The Hunter's Journal
The Hunter's Journal
by /u/aeyana
Credits
Lead Designer: /u/aeyana (@silverbass#2407)
Cover Art: Marda Deer (Black Deer)
Interior Art:
Juliana Taylor (Forsaken),
Veli Nyström (Forest),
Sam Leung (Archer Warrior),
Billy Christian (Shadowcrest, the Subjugator),
Algido (TheMark),
Piotr Uzdowski (Cultist),
Rusty001 (Smoke Bombs),
Ivan Tantsiura (HUNT: Showdown Bear trap concept),
Hekkil (fox'n'owl),
Njarla (Blood Bow),
MartinL (Common crow chrysalis),
Unknown (Lightning Wolf),
Степан Гончаров (Stone Turtle),
Lucky978 (Fire Fox),
lBlacKiE-MaiDeNl (WASD#04 | Hagellia Sapar),
Mark Faasen (Alpine Beacon),
Wesley Gardner (Ranger Concept Art),
Veli Nyström (Ruins),
Jacob Houghton (oldworld),
Rachel Walpole (Glacier Mountain Concept),
Olivier Ruillard (Castaway),
Alex van der Linde (Land of Sand),
Alessandro Paviolo (Mystical Forest),
AnekaShu (savanna),
Alexis Susani (The hills of Haldia),
Logan Feliciano (#MaySketchaDay 02),
John Su (Tree in the ocean),
Into the Bear (Swamp),
Martin Jencka (The Deep Down),
Tom Garden (Water Temple Entrance),
Atey Ghailan (130/365 Bloodborne),
Nick Sawyer (Darkest Dungeon Bounty Hunter),
Sam Leung (The Slayer),
Victor Tan (DnD Gloom Stalker Ranger Commission),
Nick Storozhenko (Forest Gate)
ON THE COVER
A black deer stands amid autumn colors
Art by Marta Deer, Black Deer
First Release: 01 June, 2020
Table of Contents
-
3Part 1: Hunter's Bonds
- 3Motivation
- 4Connection to the Wild
- 5Nemesis
-
9Part 2: Hunter's Arsenal
- 9Adventuring Gear
- 12Magic Items
- 19Spell Lists
- 19Spell Descriptions
-
27Part 3: Wilderness Environments
- 27Environment Statistics
- 33Example Environments
-
46Part 4: Creature Statistics
- 45Prey
- 49Nonplayable Characters
Preface
The Hunter's Journal is a equipment, flavor, and monster supplement created for the hunter class, a replacement for the ranger class. It provides additional character creation ideas and background for characters of the hunter class, an arsenal of adventuring equipment for use exploring and tracking in the wilds, magic items that interface with the hunter class or otherwise are suited for use in hunting and survival, and a variety of monsters and nonplayable characters that wander the wilds. This supplement is expands on the exploration pillar of play.
The contents of this compendium are intended to be balanced for play in a Dungeons & Dragons Fifth Edition game that utilizes the hunter class.
Other Formats
This book can be found in PDF format. The contents of this book can also be integrated with the following systems:
Avrae
The contents of this book can be loaded into the Avrae discord bot:
CritterDB
These monster statistics were made in CritterDB.
The Hunter's Journal is unofficial Fan Content permitted under the Fan Content Policy.
Not approved/endorsed by Wizards.
Portions of the materials used are property of Wizards of the Coast.
Part 1: Hunter's Bonds
the city. Behind walls and under roofs, nice and warm, con- tent and utterly unconcerned with their own survival. But out here in the wilds, we don't have those luxuries. Here, the monsters prowl, and it's our job to stop them.
Hunters are daring wanderers who guard the edges of civil- ization, braving the wild lands and keeping its denizens at bay. Some walk the path to defend their home, while others seek riches, fame, or merely the thrill of the kill. Tireless, hunters are vital to the preservation of a healthy ecosystem.
A connection to the prey they hunt imbues every hunter's personality and history. Some seek vengeance on a foe that has wronged them in the past. Others brave the wilds in search of fortune, either in lost treasure or in the rare guts of a magical beast. Still others maintain a balance across the wilderness, protecting travelers and beast alike and keeping the worlds of civilization and wilderness in harmony.
If you're creating or playing a hunter character, this section offers ideas for embellishing the character and enhancing your roleplaying experience. It focuses on three aspects: a hunter's motivations, connections to the wild, and nemeses. For non-hunter characters, concepts from this section can be used to create a powerful and recurrent nemesis.
Motivation
Various forces can push one away from the tranquility of civilization and down the bloody path of the hunter. What spurred your character to walk the wild lands? Was the choice made because of tradition or curiosity, or do you have a grudge to settle? Roll a d6 and find the number you rolled on the Motivations table.
Motivations
d6 | Motivation | |||
---|---|---|---|---|
1 | I found purpose in the thrill of the hunt, adrenaline rushing through my veins as I cut my teeth and honed my craft against wild beasts at the edge of civilization. | |||
2 | I seek bitter vengeance against a terrible mon- ster that brought great tragedy upon me and those I hold dear. | |||
3 | I suffer from insatiable wanderlust, and the end- less hunt has given me reason not to remain in one place for too long. | |||
4 | I have seen (and suffered) what happens when monsters roam unchallenged. I took it upon myself to become the first line of defense against the dangers that lie beyond the brink of of civilization. | |||
5 | I owe a debt to a grizzled hunter, who taught me woodcraft and the secrets of the wild lands. | |||
6 | Hunting is my means for providing for my family. Were I to lay down my arms now, we would surely starve. |
Connection to the Wild
All hunters draw some degree of power from their connection to the natural world and its various terrains. A hunter's relationship to the wild can take many forms. Some were born or raised in the wilderness, while others formed a connection with the wilds later on. The specific form that this connection to the wild takes on may bear traits familiar to other classes, such as an innate understanding of the wild akin to a sorcerer, or a scholarly understanding of aspects of the wilderness more akin to a wizard.
Consider your character's backstory and decide what shape your connection with the wild will take. Does your character have a strong bond with a specific location in the wilderness, or with specific wild creatures? Does the connection influence which spells you use, and how you use them? Has this connection shaped the skills your character has developed?
Connections to the Wild
d6 | Connection | |||
---|---|---|---|---|
1 | The primal energy of the wilds breathes life into you. You have a spiritual, almost druidic bond with nature. | |||
2 | Toughened and raised by the ruthless trials of the untamed wilds, you were made strong through endless hardships. | |||
3 | You have a feral intuition, a gut instinct that guides your hand amid the wilds. The energy of nature runs within your veins. | |||
4 | When in the wilds, the winds seem to always be at your back, the sun never in your eyes. Nature itself seems to grant you its blessing. | |||
5 | Through studies, memorization, and experimentation, you have developed a deep understanding of the wilds. Your relationship with nature is one of understanding. | |||
6 | The wilds claimed that which you hold dear, and in turn you hold a lingering hatred or resentment for it. Your connection to nature is one of emnity. |
Nemesis
Often, the catalyst that pushes one to walk the bloodied path is the appearance of a devastating enemy. The nemesis may be tied to a specific event in the character's early life, or it might be entirely a matter of choice.
What kind of creature left such an impact upon you? Was it a malicious being that caused harm to you or those you hold dear, or a force of nature causing mindless devastation, as part of its nature?
A nemesis, similar to a rival, is an NPC who opposes a character and leaves some form of sweeping impact across a the character's adventures. These enemies are not limited to characters of the hunter class, and can be worked into the backstory and motives for a character of any class.
Creating a Nemesis
A nemesis can add clarity, focus, and drive to a character, shaping the character's personality and goals. These enemies should have a personal connection to the character. Find links in the character's backstory or the events of recent adventures to put the enemy in context.
Example Nemeses
d10 | Nemesis | |||
---|---|---|---|---|
1 | Scion of a eldritch being who has driven someone the character holds dear to madness | |||
2 | Savage beast who laid waste to a village or town during a rampage | |||
3 | Vengeful angel seeking to deliver justice upon the character for a past transgression | |||
4 | Insane artificer or wizard whose experiments have caused great tragedies | |||
5 | Dragon who has taken one of the character's kin, either as prey or as a slave | |||
6 | Fey whose antics have caused great humiliation or suffering for the character | |||
7 | Cultist of the nine Hells who seeks to pay a devil's price in the character's blood | |||
8 | Clan of giants that brought about the demise of the character's predecessors | |||
9 | Villainous scoundrel with a personal vendetta against the character | |||
10 | Politician plotting to remove the character for personal gain |
To add the right amount of detail to a nemesis you want to create, consider how large of an impact the it will have in the adventure, and how its goals may come into conflict with the character's. Four important areas to detail when creating a nemesis are its goals, allies, escape plans, and special abilities.
Nemeses differ from normal enemies in that they are provide the most impact as recurrent encounters, or as loom- ing adversaries that influence the events from afar. Nemeses should act with heightened self-preservation, and avoid committing themselves to conflicts where they are left without options of escape. Defeating a nemesis should require careful consideration, planning, and disabling its means of escape.
Goal. Think about what a nemesis hopes to achieve, how and why the character stands in the way, and how the conflict could be resolved. Sometimes, a the enemy's goal may not directly involve the character, but rather a wider and more sweeping scope that impacts the character indirectly. Allies. A nemesis only holds such a title if it is a dire and persistent challenge looming over the character's adventure. Consider when and where it is appropriate for the nemesis to show itself, and how it can preserve itself in front of the character's blades. These enemies have their own allies and peons, and utilize them to confront the character, rather than approaching personally. Escape Plan. Ideally, a nemesis should be able to impose its presence upon the character while maintaining the ability to live to fight another day. If a nemesis feels the tides of the conflict turning for the worse, it should utilize methods of escape. Examples of such methods include a spell scroll containing the dimension door spell, a smoke bomb for making a quick escape, a prepared distraction such as an explosion, or a hostage. Special Abilites. When creating a nemesis, consider whether or not it needs any particular abilities to enhance its presence and impact on the character. These abilities can significantly increase the creature's combat capabilities, and might affect its challenge rating. A some examples are provided in the Example Special Abilities table.
