Ability Scores
Strength (STR). Strength measures bodily power, athletic training, and the extent to which you can exert raw physical force.
A Strength check can model any attempt to lift, push, pull, or break something, to force your body through a space, or to otherwise apply brute force to a situation. The Athletics skill reflects aptitude in certain kinds of Strength checks. Skills: Athletics
Dexterity (DEX). Dexterity measures agility, reflexes, and balance.
A Dexterity check can model any attempt to move nimbly, quickly, or quietly, or to keep from falling on tricky footing. The Acrobatics, Sleight of Hand, and Stealth skills reflect aptitude in certain kinds of Dexterity checks. Skills: Acrobatics, Sleight of Hand, Stealth
Constitution (CON). Constitution measures health, stamina, and vital force.
Constitution checks are uncommon, and no skills apply to Constitution checks, because the endurance this ability represents is largely passive rather than involving a specific effort on the part of a character or monster. Skills: —
Intelligence (INT). Intelligence measures mental acuity, accuracy of recall, and the ability to reason.
An Intelligence check comes into play when you need to draw on logic, education, memory, or deductive reasoning. The Arcana, History, Investigation, Nature, and Religion skills reflect aptitude in certain kinds of Intelligence checks. Skills: Arcana, History, Investigation, Nature, Religion
Wisdom (WIS). Wisdom reflects how attuned you are to the world around you and represents perceptiveness and intuition.
A Wisdom check might reflect an effort to read body language, understand someone’s feelings, notice things about the environment, or care for an injured person. The Animal Handling, Insight, Medicine, Perception, and Survival skills reflect aptitude in certain kinds of Wisdom checks. Skills: Animal Handling, Insight, Medicine, Perception, Survival
Charisma (CHA). Charisma measures your ability to interact effectively with others. It includes such factors as confidence and eloquence, and it can represent a charming or commanding personality.
A Charisma check might arise when you try to influence or entertain others, when you try to make an impression or tell a convincing lie, or when you are navigating a tricky social situation. The Deception, Intimidation, Performance, and Persuasion skills reflect aptitude in certain kinds of Charisma checks. Skills: Deception, Intimidation, Performance, Persuasion
Skills
Acrobatics (DEX). Your Dexterity (Acrobatics) check covers your attempt to stay on your feet in a tricky situation, such as when you’re trying to run across a sheet of ice, balance on a tightrope, or stay upright on a rocking ship’s deck. The GM might also call for a Dexterity (Acrobatics) check to see if you can perform acrobatic stunts, including dives, rolls, somersaults, and flips.
Animal Handling (WIS). When there is any question whether you can calm down a domesticated animal, keep a mount from getting spooked, or intuit an animal’s intentions, the GM might call for a Wisdom (Animal Handling) check. You also make a Wisdom (Animal Handling) check to control your mount when you attempt a risky maneuver.
Arcana (INT). Your Intelligence (Arcana) check measures your ability to recall lore about spells, magic items, eldritch symbols, magical traditions, the planes of existence, and the inhabitants of those planes.
Athletics (STR). Your Strength (Athletics) check covers difficult situations you encounter while climbing, jumping, or swimming.
Deception (CHA). Your Charisma (Deception) check determines whether you can convincingly hide the truth, either verbally or through your actions. This deception can encompass everything from misleading others through ambiguity to telling outright lies. Typical situations include trying to fast- talk a guard, con a merchant, earn money through gambling, pass yourself off in a disguise, dull someone’s suspicions with false assurances, or maintain a straight face while telling a blatant lie.
History (INT). Your Intelligence (History) check measures your ability to recall lore about historical events, legendary people, ancient kingdoms, past disputes, recent wars, and lost civilizations.
Insight (WIS). Your Wisdom (Insight) check decides whether you can determine the true intentions of a creature, such as when searching out a lie or predicting someone’s next move. Doing so involves gleaning clues from body language, speech habits, and changes in mannerisms.
Intimidation (CHA). When you attempt to influence someone through overt threats, hostile actions, and physical violence, the GM might ask you to make a Charisma (Intimidation) check. Examples include trying to pry information out of a prisoner, convincing street thugs to back down from a confrontation, or using the edge of a broken bottle to convince a sneering vizier to reconsider a decision.
