Drow, Drow Common, Drow Elite Warrior, Druid, Druid Common, Druidcraft, Dryad, Dust Mephit, Dust of Disappearance, Dust of Dryness, Dust of Sneezing and Choking, Dwarven Plate, Dwarven Thrower, Eagle, Earth Elemental, Earthquake, Efficient Quiver, Efreeti, Efreeti Bottle, Eldritch Blast, Elemental Gem, Elementalism, Elephant, Elk, Elven Chain, Encounter, Enemy, Enhance Ability, Enlarge/Reduce, Ensnaring Strike, Entangle, Enthrall, Environmental Effect, Ephemeral, Equipment, Erinyes, Ethereal Sight, Etherealness, Ettercap, Ettin, Eversmoking Bottle, Evoker, Expeditious Retreat, Experience Point, Expertise, Exploration, Eyebite, Eyes of Charming, Eyes of Minute Seeing, Eyes of the Eagle, Fabricate, Faerie Fire, Faithful Hound, False Life, Fear, Fear Effect, Feather Fall, Feather Token, Feather Token/Anchor, Feather Token/Bird, Feather Token/Fan, Feather Token/Swan Boat, Feather Token/Whip, Fiend Patron, Fighter, Figurine of Wondrous Power, Figurine of Wondrous Power/Bronze Griffon, Figurine of Wondrous Power/Ebony Fly, Figurine of Wondrous Power/Golden Lions, Figurine of Wondrous Power/Ivory Goats, Figurine of Wondrous Power/Marble Elephant, Figurine of Wondrous Power/Obsidian Steed, Figurine of Wondrous Power/Onyx Dog, Figurine of Wondrous Power/Serpentine Owl, Figurine of Wondrous Power/Silver Raven, Find Familiar, Find Steed, Find the Path, Finger of Death, Fire Bolt, Fire Elemental, Fire Giant, Fire Shield, Fire Storm, Fireball, Flame Blade, Flame Strike, Flame Tongue, Flaming Sphere, Flesh Golem, Flesh to Stone, Floating Disk, Fly Spell, Flying, Flying Snake, Fog Cloud, Folding Boat, Forbiddance, Forcecage, Foresight, Freedom of Movement, Freezing Sphere, Frog, Frost Brand, Frost Giant, Gameplay Toolbox, Gargoyle Common, Gaseous Form, Gate, Gauntlets of Ogre Power, Gelatinous Cube, Gem of Brightness, Gem of Seeing, Ghast Common, Ghost, Ghoul Common, Giant Ape, Giant Badger, Giant Bat, Giant Boar, Giant Centipede, Giant Constrictor Snake, Giant Crab, Giant Crocodile, Giant Eagle, Giant Elk, Giant Fire Beetle, Giant Fly, Giant Frog, Giant Goat, Giant Hyena, Giant Insect, Giant Insect Creature, Giant Lizard, Giant Octopus, Giant Owl, Giant Rat, Giant Scorpion, Giant Seahorse, Giant Shark, Giant Slayer, Giant Spider, Giant Toad, Giant Venomous Snake, Giant Vulture, Giant Wasp, Giant Weasel, Giant Wolf Spider, Gibbering Mouther, Glabrezu, Gladiator, Glamoured Studded Leather, Glibness, Globe of Invulnerability, Gloves of Missile Snaring, Gloves of Swimming and Climbing, Glyph of Warding, Gnoll Warrior, Goat, Goblin Boss, Goblin Minion, Goblin Warrior, Goggles of Night, Gold Dragon, Gold Dragon Wyrmling, Goodberry, Gorgon, Gorgon Common, Grappling, Gray Ooze, Gray Ooze Common, Grease, Greater Invisibility, Greater Magic Resistance, Greater Restoration, Green Dragon, Green Dragon Wyrmling, Green Hag, Grick Adult, Griffon, Grimlock, Guard Captain, Guard Common, Guardian Naga, Guardian of Faith, Guards and Wards, Guidance, Guiding Bolt, Gust of Wind, Half-Dragon, Hallow, Hallucinatory Terrain, Hammer of Thunderbolts, Handy Haversack, Harm, Harpy, Haste, Hat of Disguise, Hawk, Hazard, Headband of Intellect, Healing, Healing Word, Heat Aura, Heat Metal, Hell Hound, Hellish Rebuke, Helm of Brilliance, Helm of Comprehending Languages, Helm of Telepathy, Helm of Teleportation, Heroes' Feast, Heroic Inspiration, Heroism, Hex, Hezrou, Hideous