Example Special Abilities
d6 | Ability | |||
---|---|---|---|---|
1 | Chaos Control (1/Day). When the nemesis or a creature within 60 feet of it makes an ability check, attack roll, or saving throw, the nemesis can replace the number rolled on the d20 with any value from 1 to 20.If the nemesis has legendary actions, this feature can be use 3 times per day instead. | |||
2 | Cruel Regeneration. Whenever a creature within 60 feet of the nemesis dies, the nemesis regains a number hit points equal to the nemesis' challenge rating. | |||
3 | Foe Sense. The nemesis names one creature who it has met before. While the named creature is within 1 mile of the nemesis, the nemesis knows where it is. The nemesis can only have one creature named at a time. | |||
4 | Provoke. When a creature starts its turn within 120 feet of the nemesis and can see or hear the nemesis, the nemesis can force it to make a Wisdom saving throw. On a failure, the target must spend its turn trying to move as close to the nemesis as it can, taking the Dash action if it can't reach the nemesis, and it can't willingly move to further away from the nemesis. On a success, it is immune to the nemesis' Provoke for the next 24 hours. The DC for this saving throw is equal to 8 + the nemesis' proficiency bonus + the nemesis' Charisma modifier. | |||
5 | Terror Hunter. The nemesis has advantage on attacks made against frightened creatures. | |||
6 | Secondary Form. When the nemesis is reduced to 0 hit points, it permanently polymorphs into another creature of similar challenge rating, taking on the new form's statistics. The nemesis does not retain this trait in its new form. |
Example Nemesis: Pollux
An adult black dragon who has been steadily building up his treasures, Pollux has plundered many villages to fill both his belly and his hoard. Townsfolk near his lair within a vile bog lose sleep at night for fear that his dark shadow will swoop down upon them from above.
Pollux's terror has impacted the character's home, and caused much anguish and suffering. Goals. Pollux derives great amusement from toying with his prey, relishing in their cries and shrieks of terror. He primarily seeks to fill his belly, but also takes those he finds particularly amusing back to his lair to serve as slaves or snacks for a later time. As a secondary goal, Pollux builds his hoard of grim and ancient artifacts, showing particular interest in those which contain dark magics. Allies. Many lizardfolk within the bog have allied themselves with Pollux, choosing to bear his dominion in exchange for his protection. When Pollux is away on a hunt, these lizardfolk will tend to his lair, guarding and cleaning it. Should intruders enter the bog, the lizardfolk will also rise to defend it.
On some occasions, Pollux will send his lizardfolk minions out to perform tasks for him. This can include raiding nearby villages or waylaying travelers that come near the bog. Escape Plan. Being a dragon, Pollux's typical means of escape includes flying up into the clouds above. However, should his wings be disabled for some reason, the cunning dragon comes prepared with secondary methods. Pollux is an innate spellcaster, and can cast dimension door, greater invisibility, and hallucinatory terrain each once per day, requiring no material components. Should Pollux find himself in a precarious situation, such as if he is outnumbered and has less than half of his maximum hit points remaining, he will attempt to flee. Special Abilities. A sadistic predator, Pollux has the following special ability:
- Terror Hunter. Pollux has advantage on attacks made against frightened creatures.
Example Nemesis: High Mage Illidan
A figure of supreme authority within the Royal Academy of Magic, the stern old archamge Illidan has been hiding nefar- ious experiments from the public. Dabbling with advanced necromancy and human transmutation, his crimes have gone undetected, despite the numerous students and academy staff that have gone missing in the past months.
A friend or acquaintance of the character has gone missing during this time, setting the character on the hunt for the culprit behind the disappearances. Though it may not be immediately know that high mage Illidan is the culprit, certain clues direct the character's attention toward the Royal Academy of Magic. Goals. High mage Illidan seeks to uncover the secret to eternal life. Old and frail as he is, the existential terror of the flesh has set in on him, and the brilliant mage will let nothing stand in the way of his research. He seeks to develop a formula for a potion of longevity, and has been conducting experiments on people of all ages, often with disastrous effects for them.
Illidan maintains an alibi through use of a simulacrum, which attends to certain events in his stead, freeing up time for him to perform his experiments. Though gifted in his studies, Illidan lacks the talent required for subterfuge and deception, and leaves behind a trail of clues (such as smears of strange alchemical liquids blotting both his robes and his office) that ultimately point back to his wrongdoings.
If inquired about the disappearances without being directly accused, Illidan will do his best to misdirect investigations, feigning concern and swearing to redouble security around the academy. He will offer forth false leads and theories in an attempt to send would-be investigators the wrong way.
Allies. Illidan's experiments have not been entirely fruit- less, and he has in his employ a large number of grey oozes and mimics. Additionally, he commands zombies created from his failed experiments.
Commanding the respect and admiration of most of those in the academy, Illidan can use his position as high mage to call upon students, guards, and staff of the academy to come to his aid. Any abnormal events within the academy, such as the arrival of strange visitors, will quickly reach his ears. Escape Plan. As Illidan rarely leaves the confines of the academy, he possesses much control over his environment, and is aware of many trapdoors and secret passageways within the academy's halls, allowing him to slip away from many dangerous situations. He utilizes misty step to move out of harms way, and globe of invulnerability and wall of force to place barriers between him and his foes. Should the situation call for it, Illidan can teleport or time stop to make his escape.
Illidan's spell list can be customized to provide other tools for him to employ, such as animate dead or create undead to grant him the aid of undead creatures, or guards and wards, conjure elemental, and planar binding to further defend his secret laboratory. Special Abilities. Through cunning and calculating, Illidan can employ supernatural fortune. He gains the following special ability:
- Chaos Control (1/Day). When Illidan or a creature within 60 feet of him makes an ability check, attack roll, or saving throw, Illidan can replace the number rolled on the d20 with any value from 1 to 20.
Example Nemesis: Nergal Mirage
Hospitable, friendly, and unassuming, Nergal Mirage works as a clerk for the Bargain Bucket general store during the day, and returns to his home in the northeastern part of town every day by sundown at the latest. He doesn't smoke, but occasionally drinks. In bed within a few hours of returning home, Nergal makes sure to get at least eight hours of sleep, no matter what. After having a glass of warm milk and doing about twenty minutes of stretches before going to bed, he usually has no problems sleeping until morning. Just like a baby, Nergal awakens without any fatigue or stress in the morning. He was told he had no medical issues during his last visit to the temple of Bahamut.
Externally, Nergal appears to be a person who wishes to live a very quiet life, taking care not to trouble himself with making enemies or involving himself in anything that would cause him to lose sleep at night. That is how he deals with society, and what brings him happiness. Although, if Nergal were to fight... Goals. Nergal is secretly a cult fanatic, devoted to bringing about the return of Vecna. He seeks with twisted fervor the left hand of Vecna, believing it will bring about Vecna's return as well as personal fulfillment. Following occult instructions found in an ancient tome bound in human leather, Nergal performs various atrocities, ranging from severing the hands of innocent villagers to conducting blood sacrifices on a makeshift alter.
Though he is not clear on the exact method of bringing about the return of Vecna, Nergal follows the instructions in his tome without question, believing it to be messages left behind by the great lich himself. This process, however, has caused him to develop a taste for collecting human hands, and he has taken to removing the left hands of his victims, even when not explicitly instructed to by the tome.
Mysterious Enemies
The true identity of a nemesis need not be made immediately apparent, and can be shrouded in mystery until uncovered. For enemies like High Mage Illidan and Nergal Mirage, the process of finding clues from a crime and linking those clues back to the nemesis can serve as a major part of the challenge.
Allies. Within his town, Nergal leads a cult of like-minded individuals, all devoted to bringing about the return of Vecna. Through this network of cultists, Nergal is able to quickly gather information about occurrences within the town, and is also able to quickly mobilize his cultists to react to threats.
Within the cult's secret shrine to Vecna, Nergal holds command over a number of zombies, skeletons, and wights. Should the situation require it, he can order these undead to perform tasks for him under the cover of night. Escape Plan. A cautious individual, Nergal rarely reveals himself directly to adversaries. If he is confronted, Nergal's will attempt to seek protection from the town guard, accusing his accusers of various misconducts. Taking advantage of the resulting confusion, he will attempt to slip away into safety, while positioning his cultists in preparation to retaliate.
Nergal also utilizes a number of traps when possible, scattering ball bearings and caltrops and to slow pursuers and using smoke bombs to evade and hide. Special Abilities. Charismatic and cunning, Nergal's personality allows him to goad even the most battle-hardened warriors. He gains the following special ability:
- Provoke. When a creature starts its turn within 120 feet of Nergle and can see or hear him, he can force it to make a DC 12 Wisdom saving throw. On a failure, the target must spend its turn trying to move as close to Nergal as it can, taking the Dash action if it can't reach him, and it can't willingly move to further away from him. On a success, it is immune to Nergal's Provoke for the next 24 hours.
Part 2: Hunter's Arsenal
This chapter describes additional
equipment, items, and spells for player characters. It includes both magical and mundane items for use by adventurers braving the wild lands, and offers more ways to interact with the world's environments, trap prey, and conduct battle.
Adventuring Gear
This section describes items that have special rules or require further explanation, presented in alphabetical order. Animal Bait. Animal bait grants advantage on checks made to lure, hunt, or tame beasts, and can be prepared as part of a short rest using specific materials: grubs and insects for aquatic bait, aromatic fruits and herbs for herbivore bait, and the remains of a freshly slain animal for carnivore bait. Bola. A bola consists of weighted balls attached by cord, and is used to ensnare and slow down prey. As an action, you can throw a bola up to 20 feet. Make a ranged attack against a creature or object, treating the bola as a simple weapon. On a hit, the bola deals no damage, and the target becomes en- tangled if it is a Large or smaller creature. The bola has no effect on creatures that are formless, creatures that don't use legs for movement, or creatures that are Huge or larger. The entangled creature's speed is halved, and it falls prone after using the Dash action. A creature can use its action to un- tangle itself or another creature within its reach. Dealing 5 slashing damage to the bola (AC 10) also frees the creature without harming it, ending the effect and destroying the bola. Cage. A cage has a door or opening on one of its faces, and can contain a certain number of creatures depending on the size of the cage. Breaking the cage requires a successful DC 20 Strength check. Each cage comes with one key. Without the key, a creature proficient with thieves' tools can pick the cage's lock with a successful DC 15 Dexterity check. The cage imposes half cover on any attacks that pass through it.
- A 1 foot cube cage has 10 hit points, has a damage threshold of 3, and can contain 1 Tiny creature.
- A 5 foot cube cage has 25 hit points, has a damage threshold of 5, and can contain 1 Medium or Small creature or up to 4 Tiny creatures.