Investigation (INT). When you look around for clues and make deductions based on those clues, you make an Intelligence (Investigation) check. You might deduce the location of a hidden object, discern from the appearance of a wound what kind of weapon dealt it, or determine the weakest point in a tunnel that could cause it to collapse. Poring through ancient scrolls in search of a hidden fragment of knowledge might also call for an Intelligence (Investigation) check.
Medicine (WIS). A Wisdom (Medicine) check lets you try to stabilize a dying companion or diagnose an illness.
Nature (INT). Your Intelligence (Nature) check measures your ability to recall lore about terrain, plants and animals, the weather, and natural cycles.
Perception (WIS). Your Wisdom (Perception) check lets you spot, hear, or otherwise detect the presence of something. It measures your general awareness of your surroundings and the keenness of your senses. For example, you might try to hear a conversation through a closed door, eavesdrop under an open window, or hear monsters moving stealthily in the forest. Or you might try to spot things that are obscured or easy to miss, whether they are orcs lying in ambush on a road, thugs hiding in the shadows of an alley, or candlelight under a closed secret door.
Performance (CHA). Your Charisma (Performance) check determines how well you can delight an audience with music, dance, acting, storytelling, or some other form of entertainment.
Persuasion (CHA). When you attempt to influence someone or a group of people with tact, social graces, or good nature, the GM might ask you to make a Charisma (Persuasion) check. Typically, you use persuasion when acting in good faith, to foster friendships, make cordial requests, or exhibit proper etiquette. Examples of persuading others include convincing a chamberlain to let your party see the king, negotiating peace between warring tribes, or inspiring a crowd of townsfolk.
Religion (INT). Your Intelligence (Religion) check measures your ability to recall lore about deities, rites and prayers, religious hierarchies, holy symbols, and the practices of secret cults.
Sleight of Hand (DEX). Whenever you attempt an act of legerdemain or manual trickery, such as planting something on someone else or concealing an object on your person, make a Dexterity (Sleight of Hand) check. The GM might also call for a Dexterity (Sleight of Hand) check to determine whether you can lift a coin purse off another person or slip something out of another person’s pocket.
Stealth (DEX). Make a Dexterity (Stealth) check when you attempt to conceal yourself from enemies, slink past guards, slip away without being noticed, or sneak up on someone without being seen or heard.
Survival (WIS). The GM might ask you to make a Wisdom (Survival) check to follow tracks, hunt wild game, guide your group through frozen wastelands, identify signs that owlbears live nearby, predict the weather, or avoid quicksand and other natural hazards.
Alignments
Lawful Good. Lawful good (LG) creatures can be counted on to do the right thing as expected by society. Gold dragons, paladins, and most dwarves are lawful good.
Neutral Good. Neutral good (NG) folk do the best they can to help others according to their needs. Many celestials, some cloud giants, and most gnomes are neutral good.
Chaotic Good. Chaotic good (CG) creatures act as their conscience directs, with little regard for what others expect. Copper dragons, many elves, and unicorns are chaotic good.
Lawful Neutral. Lawful neutral (LN) individuals act in accordance with law, tradition, or personal codes. Many monks and some wizards are lawful neutral.
Neutral. Neutral (N) is the alignment of those who prefer to steer clear of moral questions and don’t take sides, doing what seems best at the time. Lizardfolk, most druids, and many humans are neutral.
Chaotic Neutral. Chaotic neutral (CN) creatures follow their whims, holding their personal freedom above all else. Many barbarians and rogues, and some bards, are chaotic neutral.
Lawful Evil. Lawful evil (LE) creatures methodically take what they want, within the limits of a code of tradition, loyalty, or order. Devils, blue dragons, and hobgoblins are lawful evil.
Neutral Evil. Neutral evil (NE) is the alignment of those who do whatever they can get away with, without compassion or qualms. Many drow, some cloud giants, and goblins are neutral evil.
Chaotic Evil. Chaotic evil (CE) creatures act with arbitrary violence, spurred by their greed, hatred, or bloodlust. Demons, red dragons, and orcs are chaotic evil.