Laughter, Hill Giant, Hippogriff, Hippopotamus, Hit Point, Hit Point Die, Hobgoblin, Hobgoblin Captain, Hobgoblin Warrior, Hold Monster, Hold Person, Holy Aura, Holy Avenger, Homunculus, Horn of Blasting, Horn of Valhalla, Horn of Valhalla/Brass, Horn of Valhalla/Bronze, Horn of Valhalla/Iron, Horn of Valhalla/Silver, Horned Devil, Horseshoes of a Zephyr, Horshoes of Speed, Humanoid Skeleton, Humanoid Zombie, Hunter, Hunter Shark, Hunter's Mark, Hydra, Hyena, Hypnotic Pattern, Ice Devil, Ice Knife, Ice Mephit, Ice Storm, Ice Walk, Identify, Illusion, Illusory Script, Immovable Rod, Immunity, Imp, Imprisonment, Improvised Weapon, Incendiary Cloud, Incubus, Inflict Wounds, Initiative, Insect Plague, Instant Fortress, Instant Summons, Invisibility, Invisible Stalker, Ioun Stone, Ioun Stone/Absorption, Ioun Stone/Agility, Ioun Stone/Awareness, Ioun Stone/Fortitude, Ioun Stone/Greater Absorption, Ioun Stone/Insight, Ioun Stone/Intellect, Ioun Stone/Leadership, Ioun Stone/Mastery, Ioun Stone/Protection, Ioun Stone/Regeneration, Ioun Stone/Reserve, Ioun Stone/Strength, Ioun Stone/Sustenance, Iron Bands, Iron Flask, Iron Golem, Irresistible Dance, Jackal, Javelin of Lightning, Jump, Jump Spell, Killer Whale, Knight, Knight Common, Knock, Knocking Out a Creature, Kobold, Kobold Warrior, Kraken, Lamia, Lantern of Revealing, Legend Lore, Lemure, Lesser Restoration, Level, Level Advancement, Levitate, Lich, Life Domain, Lifestyle Expense, Light Spell, Lightning Bolt, Limited Amphibiousness, Lion, Lizard, Locate Animals or Plants, Locate Creature, Locate Object, Longstrider, Luck Blade, Lycanthrope, Mace of Disruption, Mace of Smiting, Mace of Terror, Mage, Mage Armor, Mage Hand, Magic Circle, Magic Item, Magic Jar, Magic Missile, Magic Mouth, Magic Weapon Spell, Magical Contagion, Magical Effect, Magma Mephit, Magmin, Magnificent Mansion, Main, Major Image, Mammoth, Manticore, Mantle of Spell Resistance, Manual of Bodily Health, Manual of Gainful Exercise, Manual of Golems, Marilith, Marvelous Pigments, Mass Cure Wounds, Mass Heal, Mass Healing Word, Mass Suggestion, Mastiff, Maze, Medallion of Thoughts, Medusa, Meld into Stone, Mending, Mental Stress Effect, Mephit, Merfolk, Merfolk Skirmisher, Merrow, Message, Meteor Swarm, Mimic, Mind Blank, Mind Spike, Minor Illusion, Minotaur of Baphomet, Minotaur Skeleton, Mirage Arcane, Mirror Image, Mirror of Life Trapping, Mislead, Misty Step, Mithral Armor, Modify Memory, Monk, Monster, Moonbeam, Mounts and Vehicles, Move Earth, Mule, Multiclassing, Mummy, Mummy Common, Mummy Lord, Mysterious Deck, Nalfeshnee, Necklace of Adaptation, Necklace of Fireballs, Necklace of Prayer Beads, Night Hag, Nightmare, Nine Lives Stealer, Noble Common, Noble NPC, Nondetection, Oath of Devotion, Oathbow, Object, Obscured, Occupied Space, Ochre Jelly, Ogre, Ogre Common, Ogre Zombie, Oil of Etherealness, Oil of Sharpness, Oil of Slipperiness, Oni, Opportunity Attack, Otherworldly Steed, Otyugh, Owl, Owlbear, Owlbear Common, Paladin, Panther, Pass without Trace, Passive Perception, Passwall, Path of the Berserker, Pearl of Power, Pegasus, Per Day, Periapt of Health, Periapt of Proof against Poison, Periapt of Wound Closure, Phantasmal Killer, Phantom Steed, Phase Spider, Philter of Love, Pipes of Haunting, Pipes of the Sewers, Piranha, Pirate, Pirate Captain, Pirate Common, Pit Fiend, Planar Ally, Planar