- A 10 foot cube cage has 100 hit points, has a damage threshold of 10, and can contain 1 Large creature or up to 4 Medium or Small creatures. Tiny creatures are able to slip through the cage's bars or mesh.
Camouflage. A camouflage-pattern cloak or shroud can be used to conceal yourself in the wilderness. You can spend 1 minute donning the camouflage. You have advantage on Dexterity (Stealth) checks as long as you remain under the cloak without moving or taking actions, and can hide from a creature even if it has line of sight on you. Once you move or take an action or a reaction, you must spend 1 minute don- ning the camouflage again to gain this benefit.
Camouflage must be made appropriate to the immediate terrain in order to be effective, and can be crafted as part of a short rest. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create camouflage.
Adventuring Gear
Item | Cost | Weight | ||
---|---|---|---|---|
Animal bait | ||||
Aquatic bait | 1 cp | — | ||
Herbivore bait | 1 sp | ½ lb. | ||
Carnivore bait | 1 gp | 1 lb. | ||
Bola | 5 sp | 1 lb. | ||
Cage | ||||
Cage (1 foot) | 3 gp | 10 lb. | ||
Cage (5 foot) | 30 gp | 100 lb. | ||
Cage (10 foot) | 300 gp | 1,000 lb. | ||
Camouflage | 10 gp | 10 lb. | ||
Hammock | 1 gp | 3 lb. | ||
Rain catcher | 1 gp | 5 lb. | ||
Smoke bomb | 25 gp | ½ lb. | ||
Thumper | 400 gp | 3 lb. | ||
Tracking scent (vial) | 5 gp | — | ||
Trapper's kit | 2 gp | 5 lb. | ||
Tree stand | 25 gp | 10 lb. | ||
Whistling ammunition | ||||
Whistling arrows (20) | 5 gp | 1 lb. | ||
Whistling blowgun needles (50) | 5 gp | 1 lb. | ||
Whistling crossbow bolts (20) | 5 gp | 1½ lb. | ||
Whistling sling bullets (20) | 2 sp | 1½ lb. |
Rain Catcher. A rain catcher is a simple contraption consisting of a 5-foot-square leather tarp and a wooden frame with legs. When the tarp is stretched across the wooden frame, it forms a basin that can catch 2 gallons of drinking water per inch of rainfall and hold up to 8 gallons. The tarp and wooden frame fold up for easy transport. Smoke Bomb. A tool for distraction and escape, smoke bombs come in many shapes and forms. As an action, you can throw this bomb up to 20 feet, producing a 10-foot radius cloud of white smoke on impact. This smoke heavily obscures the area and dissipates at the start of your next turn or until dispersed by a wind of moderate or greater speed (at least 10 miles per hour). Thumper. This mechanical device can be wound up in 1 minute, after which it produces a regular thumping sound and vibration nearly indistinguishable from that of a human- oid creature's footsteps for 1 hour. The sound is audible out to 60 feet. You can adjust the properties of the thumping using a set of dials on the device, making it produce a sound between that of a a Small creature in light clothes to a Medium creature in heavy armor. A creature can use its action to examine the sound, determining that it is fake with a successful DC 15 Intelligence (Investigation) check. Tracking Scent (vial). This vial is filled with clear liquid bearing a powerful and distinct smell. As an action, you can splash the contents of this vial onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. In either case, make a ranged attack against a target creature, treating the liquid as an improvised weapon. On a hit, the target becomes doused with the liquid, and checks made to find or track it are at advantage for the next 8 hours. A creature can remove the scent by using a short rest to bathe in water, alcohol, or vinegar. Trapper's Kit. A set of essential tools for laying traps, a trapper's kit can be used in conjunction with the environment around you in order to ensnare prey. The trapper's kit is detailed in the Tool Descriptions section. Tree Stand. This device consists of a 3 foot by 3 foot platform with a perpendicular bracing and leather strap. As an action, you can strap the tree stand to a tree or other cyl- indric feature, allowing it to support up to 300 lb. without collapsing. A creature can unstrap the tree stand as an action, causing it to drop. Whistling Ammunition. When fired, this ammunition produces a high-pitched whistle audible out to 300 feet. This ammunition can be made to produce a wide range of pitches, and can even produce pitches too high for human perception, useful for signaling to hunting hounds.
Tool Descriptions
The following section describes a new tool, along with offer- ing advice on how to use it in a campaign. As with other tool descriptions provided in Xanathar's Guide to Everything, it contains the following section. Components. The first paragraph in the description gives details on what a set of supplies or tools is made up of. A character who is proficient with a tool knows how to use all of its component parts. Skills. Tools can potentially provide advantage on a check when used in conjunction with certain skills, provided a char- acter is proficient with the tool and the skill. As DM, you can allow a character to make a check using the indicated skill with advantage. Paragraphs that begin with skill names dis- cuss these possibilities. In each of these paragraphs, the benefits apply only to someone who has proficiency with the tool, not someone who simply owns it.
With respect to skills, the system is mildly abstract in terms of what a tool proficiency represents; essentially, it assumes that a character who has proficiency with a tool also has learned about facets of the trade or profession that are not necessarily associated with use of the tool.
In addition, you can consider giving a character extra information or an added benefit on a skill check. The text provides some examples and ideas for when this opportunity is relevant. Special Use. Proficiency with a tool usually brings with it a particular benefit in the form of a special use, as detained in this paragraph. The tool detailed in the following section has multiple special uses, listed in separate paragraphs. Sample DCs. A table at the end of the section lists activi- ties that the tool can be used to perform, and suggests DCs for the necessary ability checks.
Trapper's Kit
Whether braving the wilderness or guarding a location within a city, a trapper's kit allow a you to efficiently set and disguise traps, to better ensnare your unwitting prey. Components. A trapper's kit contains a bell, a block and tackle, a 15 foot by 15 foot sheet of canvas, 10 pieces of chalk, and 10 feet of string. Investigation, Perception. When you search an area for tracks or footprints, a trapper's kit can help you highlight the tracks, pulling out more fine details. Additionally, your experience setting traps hones your senses when searching for traps yourself. Nature and Survival. Your knowledge of traps grants you insight when determining which plants or animal parts may be usable as substitute for rope, string, or other aspects of making a trap. Additionally, your experience with trapping and tracking can provide insight on what kind of creatures are native to the area you are in. Sleight of Hand. Your experience in the delicate work of setting traps improves your ability to carefully manipulate rope and string.
Trapper's Kit
Activity | DC | |
---|---|---|
Assess an area's wildlife density | 10 | |
Scavage for rope-like materials | 15 |
Trapper's Kit Proficiency
Characters of the hunter class are proficient with the trapper's kit. Characters of the druid and rogue classes, as well as those with the outlander background, can exchange a different tool proficiency for proficiency with the trapper's kit.
Deadfall Trap. As part of a short rest, you can suspend a heavy object above a point, connecting it to a tripwire. Creat- ing such a trap requires rope and a block and tackle to hoist the object, and string and pitons to set a tripwire. Make a check using a trapper's kit. The total of your check becomes the DC for someone else's attempt to avoid, discover, or disable the trap.
When a creature pulls on the tripwire, it must succeed on a Dexterity saving throw or take 2d10 bludgeoning damage and become restrained as it becomes pinned by the object. A creature that is restrained by this trap can use its action to make a Strength check against the same DC, freeing itself on a success.
Alternatively, you can set the trap to swing in an arc, slam- ming into the creature. On a failed save, the creature takes 2d10 bludgeoning damage and is pushed 10 feet in a direction designated by you when you set the trap instead of being restrained. Pitfall Trap. As part of a short rest, you can dig a pit in dirt, soil, or loose stone, covering it with a canvas. Creating such a trap requires a shovel to dig the pit, and a sheet of cloth or canvas to cover it. Make a check using a trapper's kit. The total of your check becomes the DC for someone else's attempt to avoid, discover or disable the trap.
When a creature steps on the canvas, it must succeed on a Dexterity saving throw or fall into the pit, knocking loose the canvas and landing prone at the bottom. A creature inside the pit can using all of its movement to make a Strength check against the same DC, climbing out of the pit on a success.
If you have wooden stakes on hand, you can place them inside the pit. A creature that falls into the pit takes an additional 2d6 piercing damage.
If you have a cage on hand, you can place it inside the pit, setting it to close and lock when a creature falls into it. Reinforce Hunting Trap. When you set a hunting trap with a trapper's kit on hand, you can add your proficiency bonus to the trap's saving throw DC. Snare Trap. As part of a short rest, you can set a loop of rope to pull taught if a tripwire is disturbed. Creating such a trap requires rope, string to serve as a tripwire, and an ele- vated anchor point (such as a tree branch) on which to attach the rope. Make a check using a trapper's kit. The total of your check becomes the DC for someone else's attempt to avoid, discover, or disable the trap.
When a creature pulls on the tripwire, it must succeed on a Dexterity saving throw or become snared by the rope. A creature that is snared this way is hoisted up to 20 feet into the air and hung upside down. While upside down, it can't move, and has disadvantage on attack rolls. A creature that is snared can use its action to make a Dexterity check against the same DC, freeing itself on a success. If you use a net while setting this trap, the creature is also restrained while it is snared if it is Large or smaller, as it becomes enveloped in the net.
Alternatively, you can set the trap to pull in a direction other than up. Setting such a trap does not require an ele- vated anchor point. On a failed save, the creature is pulled up to 20 feet towards the trap's anchor point and is knocked prone. While snared in this way, the creature can't move away from the anchor point.
Magic Items
The items are presented in alphabetical order.
Abandoned Spear
Weapon (spear), uncommon (requires attunement)
You can use a bonus action to drop this magic spear at your feet and speak the command word, naming a creature you can see within 60 feet of you. When you do so, the spear hides itself underneath dirt, leaves, or soft terrain, lying in ambush for 1 minute or until it is picked up. If you drop the spear over stone or otherwise solid terrain, it does not become hidden. A creature must make a DC 15 Wisdom (Perception) check in order to notice the spear if it is hidden.
The first time the target moves within 10 feet of the spear, the spear darts into the air to attack. The spear uses your attack roll and ability score modifier to damage rolls, and makes the attack at advantage if the target hasn't noticed it. On a hit, the target takes an additional 1d6 piercing damage, and its speed becomes 0 for the rest of the turn. The spear doesn't make this attack if the target used the Disengage action before moving.
Other types of magic spear-like weapons of this kind exist, such as abandoned javelins, lances, pikes, or tridents, though spears are most common.