Languages
| Language | Type | Typical Speakers | Script |
|---|---|---|---|
| Common | Standard | Humans | Common |
| Dwarvish | Standard | Dwarves | Dwarvish |
| Elvish | Standard | Elves | Elvish |
| Giant | Standard | Ogres, Giants | Dwarvish |
| Gnomish | Standard | Gnomes | Dwarvish |
| Goblin | Standard | Goblinoids | Dwarvish |
| Halfling | Standard | Halflings | Common |
| Orc | Standard | Orcs | Dwarvish |
| Abyssal | Exotic | Demons | Infernal |
| Celestial | Exotic | Celestials | Celestial |
| Draconic | Exotic | Dragons, Dragonborn | Draconic |
| Deep Speech | Exotic | Aboleths, Cloakers | — |
| Infernal | Exotic | Devils | Infernal |
| Primordial | Exotic | Elementals | Dwarvish |
| Sylvan | Exotic | Fey creatures | Elvish |
| Undercommon | Exotic | Underdark traders | Elvish |
Damage Types
Acid. The corrosive spray of a black dragon’s breath and the dissolving enzymes secreted by a black pudding deal acid damage.
Bludgeoning. Blunt force attacks, falling, constriction, and the like deal bludgeoning damage.
Cold. The infernal chill radiating from an ice devil’s spear and the frigid blast of a white dragon’s breath deal cold damage.
Fire. Red dragons breathe fire, and many spells conjure flames to deal fire damage.
Force. Force is pure magical energy focused into a damaging form. Most effects that deal force damage are spells, including magic missile and spiritual weapon.
Lightning. A lightning bolt spell and a blue dragon’s breath deal lightning damage.
Necrotic. Necrotic damage, dealt by certain undead and a spell such as chill touch, withers matter and even the soul.
Piercing. Puncturing and impaling attacks, including spears and monsters’ bites, deal piercing damage.
Poison. Venomous stings and the toxic gas of a green dragon’s breath deal poison damage.
Psychic. Mental abilities such as a psionic blast deal psychic damage.
Radiant. Radiant damage, dealt by a cleric’s flame strike spell or an angel’s smiting weapon, sears the flesh like fire and overloads the spirit with power.
Slashing. Swords, axes, and monsters’ claws deal slashing damage.
Thunder. A concussive burst of sound, such as the effect of the thunderwave spell, deals thunder damage.
Schools of Magic
Abjuration. Abjuration spells are protective in nature, though some of them have aggressive uses. They create magical barriers, negate harmful effects, harm trespassers, or banish creatures to other planes of existence.
Conjuration. Conjuration spells involve the transportation of objects and creatures from one location to another. Some spells summon creatures or objects to the caster’s side, whereas others allow the caster to teleport to another location. Some conjurations create objects or effects out of nothing.
Divination. Divination spells reveal information, whether in the form of secrets long forgotten, glimpses of the future, the locations of hidden things, the truth behind illusions, or visions of distant people or places.
Enchantment. Enchantment spells affect the minds of others, influencing or controlling their behavior. Such spells can make enemies see the caster as a friend, force creatures to take a course of action, or even control another creature like a puppet.
Evocation. Evocation spells manipulate magical energy to produce a desired effect. Some call up blasts of fire or lightning. Others channel positive energy to heal wounds.
Illusion. Illusion spells deceive the senses or minds of others. They cause people to see things that are not there, to miss things that are there, to hear phantom noises, or to remember things that never happened. Some illusions create phantom images that any creature can see, but the most insidious illusions plant an image directly in the mind of a creature.
Necromancy. Necromancy spells manipulate the energies of life and death. Such spells can grant an extra reserve of life force, drain the life energy from another creature, create the undead, or even bring the dead back to life.
Transmutation. Transmutation spells change the properties of a creature, object, or environment. They might turn an enemy into a harmless creature, bolster the strength of an ally, make an object move at the caster’s command, or enhance a creature’s innate healing abilities to rapidly recover from injury.
Background: Acolyte
- Skills: Insight, Religion
- Starting gold: 15 gp
Feature: Shelter of the Faithful. As an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you (but only you) at a modest lifestyle.
You might also have ties to a specific temple dedicated to your chosen deity or pantheon, and you have a residence there. This could be the temple where you used to serve, if you remain on good terms with it, or a temple where you have found a new home. While near your temple, you can call upon the priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple.
Feat: Grappler
You’ve developed the Skills necessary to hold your own in close—quarters Grappling. You gain the following benefits:
You have advantage on Attack Rolls against a creature you are Grappling.
You can use your action to try to pin a creature Grappled by you. To do so, make another grapple check. If you succeed, you and the creature are both Restrained until the grapple ends.