Binding, Plane, Plane Shift, Planetar, Plant Growth, Plate Armor of Etherealness, Player Character, Plesiosaurus, Poison, Poison Spray, Polar Bear, Polymorph, Pony, Portable Hole, Possession, Potion of Animal Friendship, Potion of Clairvoyance, Potion of Climbing, Potion of Diminution, Potion of Flying, Potion of Gaseous Form, Potion of Giant Strength, Potion of Giant Strength/Cloud, Potion of Giant Strength/Fire, Potion of Giant Strength/Frost, Potion of Giant Strength/Hill, Potion of Giant Strength/Stone, Potion of Giant Strength/Storm, Potion of Growth, Potion of Healing, Potion of Healing/Common, Potion of Healing/Greater, Potion of Healing/Superior, Potion of Healing/Supreme, Potion of Heroism, Potion of Invisibility, Potion of Mind Reading, Potion of Poison, Potion of Resistance, Potion of Speed, Potion of Water Breathing, Potions of Healing, Power Word Heal, Power Word Kill, Power Word Stun, Prayer of Healing, Prestidigitation, Priest, Priest Acolyte, Priest Common, Prismatic Spray, Prismatic Wall, Private Sanctum, Produce Flame, Proficiency, Proficiency Bonus, Programmed Illusion, Project Image, Protection from Energy, Protection from Evil and Good, Protection from Poison, Pseudodragon, Pteranodon, Purify Food and Drink, Purple Worm, Quasit, Raise Dead, Rakshasa, Ranger, Rat, Raven, Ray of Enfeeblement, Ray of Frost, Ray of Sickness, Reach, Reaction, Red Dragon, Red Dragon Wyrmling, Reef Shark, Regenerate, Reincarnate, Remorhaz, Remove Curse, Resilient Sphere, Resistance, Resistance Spell, Rest, Resurrection, Reverse Gravity, Revivify, Rhinoceros, Rhythm of Play, Riding Horse, Ring of Animal Influence, Ring of Djinni Summoning, Ring of Elemental Command, Ring of Evasion, Ring of Feather Falling, Ring of Free Action, Ring of Invisibility, Ring of Jumping, Ring of Mind Shielding, Ring of Protection, Ring of Regeneration, Ring of Resistance, Ring of Shooting Stars, Ring of Spell Storing, Ring of Spell Turning, Ring of Swimming, Ring of Telekinesis, Ring of the Ram, Ring of Three Wishes, Ring of Warmth, Ring of Water Walking, Ring of X-ray Vision, Ritual, Robe of Eyes, Robe of Scintillating Colors, Robe of Stars, Robe of the Archmagi, Robe of Useful Items, Roc, Rod of Absorption, Rod of Alertness, Rod of Lordly Might, Rod of Rulership, Rod of Security, Rogue, Rope of Climbing, Rope of Entanglement, Rope Trick, Roper, Round Down, Rules Glossary, Rust Monster, Saber-Toothed Tiger, Sacred Flame, Sahaugin, Sahuagin, Sahuagin Warrior, Salamander, Salamander Common, Sanctuary, Satyr, Satyr Common, Saving Throw, Scarab of Protection, Scimitar of Speed, Scorching Ray, Scorpion, Scout, Scout Common, Scrying, Sea Hag, Seahorse, Searing Smite, Secret Chest, See Invisibility, Seeming, Sending, Sequester, Shadow, Shambling Mound, Shape-Shifting, Shapechange, Shark Telepathy, Shatter, Shield +1, Shield +2, Shield +3, Shield Guardian, Shield of Faith, Shield of Missile Attraction, Shield Spell, Shillelagh, Shining Smite, Shocking Grasp, Shrieker Fungus, Silence, Silent Image, Silver Dragon, Silver Dragon Wyrmlinig, Simulacrum, Simultaneous Effect, Size, Skeleton, Skill, Sleep, Sleet Storm, Slippers of Spider Climbing, Slow Spell, Social Interaction, Solar, Sorcerer, Sorcerous Burst, Sovereign Glue, Spare the Dying, Speak with Animals, Speak with Dead, Speak with Plants, Specter, Speed, Spell, Spell Attack, Spell Scroll, Spell Scroll/Level 