Animal Mask
Wondrous item, rarity by mask (requires attunement)
An animal mask is worn over the face, and bears the form of an animal's visage. While you are wearing the mask, you can comprehend and telepathically communicate with beasts that the mask bears the visage of within 30 feet of you, and whenever you make an Intelligence, Wisdom, or Charisma check pertaining to recalling information about such a beast or interacting with such a beast, your proficiency bonus is doubled if it applies to the check.
The mask has 3 charges, and it regains 1d3 expended charges daily at dawn. Each mask allows you to expend 1 charge from it as an action to cast certain spells, depending on the type of beast the mask depicts.
Brown Bear (Rare). The mask allows you to expend 1 charge from it as an action to cast alter self (natural weapons only) or enlarge/reduce (enlarge self only).
Cat (Very Rare). The mask allows you to expend 1
charge from it as an action to cast death ward (self only)
or freedom of movement (self only).
Fox (Uncommon). The mask allows you to expend 1 charge from it as an action to cast disguise self or
faerie fire, with a save DC of 13.
Owl (Rare). The mask allows you to expend 1 charge
from it as an action to cast darkvision (self only) or silence.
Rabbit (Uncommon). The mask allows you to expend 1 charge from it as an action to cast jump (self only) or longstrider (self only).
Rat (Rare). The mask allows you to expend 1 charge from it as an action to cast enlarge/reduce (reduce self only) or protection from poison (self only).
Wolf (Very Rare). The mask allows you to expend 1 charge from it as an action to cast conjure animals (2 dire wolves or 8 wolves only) or spirit guardians, with a save DC of 15.
Variant: Cursed Animal Mask
A cursed variant of the animal mask item can also be found, functioning identically to the animal mask except for the addition of the curse. Curse. This mask is cursed, a fact that is revealed only when an identify spell is cast on the mask or you attune to it. Attuning to the mask curses you until you are targeted by the remove curse spell or similar magic; removing the mask fails to end the curse. When you use the mask's last charge or are reduced to 0 hit points while cursed, you polymorph into the beast that the mask bears the visage of. Aside from your current and maximum hit points, your game statistics are replaced by the statistics of the beast, including mental ability scores. You retains your alignment and personality. This transformation lasts until the next dawn, or until you are targeted by the remove curse spell or similar magic.
See Part 4: Creature Statistics and the Monster Manual for the statistics of creatures.
Automatic Crossbow
Weapon (any crossbow), very rare (requires attunement)
This magic crossbow has an automatic loader which allows it to hold up to 6 crossbow bolts and ignore the loading property. Once you have used all of its bolts, it can't be fired again until you reloaded it as an action or a bonus action on your turn.
You can use a bonus action to toss this magic crossbow in the air and speak the command word. When you do so, you cause the crossbow to hover in place and attack one creature within its range. The crossbow uses your attack roll and ability score modifier to damage rolls. While the crossbow hovers, you can use your bonus action to repeat the attack against a creature within the crossbow's range.
After the hovering crossbow runs out of crossbow bolts, it falls to the ground. It also ceases to hover if you grasp it.
Bag of Tricks
Wondrous item, uncommon
The bag of tricks is a magic item included in the Dungeon Master's Guide. Its core mechanical text is restated below, with the addition of the White Bag of Tricks. See Part 4: Creature Statistics and the Monster Manual for the statistics of the creature found on the White Bag of Tricks table.
White Bag of Tricks
d8 | Creature |
---|---|
1 | Rabbit |
2 | Squirrel |
3 | Fox |
4 | Owl |
d8 | Creature |
---|---|
5 | Giant Bat |
6 | Elk |
7 | Tiger |
8 | Polar Bear |
Bag of Tricks
Wondrous item, uncommon
This ordinary bag, made from white cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object.
You can use an action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling a d8 and consulting the table corresponding to the bag's color. The creature vanishes at the next dawn or when it is reduced to 0 hit points.
The creature is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its nature.
Once three fuzzy objects have been pulled from the bag, the bag can't be used again until the next dawn.
–Dungeon Master's Guide, page 154
Bleeding Bow
Weapon (any bow), very rare (requires attunement)
When you pull back this bow without an arrow, its dark-wood limbs release droplets of crimson blood, which form into a crimson arrow. You take 1d6 necrotic damage, which can't be reduced in any way. The crimson arrow lasts until the end of your turn, or until you release it or let down the bow. When you make an attack using this crimson arrow, you have advantage on the attack roll.
Additionally, when you form the arrow, you can imbue the crimson arrow with more of your own blood, choosing one of the options below. Binding Blood. You take an additional 1d6 necrotic damage, which can't be reduced in any way. If the arrow hits a creature, its movement speed is reduced by 20 feet as bands of blood bind it. A creature can use its action to attempt a DC 17 Strength check, ending the effect on a success. Blinding Blood. You take an additional 3d6 necrotic damage, which can't be reduced in any way. If the arrow hits a creature, it must succeed on a DC 17 Constitution saving throw or become blinded for 1 minute. A blinded creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. Diseased Blood (1/Day). You take an additional 5d6 necrotic damage, which can't be reduced in any way. If the arrow hits a creature, it becomes poisoned as if under the effect of the contagion spell (save DC 17). Once this arrow option is used, it can't be used again until the next dawn.
Box of Traps
Wondrous item, rare
This 1 lb. wooden box measures 12 inches long, 6 inches wide, and 3 inches deep. You can use an action to place a trap from the box in an unoccupied space within 5 feet of you, designating any number of creatures you can see to be unaffected by the trap. When the trap is placed, it expands to cover a 20 foot by 20 foot area and becomes nearly invisible.
A trap is triggered when a creature moves into or within the area for the first time on a turn. Any creature that can't see the area at the time the trap was set must make a DC 20 Wisdom (Perception) check to notice the trap before entering the area. A trap is a Tiny invisible object in the center of the area with an AC of 15, 15 hit points. If the trap is reduced to 0 hit points, it is destroyed. It is also destroyed after 8 hours.
The box contains 1d6 – 1 traps of each kind. The box becomes a nonmagical wooden box after the last trap from the box is placed. Hoist. When a creature triggers this trap, it must succeed on a DC 15 Constitution saving throw or be magically hoisted 10 feet into the air. While hoisted, the creature can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. This effect ends if the creature leaves the trap's area. Mine. When a creature triggers this trap, it must make a DC 15 Dexterity saving throw or trigger a mine, forcing each creature within 10 feet of the creature must make a Dexterity saving throw, which the triggering creature automatically fails. A target takes 3d6 piercing damage on a failed save, or half as much damage on a successful one. Poison Dart. When a creature triggers this trap, the trap makes a ranged weapon attack against it (+7 to hit). This attack is made at advantage if the creature is not aware of the trap. On a hit, the creature takes 1 piercing damage and must succeed on a DC 15 Constitution saving throw or become poisoned for 1 hour. Quicksand. When a creature triggers this trap, it must succeed on a DC 15 Strength saving throw be dragged 5 feet down into the ground and buried. A creature buried by this trap is restrained. It can use its action to attempt to free itself with a successful DC 15 Strength check. Shock. When a creature triggers this trap, it must succeed on a DC 15 Constitution saving throw or take 1d8 lightning damage and become unable to take reactions until the start of its next turn.
If the saving throw fails by 5 or more, the creature is also stunned until the start of its next turn. Swinging Blade. When a creature triggers this trap, the trap makes a melee weapon attack against it (+7 to hit). This attack is made at advantage if the creature is not aware of the trap. On a hit, the creature takes 2d12 slashing damage and must succeed on a DC 15 Strength saving throw or be knocked prone.
Bracers of Throwing
Wondrous item, uncommon (requires attunement)
While wearing these bracers, you have proficiency with all weapons with the thrown property, gain a +1 bonus to attack and damage rolls on ranged attacks made with such weapons, and you can draw such a weapon as part of making a ranged attack with one.
Cloak of the Traveler
Wondrous item, uncommon
While you are wearing the cloak, you are protected against extreme cold and extreme heat. As an action, you can doff the cloak and speak the command word, transforming it into a two-person tent until you speak the command word again. You can also make the temperature inside of the tent colder or warmer than the outside by up to 20 degrees Farhenheit.
Crimson Trail
Weapon (any weapon that deals piercing or slashing damage), rare (requires attunement)
Hit points lost to this weapon's damage can't be regained through a short rest, and when a creature wounded by this weapon completes a long rest, it must succeed on a DC 13 Constitution saving throw in order to regain hit points lost to this weapon's damage.
Blood split by this weapon emits a faint magical glow, visible only to you while you are holding the weapon.
Echo Stone
Wondrous item, common
This stone is carved in the shape of a head with an open mouth. While you are holding the stone, you can hold your mouth to it and speak a message as an action, which can be up to 6 seconds long, which is recorded in the stone. When the stone hits a surface after being dropped, thrown (treating it as an improvised weapon), or launched with a sling, it emits the recorded message in your voice and at the same volume you spoke. The stone retains the previous message spoken into it until a new one is recorded.
Falconer's Glove
Wondrous item, rare (requires attunement)
This glove has 3 charges, and regains 1d3 expended charges daily at dawn. While you wear this glove, you can use a bonus action to expend 1 charge from the glove to conjure an ethereal falcon, perched on the glove.
The falcon has the statistics of a blood hawk, except its attacks deals force damage instead of their normal type and have a +3 bonus to attack and damage rolls, and it can carry up to 60 pounds. Additionally, when it hits a Medium or smaller creature with a melee attack, you can choose to have it grapple the creature (escape DC 15) instead of dealing damage to it.
The falcon acts independently of you, but it always obeys your commands. In combat, it shares your initiative but takes its turn immediately after yours. It can move on its turn, but the only action it can take is the Dodge action, unless you use a bonus action on your turn to command it to take one of the actions in its stat block or to take the Dash, Disengage, or Help actions, or to use its action to pick up an object that isn't being worn or carried.
The falcon vanishes after 1 hour, if it is reduced to 0 hit points, if you use your bonus action to conjure another falcon or dismiss it, or if it is more than 600 feet away from you.
Figurine of Wondrous Power
Wondrous item, rarity by figurine
The figurine of wondrous power is a magic item included in the Dungeon Master's Guide. Its core mechanical text is restated below, with the addition of the following figurines. Brass Monkey (Rare). This brass monkey statuette becomes a Small monkey with the statistics of a baboon for up to 1 hour. It radiates a 30-foot-radius aura of intoxication. Each creature that starts its turn in the aura must succeed on a DC 15 Constitution saving throw against poison or become intoxicated for 1 hour, or until the monkey reverts to figurine form. Creatures that are immune to poison automatically succeed on this saving throw. When it becomes intoxicated and at the start of each of its turns, an intoxicated creature must roll a d6 to determine its behavior for that turn. While it is intoxicated, the creature can't take reactions.
d6 | Behavior |
---|---|
1 | The creature uses all its movement to dance, shimmy, or shuffle or in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn't take an action this turn. |
2 | The creature doesn't move or take actions this turn, spending its turn laughing or singing uncontrollably. |
3 | The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn. |
4 | The creature uses its action to make a ranged attack against a randomly determined creature within 20 feet of it, throwing a randomly determined object it is holding or otherwise picking up a randomly determined object within its reach. If there is no creature within its reach, the creature instead throws the object 20 feet in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. |
5 | The creature uses its action to attempt to grapple a randomly determined creature within its reach. If there is no creature within its reach, the creature instead picks up a randomly determined object within its reach and then ends its turn. |
6 | The creature can act and move normally. |
An intoxicated creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once it successfully saves against the effect, a creature is immune to the monkey's aura for the next 24 hours. Once the figurine has been used, it can't be used again until 2 days have passed. Iron Ox (Legendary). This rough iron statuette can become a gorgon for up to 1 hour. Once it has been used, it can't be used again until 7 days have passed. Jade Rabbits (Uncommon). These jade statuettes bearing the shape of rabbits always come in sets of three. You can use any number of figurines simultaneously. Each becomes a rabbit for up to 4 hours. Once a rabbit has been used, it can't be used again until 3 days have passed. The rabbit can communicate with you telepathically if you are within 10 miles of it. The statistics for a rabbit can be found in Part 4: Creature Statistics.
Quartz Shark (Rare). This quartz statue can become a hunter shark for up to 2 hours and can be ridden as a mount. Each creature riding on the shark can grab breathe air and water. Once it has been used, it can't be used again until 2 days have passed. Wooden Horse (Uncommon). This wooden statuette of a galloping horse can become a riding horse for up to 8 hours, equipped with a saddle, bit, and bridle, which can't be removed from it. Once it has been used, it can't be used again until 2 days have passed.
Figurine of Wondrous Power
Wondrous item, rarity by figurine
A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.
The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.
The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.
–Dungeon Master's Guide, page 169
Flask of Freshness
Wondrous item, common
This magic traveler's flask preserves any liquid stored inside it, maintaining its temperature and freshness indefinitely. The flask can't maintain liquids above 250 degrees Fahrenheit, and is destroyed if such a liquid is stored inside it for longer than 1 minute.
Floating Hammock
Wondrous item, uncommon
This hammock is woven of faintly glowing magical threads. You can use an action to speak the hammock's command word, causing it to float in place. The hammock remains floating until you or another creature use an action to repeat the command word, or until a creature uses an action to make a DC 15 Strength check to drag the hammock down. The hammock can hold up to 400 pounds of weight. More weight causes the hammock to deactivate and fall.
Gossiping Arrow
Weapon (arrow), uncommon
A gossiping arrow is a magic weapon designed to distract and deceive curious creatures. When you hit a creature or object with this arrow, it embeds itself within its target, moving with the target until it is removed as an action. Hit or miss, you gain tremorsense in a 10-foot radius around the arrow for 1 minute.
When the arrow strikes, it begins produces a low, unintelligible murmuring sound, which lasts for 1 minute, after which it becomes a nonmagical arrow. The sound is similar to that of two people speaking quietly.
Other types of magic ammunition of this kind exist, such as gossiping crossbow bolts meant for a crossbow, though arrows are most common.
Heart Piercer
Weapon (any bow or crossbow), uncommon
This magic weapon has the fearsome ability to pierce through targets. When you score a critical hit or reduce a creature to 0 hit points with an attack from this weapon, the arrow pierces through it and continues onward toward a creature no more than than 10 feet directly behind the original target and within the weapon's range. Make a ranged weapon attack against the new target with the ammunition, ignoring any cover provided by the original target.
Hound-Caller Whistle
Wondrous item, common (silver or brass), uncommon (bronze), or rare (iron)
You can use an action to blow this whistle. In response, a hound is called to you, appearing within 60 feet of you. The hound vanishes after 1 hour or when it drops to 0 hit points. Once you use the whistle, it becomes an ordinary dog whistle and ceases to be magical. The statistics for the hound depends on the type of whistle, and can be found in the Monster Manual.
Four types of houndcaller whistles are known to exist, each made of a different metal. The whistle's type determines the specific creature summoned. The DM chooses the whistle's type or determines it randomly.
d100 | Whistle Type | Hound Summoned | Requirement | |
---|---|---|---|---|
01–40 | Silver | Mastiff | None | |
41–75 | Brass | Blink Dog | Speaks Sylvan | |
76–90 | Bronze | Death Dog | Speaks Undercommon | |
91–00 | Iron | Hell Hound | Speaks Infernal |
If you blow the whistle without meeting its requirements, the summoned hound attacks you. If you meet the require- ments, it is friendly to you and your companions and follows your commands.
Hunter's Charm
Wondrous item, uncommon (requires attunement by a hunter of 2nd-level or higher)
This pendant bears the luck of a past hunter. While you are wearing this pendant, you can regain one use of your Hunter's Mark as a bonus action. You can't use this property again until you finish a short or long rest.
Additionally, when you roll a 1 or 2 on the d20 for a Wisdom (Perception) or Wisdom (Survival) check or on the damage die for your Hunter's Mark, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2.
Hunter's Journal
Wondrous item, uncommon
A leather-bound book with weathered and stained pages, this book contains a loose collection of notes from its past owner. Once per day, you can use your action to roll a d6 and search the journal for information regarding a creature, location, or object. On a 6, the journal flips to a page displaying infor- mation about the creature, location or object, pulling the knowledge across space and time from the pages of other similar journals scattered across the many realms. This information may not be complete, depending on how much is known about the creature, location, or object in question. Once you have used the journal, it can't be used again until the next dawn.
Ironwood Armor
Armor (medium or heavy, but not hide), uncommon
Ironwood is a magically fortified wood that behaves similarly to steel. Druids can wear armor made from ironwood.
Objects made from ironwood can't be targeted by spells that target metal objects, such as heat metal.
Ironwood Weapon
Weapon (any melee weapon), uncommon
Ironwood is a magically fortified wood that behaves similarly to steel. An ironwood weapon is a valid target for the shillelagh spell even if it is not a club or quarterstaff, and you can have it retain its original damage dice when under the effects of the spell.
Objects made from ironwood can't be targeted by spells that target metal objects, such as heat metal.
Logger's Axe
Weapon (handaxe), uncommon
The axe's blade shines supernaturally keen with woodland magics. Whenever the axe hits a plant, whether an ordinary plant or a plant creature, the target takes an extra 1d6 slashing damage. Additionally, you can roll a d6 and add the number rolled to any check pertaining to cutting plants if the axe can be applied to the check.
Luxurious Bedroll
Wondrous item, uncommon
When you take a long rest while sleeping in this bedroll, the number of hours you need to sleep is reduced by 2, and you finish the rest in 6 hours instead of 8. Additionally, sleeping in medium or heavy armor has no adverse effect on you.
Quiver of the Tempest
Wondrous item, very rare
This magical quiver has three compartments, each of which is imbued with a different stormy energy. The large first compartment can hold up to 10 pieces of ammunition. The smaller second and third smaller compartments can hold up to 5 pieces of ammunition each. Every day at dawn, the quiver imbues each piece of nonmagical ammunition in the first compartment with the Arc property, the second compartment with the Flash properties, and the third compartment with the Thunder property.
Once a piece of ammunition drawn from this quiver has been used, it shatters in a harmless burst of lightning. Arc. When you hit a creature with this arcing piece of ammunition, it takes an additional 1d8 lightning damage, and it can't take reactions until the start of its next turn. Flash. When you make an attack with this piece of ammu- nition, it glows with brilliant lightning. Hit or miss, it produces a flash of blinding light on impact. Each creature within 10 feet of the target must succeed on a DC 16 Constitution saving throw or become blinded until the end of your next turn. Thunder. When you make an attack with this piece of ammunition, it quivers with thunderous energy. Hit or miss, it produces a deafening blast on impact, audible out to 300 feet. Each creature within 10 feet of the target must succeed on a DC 16 Constitution saving throw or take 2d8 thunder damage and be knocked prone and deafened until the end of your next turn.
Quiver of the Tundra
Wondrous item, very rare
This magical quiver has three compartments, each of which is imbued with a different icy energy. The large first compart- ment can hold up to 10 pieces of ammunition. The smaller second and third smaller compartments can hold up to 5 pieces of ammunition each. Every day at dawn, the quiver imbues each piece of nonmagical ammunition in the first compartment with the Chill property, the second com- partment with the Jagged properties, and the third compart- ment with the Slick property.
Once a piece of ammunition drawn from this quiver has been used, it melts away. Chill. When you hit a creature with this frost-covered piece of ammunition, it takes an additional 1d8 cold damage, and it can't regain hit points until the start of your next turn. Jagged. When you make an attack with this piece of ammunition, it bristles with spikes of ice. Hit or miss, it creates a field of jagged icicles in a 10-foot radius around the target. The area becomes difficult terrain for the for 1 minute, or until the area is exposed to intense heat. When a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet it travels. Slick. When you make an attack with this piece of ammunition, it becomes coated in a smooth layer of ice. Hit or miss, it spreads slippery ice in a 10-foot radius around the target, freezing any water into a thin layer of ice that can support up to 200 pounds. The ice lasts for 1 minute, or until the area is exposed to intense heat. When the ice appears, each creature standing in the area must succeed on a DC 16 Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on this Dexterity saving throw or fall prone.
Quiver of the Wildfire
Wondrous item, very rare
This magical quiver has three compartments, each of which is imbued with a different fiery energy. The large first com- partment can hold up to 10 pieces of ammunition. The smaller second and third smaller compartments can hold up to 5 pieces of ammunition each. Every day at dawn, the quiver imbues each piece of nonmagical ammunition in the first compartment with the Ember property, the second compartment with the Flame properties, and the third compartment with the Smoke property.
Once a piece of ammunition drawn from this quiver has been used, it burns to ash.