0, Spell Scroll/Level 1, Spell Scroll/Level 2, Spell Scroll/Level 3, Spell Scroll/Level 4, Spell Scroll/Level 5, Spell Scroll/Level 6, Spell Scroll/Level 7, Spell Scroll/Level 8, Spell Scroll/Level 9, Spell/List, Spellcasting Ability, Spellcasting Focus, Spellguard Shield, Sphere of Annihilation, Sphinx, Sphinx of Lore, Sphinx of Valor, Sphinx of Wonder, Spider, Spider Climb, Spike Growth, Spirit Guardians, Spirit Naga, Spiritual Weapon, Sprite, Spy Common, SRD 5.2, SRD 5.2/Legal Information, Stable, Staff of Charming, Staff of Fire, Staff of Frost, Staff of Healing, Staff of Power, Staff of Swarming Insects, Staff of the Magi, Staff of the Python, Staff of the Woodlands, Staff of Thunder and Lightning, Staff of Withering, Starry Wisp, Starting at Higher Levels, Stat Block, Steam Mephit, Stirge Common, Stone Giant, Stone Golem, Stone of Controlling Earth Elementals, Stone of Good Luck, Stone Shape, Stoneskin, Storm Giant, Storm of Vengeance, Succubus, Suggestion, Summon Dragon, Sun Blade, Sunbeam, Sunburst, Sunlight Weakness, Surprise, Svirfneblin Common, Swarm of Bats, Swarm of Crawling Claws, Swarm of Insects, Swarm of Piranhas, Swarm of Rats, Swarm of Ravens, Swarm of Venomous Snakes, Swimming, Sword of Life Stealing, Sword of Sharpness, Sword of Wounding, Symbol, Talisman of Pure Good, Talisman of the Sphere, Talisman of Ultimate Evil, Target, Tarrasque, Telekinesis, Telepathic Bond, Telepathy, Teleport Spell, Teleportation, Teleportation Circle, Temporary Hit Point, Thaumaturgy, Thief, Thunderwave, Tiger, Time Stop, Tiny Hut, Tome of Clear Thought, Tome of Leadership and Influence, Tongues, Tool, Tough Boss, Tough Common, Transport via Plants, Trap, Travel Pace, Treant, Tree Stride, Tremorsense, Triceratops, Trident of Fish Command, Trinket, Trinkets, Troll Common, Troll Limb, True Polymorph, True Resurrection, True Seeing, True Strike, Truesight, Tsunami, Turn, Tyrannosaurus Rex, Umarmed Strike, Unicorn, Universal Solvent, Unoccupied Space, Unseen Servant, Vampire Common, Vampire Familiar, Vampire Spawn, Vampiric Touch, Venomous Snake, Vicious Mockery, Vicious Weapon, Violet Fungus, Vitriolic Sphere, Vorpal Sword, Vrock, Vulnerability, Vulture, Wall of Fire, Wall of Force, Wall of Ice, Wall of Stone, Wall of Thorns, Wand of Binding, Wand of Enemy Detection, Wand of Fear, Wand of Fireballs, Wand of Lightning Bolts, Wand of Magic Detection, Wand of Magic Missiles, Wand of Paralysis, Wand of Polymorph, Wand of Secrets, Wand of the War Mage, Wand of the War Mage/+1, Wand of the War Mage/+2, Wand of the War Mage/+3, Wand of Web, Wand of Wonder, Warding Bond, Warhorse, Warhorse Skeleton, Warlock, Warrior Infantry, Warrior of the Open Hand, Warrior Veteran, Water Breathing, Water Elemental, Water Elemental Common, Water Susceptibility, Water Walk, Weapon, Weapon +1, Weapon +2, Weapon +3, Weapon Attack, Weapon of Warning, Weasel, Web, Weird, Well of Many Worlds, Werebear, Wereboar, Wererat, Weretiger, Werewolf, White Dragon, White Dragon Wyrmling, Wight, Will-o'-Wisp, Wind Fan, Wind Walk, Wind Wall, Winged Boots, Wings of Flying, Winter Wolf, Wish, Wizard, Wolf, Word of Recall, Worg, Worg Common, Wraith, Wyvern, Xorn, Young Black Dragon, Young Blue Dragon, Young Brass Dragon, Young Bronze Dragon, Young Copper Dragon, Young Gold Dragon, Young Green Dragon, Young Red Dragon, Young Silver Dragon, Young White Dragon, Zone of Truth