Ember. When you hit a creature with this smoldering piece of ammunition, it takes an additional 1d10 fire damage.
Flame. When you make an attack with this piece of ammunition, it glows with fiery energy. Hit or miss, it pro- duces a fiery explosion upon impact. Each creature within
10 feet of the target must succeed a DC 16 Dexterity saving throw or take 2d8 fire damage. The explosion ignites flamm- able objects in the area that aren't being worn or carried.
Smoke. When you make an attack with this piece of ammunition, it releases wisps of black smoke. Hit or miss, it releases a cloud of smoke in a 10 foot radius around the target. The sphere spreads around corners, and its area is heavily obscured. It lasts for 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
Quiver of Useful Tricks
Wondrous item, uncommon
This magical quiver has five compartments, each of which can hold up to 4 pieces of ammunition, and is found containing 1d4 pieces of ammunition in each compartment. Each piece of ammunition has one of the following properties, depending on which compartment it was found in.
Once the last piece of ammunition is removed, the quiver becomes an ordinary quiver. Ball Bearings. When you make an attack with this piece of ammunition, it rattles with the sound of tiny steel beads. Hit or miss, it permanently transforms into 1,000 ball bearings, filling a level area 10 feet square centered on the target. Caltrops. When you make an attack with this piece of ammunition, it bristles with steel spines. Hit or miss, it permanently transforms into 20 caltrops, covering a 5-foot-square area centered on the target. Grappling Hook. When you make an attack with this piece of ammunition, its tip sprouts three curved hooks. Hit or miss, it permanently transforms into a grappling hook, attached to your wrist by hempen rope. If the attack hit a creature, the grappling hook digs into the creature until it is removed as an action. While it is tethered to you, it must attempt a contested Strength (Athletics) check in order to move away from you, dragging you with it on a success. Hunting Trap. When you make an attack with this piece of ammunition, it snaps with the sound of steel jaws closing. Hit or miss, it permanently transforms into a steel hunting trap, affixed to the space the target is occupying. If the attack hit a creature, the trap snaps shut on it. Net. When you make an attack with this piece of ammunition, it flexes and stretches as if made of string. Hit or miss, it permanently transforms into a net. If the attack hit a creature, it restrains it as a net instead of dealing damage.
Razorwind Arrow
Weapon (arrow), uncommon
A razorwind arrow is a magic weapon that contains the energy of the elemental plane of air. When you make an attack with this arrow, slashing winds swirl around it, dealing 2d4 slashing damage to each creature and each object that isn't being worn or carried that it comes within 5 feet of.
Hit or miss, the arrow becomes a nonmagical arrow after it has been used to make an attack.
Other types of magic ammunition of this kind exist, such as razorwind crossbow bolts meant for a crossbow, though arrows are most common.
Ribbon of Tooth and Nail, +1, +2, or +3
Wondrous item, uncommon (+1), rare (+2), or very rare (+3)
While wearing this ribbon you gain a bonus to attack and damage rolls you make with your unarmed strikes and natural weapons, which count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. The bonus is determined by the ribbon's rarity.
Ring of Technique
Ring, rare (requires attunement)
This ring has 3 charges, and regains 1d3 expended charges daily at dawn. Each ring is engraved with depictions of a certain combat technique. The DM chooses which technique is bound to the ring from the list below. While wearing it, you can expend 1 charge from the ring to use the technique bound to it.
Some of the techniques require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is equal to 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice). Double Shot. When you make an attack with a ranged weapon that has the ammunition property, you can fire two pieces of ammunition simultaneously. Make a separate attack for each piece of ammunition. You can direct the attacks at the same target or at two different targets that are within 5 feet of each other. Pierce Guard. When you take the Attack action, you can use this technique to replace one attack you make with a weapon that deals piercing damage. Choose a creature within reach of the weapon. It must succeed on a Dexterity saving throw or take piercing damage equal to twice the weapon's damage dice plus your Strength or Dexterity modifier (your choice). Soaring Shot. As a bonus action on your turn, you can use of this technique to leap up to 30 feet into the air without provoking opportunity attacks, and then make one attack with a ranged weapon you are holding. You floats gently to the ground if you end your turn in the air and nothing else is holding you aloft.
Optional: Techniques for Hunters
If you have 3 or more levels in the hunter class, you can also expend a use of your Hunter's Technique to use the technique without expending a charge from the ring.
Spectral Leash
Wondrous item, uncommon (requires attunement by two creatures)
These iron bands come in pairs, each engraved with spiraling patterns and magically adjusting to fit over the neck, ankle, waist, or wrist of any creature attuned to it. Each band must be attuned to by a different creature.
While you are within 600 feet of the creature attuned to the other band, you know the exact distance and direction to the other creature and the creature can't be moved more than 600 feet away from you except through teleportation or planar travel, as a leash of force manifests between the two bands and pulls taut.
Additionally, when the other creature takes damage while it is within 600 feet of you, you can use a reaction to reduce the damage by half, taking the same amount as force damage.
Stone-Ghost Crossbow
Weapon (heavy crossbow), rare
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
This magic crossbow bears Dwarvish runes across its stout iron limbs. When you make an attack with this magic crossbow, the bolt fired shimmers with spectral energy, allowing it to travel through up to 10 feet of solid stone and ignore any such cover.
Sword of Finding
Weapon (any sword), rare (requires attunement)
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
As an action while you are standing in sunlight, you can raise the sword and speak the command word, naming a creature or location known to you. When you do so, the sword reflects sunlight into twelve brilliant beams, which move as you shift the sword around until they converge into a single beam of sunlight, forming a line 300 feet long and 5 feet wide in the direction of the target if it is on the same plane of existence as you. Otherwise, the beams never converge.
Once you name a target with this sword, you can't name another until dawn seven days later. You can only have one such named target at a time. If the named target is a creature, you can choose a new one the dawn after it dies.
The beam persists until you move or make an attack with the sword, and you can recreate the beam as an action while you are standing in sunlight. If the target is a creature, it must make a DC 15 Constitution saving throw if it starts its turn in the beam when it appears, becoming blinded until the end of your next turn on a failed save.
Weapon of Detection
Weapon (any), uncommon
A weapon of detection is a magic weapon that glows faintly in the presence of a particular kind of creature. Some are more focused than others; for example, there are both weapons of fiend detection and weapons of devil detection. If a creature belonging to the type, race, or group associated with a weapon of detection comes within 120 feet of it, the weapon sheds dim light in a 5 foot radius.
Spell Lists
Artificer Spells
1st Level
- Chrysalis
- Form Barricade
2nd Level
- Fortify Wood
4th Level
- Conjure Cage
Bard Spells
1st Level
- Birdsong
Cleric Spells
1st Level
- Douse for Water
2nd Level
- Light the Way
Druid Spells
1st Level
- Birdsong
- Chrysalis
- Douse for Water
2nd Level
- Climbing Ivy
- Emblem of Air
- Emblem of Earth
- Emblem of Fire
- Emblem of Water
- Fortify Wood
- Howling Wind
- Junglerazer
- Light the Way
- Mark of the Leech
- Mark of the Prey
- Mark of the Storm
- Mark of the Wild
- Survey Terrain
- Untamed Ferocity
3rd Level
- Junglerazer
5th Level
- Boreal Winds
Hunter Spells
1st Level
- Birdsong
- Chrysalis
- Douse for Water
- Form Barricade
2nd Level
- Climbing Ivy
- Emblem of Air
- Emblem of Earth
- Emblem of Fire
- Emblem of Water
- Fortify Wood
- Howling Wind
- Light the Way
- Mark of the Leech
- Mark of the Prey
- Mark of the Storm
- Mark of the Wild
- Survey Terrain
- Untamed Ferocity
3rd Level
- Glacial Arrow
- Junglerazer
4th Level
- Conjure Cage
5th Level
- Boreal Winds
- Warden's Domain
Sorcerer Spells
1st Level
- Chrysalis
Wizard Spells
1st Level
- Douse for Water
2nd Level
- Mark of the Leech
- Survey Terrain
- Light the Way
4th Level
- Conjure Cage
Spell Descriptions
The following new spells are presented in alphabetical order. The classes that can cast the spell are listed after the spell's level and school of magic.
Birdsong
1st-level enchantment (Bard, Druid, Hunter)
- Casting Time: 1 action
- Range: 300 feet
- Components: V, S
- Duration: 1 hour
You whistle a tune which contains a short message of twenty-five words or less, magically encoded into the form of a birdsong audible to all creatures within range. Any creatures you designate when you cast the spell are able to understand the meaning of the message. For the duration, each bird that hears the song will sing it once, audible out to 300 feet.
A creature that hears the song can attempt to identify the song as magical with a successful Intelligence (Investigation) check against your spell save DC. On a success, it recognizes the song as magically created, but does not understand the meaning of the message.
Boreal Winds
5th-level evocation (Druid, Hunter)
- Casting Time: 1 action
- Range: 150 feet
- Components: V
- Duration: Concentration, up to 1 minute
Until the spell ends, a vortex of strong frigid winds swirls in a 30-foot-radius centered on a point within range. When the winds begin, each creature within the area must succeed on a Constitution saving throw or take 4d8 cold damage and suffer the first stage of this spell's effects for the duration. A creature must also make this saving thrown when it enters the spell's area for the first time on a turn or ends its turn there, taking the cold damage again and increasing the effect by one stage on a failed save, up to a maximum of stage 3.
A creature that is immune to cold damage automatically succeeds on saving throws against this spell. If a creature affected by this spell takes fire damage, the effects of this spell end for it.
A creature killed by this spell becomes a frozen statue until it thaws.
Stage | Effect |
---|---|
1 | The target's movement speed is reduced by 10 feet until the spell ends. It can repeat the saving throw if it ends its turn outside of the spell's area, ending the effect on a success. |
2 | The target is restrained until the spell ends. It can repeat the saving throw if it ends its turn outside of the spell's area, reducing the effect to stage 1 on a success. |
3 | The target is paralyzed as it turns to ice. This effect ends after 1 hour in temperatures above freezing (above 32 degrees Fahrenheit), or after 1 minute in hot temperatures (above 85 degrees Fahrenheit). Otherwise, it lasts until the target takes fire damage or is thawed out gently with an open flame over the course of 1 minute. |
Chrysalis
1st-level transmutation (Artificer, Druid, Hunter, Sorcerer)
- Casting Time: 1 minute
- Range: Self
- Components: V, S, M (50 feet of silk rope worth at least 10 gp)
- Duration: 8 hours
You weave a cocoon around yourself from silk rope, protecting you from harm. The cocoon must be suspended at least 3 feet above the ground. The cocoon is a Large object with an AC of 10 and 5 hit points. It grants you full cover from effects that originate outside of it, and the atmosphere inside it is comfortable and dry, regardless of the weather outside. The cocoon is opaque from the outside, of any color you choose, but is transparent from the inside. Spells and other magical effects can't extend through the cocoon or be cast through it. You can't leave the cocooon until the spell ends. If the cocoon is reduced to 0 hit points, the spell ends and the spell's material component is destroyed.
When the spell ends, you gain a number of temporary hit points equal to the cocoon's remaining hit points. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the cocoon's hit points increase by 5 for each slot level above 1st. While you have at least 20 temporary hit points from this spell, you have a pair of ether- eal butterfly wings, which grant you a flying speed of 40 feet.
Climbing Ivy
2nd-level transmutation (Druid, Hunter)
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S, M (a piece of vine charcoal)
- Duration: Concentration, up to 1 hour
Choose a point you can see within range. A cluster of vines sprouts from the point, covering a 10-foot square surface. As an action on each of your turns before the spell ends, you can command the vines to spread to a 10-foot square adjacent to them, where each square must have at least one edge adjacent to the edge of another square. The vines are able to spread to any horizontal or vertical surfaces, and can climb walls and cliff. A creature can climb these vines without needing to make an ability check. Once you have commanded the vines to cover ten 10-foot squares, they cease to spread any further. The vines wither away when the spell ends.
The vines also secrete an irritating poison. When you cast the spell, you can designate any number of creatures you can see to be unaffected by this poison. When an affected creature starts its turn in contact with the ivy or makes contact with it for the first time on its turn, it must succeed on a Constitution saving throw or become poisoned until the start of its next turn as it is overtaken by an itching sensation.
The vines are flammable. Any 10-foot square of vines exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, both the number of 10-foot squares you initially create and the maximum number of 10-foot squares you can command the vines to cover increase by 1 for each slot level above 3rd.
Conjure Cage
4th-level conjuration (Artificer, Hunter, Wizard)
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S, M (a tiny iron box)
- Duration: Concentration, up to 1 hour
You conjure an iron cage, which forms around a 10-foot cube of your choice within range. Each Large, Medium, or Small creature within the area must make a Dexterity saving throw. On a failed save, a target becomes trapped within the cage. On a success, the target is pushed to an unoccupied space of the creature's choice within 5 feet of the area. If no unoccupied space is within range, the target becomes trapped in the cage as if it had failed the save. Tiny creatures can freely move through the cage's bars or mesh.
The cage is a Large object with an AC of 19, 50 hit points, and immunity to poison and psychic damage. Once the cage is reduced to 0 hit points, it vanishes. The cage imposes half cover on any attacks that pass through it. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the cage's hit points increases by 25 for each slot level above 4th.
Douse for Water
1st-level diviniation (Cleric, Druid, Hunter, Wizard)
- Casting Time: 1 action
- Range: 10 miles
- Components: V, S, M (a forked branch)
- Duration: Instantaneous
You sense the the direction to the nearest body of water that contains at least 100 gallons of water within range. If no such body of water exists, you instead sense the direction to the nearest body of water that contains at least 10 gallons of water. If no such body of water exists, the spell fails.
Emblem of Air
2nd-level transmutation (Druid, Hunter)
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S
- Duration: 1 hour
You surround a willing creature within range with energy from the elemental plane of air. The creature gains 10 temporary hit points for the duration. While the creature has these temporary hit points, it gains the following benefits:
- It has resistance to lightning and thunder damage.
- Its movement speed is doubled, and it doesn't provoke opportunity attacks.
- It can move through a space as narrow as 1 inch wide without squeezing.
- As an action, the creature can expend a number of temporary hit points to create a whirlwind around it. Each creature within 5 feet of it must succeed on a Strength saving throw or be flung 10 feet away from the creature for every 3 temporary hit points expended. If a flung target strikes an object, such as a wall or floor, it takes 1d6 bludgeoning damage for every 10 feet it was thrown.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the temporary hit points increase by 5 for each slot level above 2nd.
Emblem of Earth
2nd-level transmutation (Druid, Hunter)
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S
- Duration: 1 hour
You surround a willing creature within range with energy from the elemental plane of earth. The creature gains 10 temporary hit points for the duration. While the creature has these temporary hit points, it gains the following benefits:
- It has resistance to resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
- It deals double damage to objects and structures.
- Its weight increases by a factor of ten.
- As a reaction when it is hit by an attack or it fails a Strength, Dexterity, or Constitution saving throw, the creature can expend a number of temporary hit points to surround itself with stone armor. Roll 1d6 for every 3 temporary hit points expended. The creature gains a bonus to AC equal to the total against the triggering attack, possibly causing it to miss, or gains a bonus equal to the total to the triggering saving throw.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the temporary hit points increase by 5 for each slot level above 2nd.
Emblem of Fire
2nd-level transmutation (Druid, Hunter)
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S
- Duration: 1 hour
You surround a willing creature within range with energy from the elemental plane of fire. The creature gains 10 temporary hit points for the duration. While the creature has these temporary hit points, it gains the following benefits:
- It has resistance to cold and fire damage.
- Its natural weapons and unarmed strikes deal fire damage instead of their normal type.
- It sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
- It can move through a space as narrow as 1 inch wide without squeezing.
- As an action, the creature can expend a number of temporary hit points to shoot a mote of fire at a point it can see within 30 feet of it. Each creature within 5 feet of the point must make a Dexterity saving throw. A creature takes 1d6 fire damage for every 3 temporary hit points expended on a failed save, or half as much damage on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the temporary hit points increase by 5 for each slot level above 2nd.
Emblem of Water
2nd-level transmutation (Druid, Hunter)
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S
- Duration: 1 hour
You surround a willing creature within range with energy from the elemental plane of water. The creature gains 10 temporary hit points for the duration. While the creature has these temporary hit points, it gains the following benefits:
- It has resistance to acid and fire damage.
- It can breathe underwater.
- It gains a swimming speed of 30 feet.
- It can move through a space as narrow as 1 inch wide without squeezing.
- As an action, the creature can expend a number of temporary hit points to touch a creature and restore hit points to it. The target regains 1d6 hit points for every 3 temporary hit points expended. This has no effect on undead or constructs.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the temporary hit points increase by 5 for each slot level above 2nd.
Form Barricade
1st-level transmutation (ritual) (Artificer, Hunter)
- Casting Time: 1 action
- Range: 30 feet
- Components: S
- Duration: Instantaneous
You shape dirt, ice, or wood into up to three spiked barricades in unoccupied spaces that you can see within range. Each barricade is a Medium object with an AC of 15 and 10 hit points, and requires 20 pounds of materials to create. A creature can attempt to move or leap over a barricade with a Strength (Athletics) or Dexterity (Acrobatics) check against your spell save DC, taking 2d6 piercing damage on a failure. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the number of barricades you can create increases by one for each slot level above 1st.
Fortify Wood
2nd-level transmutation (Artificer, Druid, Hunter)
- Casting Time: 1 hour
- Range: Touch
- Components: V, S, M (exotic oils worth at least 50 gp, which the spell consumes)
- Duration: Instantaneous
You touch a wooden object of Medium size or smaller or a section of wood no more than 5 feet in any dimension and imbue it with the strength of iron. If the object is a weapon or suit of armor, it becomes an ironwood object of the same shape, and behaves as if it were made of steel. Otherwise, its AC becomes 19 and it gains resistance to fire damage.
Objects made from ironwood can't be targeted by spells that target metal objects, such as heat metal.
Glacial Arrow
3rd-level evocation (Hunter)
- Casting Time: 1 bonus action
- Range: Self
- Components: V, S, M (one piece of ammunition or a thrown weapon)
- Duration: Concentration, up to 1 minute
The next time you make a ranged weapon attack during the spell's duration, the weapon's ammunition, or the weapon itself if it's a thrown weapon, transforms into a shard of ice. Make the attack roll as normal. The target takes 2d6 cold damage instead of the weapon's normal damage on a hit, and is restrained until the end of your next turn.
Hit or miss, the ice shard freezes its surroundings as it travels, forming a line 5 feet wide that extends from you to the target. Each creature in the line excluding you must make a Constitution saving throw, taking 2d6 cold damage on a failed save, or half as much damage on a success.
The ice shard also freezes water in the line, which can be used as a bridge and lasts for 1 minute, until it takes damage, or until it supports more than 200 pounds. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage for both effects of the spell increases by 1d6 for each slot level above 3rd.
Howling Wind
2nd-level conjuration (Druid, Hunter)
- Casting Time: 1 bonus action
- Range: 30 feet
- Components: V, S
- Duration: Concentration, up to 1 minute
You summon an elemental spirit of wind that takes on the form of a wolf and appears in unoccupied space you can see within range. The elemental uses a wolf's statistics, except that it is an elemental instead of a beast, has resistance to bludgeoning, piercing, and slashing damage, has a fly speed of 60 feet, and its movement doesn't provoke opportunity attacks. Additionally, creatures within 10 feet of the elemental are deafened.
The elemental is friendly to you and your companions, and acts on your initiative. When you cast the spell, you can command the elemental to move up to its speed and make an attack, using your spell attack modifier and spell save DC instead of its own attack bonus and save DC. Until the spell ends, you can use a bonus action to command the elemental again. If you don't issue any commands to it, the elemental takes the Dodge action.
A summoned creature disappears when it drops to 0 hit points or when the spell ends.
The DM has the creature's statistics. At Higher Levels. When you cast this spell using a slot of 4th level or higher, you conjure another elemental for every two slot levels above 2nd. Each additional elemental appears in an unoccupied space you can see within range, and you can command all elementals conjured by this spell as part of the same bonus action.
Junglerazer
3rd-level necromancy (Druid, Hunter)
- Casting Time: 1 action
- Range: Self (100 foot line)
- Components: V, S, M (a pinch of ash from a burnt plant)
- Duration: Instantaneous
You send forth a blast of withering magic, forming a line 100 feet long and 10 feet wide from you in a direction you choose. Each beast, fey, or plant creature in the line must make a Constitution saving throw. A creature takes 4d10 necrotic damage on a failed save, or half as much damage on a successful one.
The spell destroys nonmagical plants and vegetation in the area, clearing away any such difficult terrain caused by them and reducing them to ash. Plants in the area created by spells such as entangle or plant growth are also destroyed. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 and the length of the line increases by 20 feet for each slot level above 3rd.
Light the Way
2nd-level illusion (Cleric, Druid, Hunter, Wizard)
- Casting Time: 1 action
- Range: Sight
- Components: S
- Duration: 8 hours
A beacon of bright light forms in a 600-foot-tall cylinder with a 5-foot radius, centered on a point you can see. When you cast the spell, you can choose for the beacon to be only visible to certain creatures or types of creatures of your choice. For example, you can choose to have the beacon only be visible to bears, or only to any number of specific bears you know.
Mark of the Leech
2nd-level necromancy (Druid, Hunter, Wizard)
- Casting Time: 1 bonus action
- Range: 90 feet
- Components: V, S, M (a leech)
- Duration: Concentration, up to 8 hours
You choose a creature you can see within range and mark it with draining energy. Until the spell ends, each time the target regains hit points, it takes necrotic damage equal to half the hit points it regained, and you gain temporary hit points equal to the necrotic damage taken and become aware of its location.
If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature that you can see within the spell's range. At Higher Levels. When you cast this spell using a spell slot of 3rd level, you can maintain your concentration on the spell for up to 24 hours. When you cast this spell using a spell slot of 4th level, you can maintain your concentration on the spell for up to 3 days. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 10 days.
Mark of the Prey
2nd-level enchantment (Druid, Hunter)
- Casting Time: 1 bonus action
- Range: 90 feet
- Components: V, S, M (a drop of rabbit's blood)
- Duration: Concentration, up to 8 hours
You choose a creature you can see within range and mark it as prey for beasts of the wild. Until the spell ends, each beast that starts its turn within 120 feet of the target becomes aware of its location and must succeed on a Wisdom saving throw or become hostile towards the target, regarding it as prey to be hunted.
If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature that you can see within the spell's range. At Higher Levels. When you cast this spell using a spell slot of 3rd level, you can maintain your concentration on the spell for up to 24 hours. When you cast this spell using a spell slot of 4th level, you can maintain your concentration on the spell for up to 3 days. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 10 days.
Mark of the Storm
2nd-level conjuration (Druid, Hunter)
- Casting Time: 1 bonus action
- Range: 90 feet
- Components: V, S, M (a piece of iron)
- Duration: Concentration, up to 8 hours
You choose a creature you can see within range and mark it as a lightning rod for the wrath of the storm. Until the spell ends, dark storm clouds form in the shape of a cylinder that is 10 feet tall with a 30-foot radius, centered on a point at least 300 feet above the target. When you cast the spell and every hour that passes before the spell ends, the target must succeed on a Dexterity saving throw or take 1d12 lightning damage. Until the spell ends, you can use a bonus action on your turn to call down lightning in this way again if you can see the target.
If the target goes indoors or has cover from above, the lightning will instead strike the structure directly above the target.
If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature that you can see within the spell's range. At Higher Levels. When you cast this spell using a spell slot of 3rd level, you can maintain your concentration on the spell for up to 24 hours. When you cast this spell using a spell slot of 4th level, you can maintain your concentration on the spell for up to 3 days. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 10 days.
Mark of the Wild
2nd-level transmutation (Druid, Hunter)
- Casting Time: 1 bonus action
- Range: 90 feet
- Components: V, S, M (a grape)
- Duration: Concentration, up to 8 hours
You choose a creature you can see within range and mark it with verdant energy. Until the spell ends, any plants or fertile soil within 5 feet of the target grows with vines and shrubs at the start of each of the target's turns, with each 5-foot square becoming difficult terrain until a creature moves through it. Additionally, if the target spends at least 1 minute in the same space of fertile soil, it becomes restrained by sprouting vines. A creature restrained by the vines can use its action to make a Strength check against your spell save DC. On a success, it frees itself. The vines can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).
If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature that you can see within the spell's range. At Higher Levels. When you cast this spell using a spell slot of 3rd level, you can maintain your concentration on the spell for up to 24 hours. When you cast this spell using a spell slot of 4th level, you can maintain your concentration on the spell for up to 3 days. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 10 days.
Feature Modification: Hunter's Mark
If you have the mark of the leech, mark of the prey, mark of the storm, or mark of the wild spell pre- pared, you can cast it (or move it to another target if the original target drops to 0 hit points) when you use your Hunter's Mark feature, as part of the same bonus action, targeting the same creature.
Survey Terrain
2nd-level divination (Druid, Hunter, Wizard)
- Casting Time: 1 minute
- Range: 60 feet
- Components: V, S, M (a crystal)
- Duration: Instantaneous
You create a mental image of the terrain in a location you choose within range. The area of this spell consists of up to three 10-foot cubes, which you can arrange as you wish. Each cube must have at least one face adjacent to the face of another cube. You become aware of any creatures, objects that bear magic, and the layout and any mechanical intricacies within the area. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you create an additional 10-foot cube for each slot level above 2nd.
Untamed Ferocity
2nd-level enchantment (Druid, Hunter)
- Casting Time: 1 action
- Range: 30 feet
- Components: V
- Duration: 1 minute
Choose a creature with an Intelligence of 5 or less of that you can see within range to becomes charmed by you for the duration. If the target is unwilling, it must succeed on a Wisdom saving throw to avoid the spell.
While the target is charmed in this way, it foams at the mouth and makes its weapon attacks at advantage, but attack rolls against it have advantage. Additionally, a charmed target's natural weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
A charmed target can make a Wisdom saving throw at the end of each of its turns, ending the effect on a success. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can affect one additional creature for each slot level above 2nd.
Warden's Domain
5th-level abjuration (Hunter)
- Casting Time: 1 action
- Range: Self
- Components: S
- Duration: Concentration, up to 8 hours
You encircle a plot of land and lay claim to it as your domain. For the duration, the spell invisibly marks the area within 30 feet of you. When the spell ends, either because your concentration is broken or because you decided to end it, the area that has been marked by the spell becomes bound to you for 24 hours. Any area that is fully encircled by the marked area also becomes bound to you.
While you are within the bound area, a mental alarm alerts you with a ping in your mind whenever a creature enters or exits the bound area, and you can use an action to name a creature, learning the distance and direction to it if it is within the area.
If you use this spell to mark the same area every day for 30 days, it remains marked until it is dispelled.
Part 3: Wilderness Environments
This section introduces the concept of a
stat block, similar to that of a creature's, to be used in order to streamline exploration and navigation within the wilderness. These stat blocks reference the Dungeon Master's Guide in certain places, but restate the mechanisms for convenience.
An environment as defined in this book is any single area that has some set of consistent properties. Though generally used to refer to areas within nature, it can also be used to refer to cities or large towns. Most environments consist of relatively uniform flora, fauna, temperature, and weather across the area. Environments also can include specific points of interest, such as a hunter's lodge within a forest, or a witch's hut within a swamp.
This section contains a selection of ready-to-play, easy-to-run example environments, which can be used directly to represent the climates and terrains experienced in most adventures. These environment statistics can also be modified and expanded in order to represent more specific locations within your setting.
Environment Statistics
An environment's statistics, sometimes referred to as a stat block, provides the essential information you need to interact with the environment.
Environment Type
An environment's type is a rough classification based on its features. Certain spells, magic items, class features, and other effects in the game interact in special ways with environments of a particular type.
The environment's type can also be used to determine random encounters using the random encounter tables found in Xanathar's Guide to Everything.
The following environment types are included, although they have no rules of their own. Custom and hybrid environment types can also be created as necessary.
Arctic environments are cold, barren, and dangerous to the unprepared. Often beset by dangerous weather that hampers visibility, becoming lost in such an environment can be fatal. Predators that wander the arctic are generally hardened by the scarcity of prey, and have adapted to hunt whatever crosses their path.
Coastal environments combine challenges from both land and sea, but also provide the bounty of both. Coastlines typically have less seasonal variance in temperature, but may suffer from ocean storms blown in. Smaller islands may exhibit the properties of a coastal environment.
Desert environments can be deadly for unprepared travelers. With sweltering heat during the day and frigid cold during the night, the temperature in the desert requires explorers to provide preparations for both. The scarcity of food and water further heightens the difficult journey. Some deserts may have waterholes or oases, wellsprings of life amid an otherwise near barren land.
Forest environments are diverse in kind, varying between different climates. Tropical rainforests teem with different flora and fauna, while temperate or boreal forests shelter much different kinds of life.
Grassland environments typically feature wide expanses of wild grasses, populated by nimble beasts and stealthy predators. The specific qualities of a grassland depend heavily on those of the wild grasses that populate it, with some grasslands covered entirely by tall, dense grasses and others covered in patches by shorter grasses.
Hill environments feature uneven terrain, often hiding burrows or caves amid the numerous hillsides. Characterized by similarities to mountainous regions, hill environments are often less extreme in temperature and altitude, and thus are milder and easier to traverse.
Mountain environments contain a number of survival challenges, including but not limited to extreme altitudes, frigid snowcaps, treacherous narrow baths, secluded caves and tunnels, and the risk of rockslides and avalanches.
Ocean environments host extreme diversity in flora and fauna, due in large part to their vast scale. Traversing ocean environments typically requires a ship or other water vehicle, and survival depends heavily on ability to tap into the marine fauna by way of fishing. Not all areas within an ocean environment may be rich in prey, however, due in part to the effect of ocean currents.
Swamp environments can be challenging to survive and traverse due to difficult terrain and brackish waters. The environments contain fauna in the way of fish, turtles, birds, smaller mammals, and alligators. Travelers amid swamps must tread with cautions, lest they taste the fangs of the swamp's native hunters.
Underdark environments can be found amid tunnels and caverns that lead below the surface. Here, devoid of sunlight, resources are typically scarce in the way of plant life. Certain mushrooms and molds make their home in these dark and damp underground tunnels, often substituting for plant life for the fauna that makes its home within this environment. Creatures native to the Underdark are accustomed to life without light, and generally possess alternative methods of detecting and responding to threats.
Underwater environments remove much of the productivity of an ocean environment, with waters deplete of nutrients or oxygen. Such environments are home to ancient creatures that dwell deep under the surface, many of which may have survived for hundreds of years undisturbed. In addition to sparse resources and mysterious fauna, the extreme depths of an underwater environment also pose danger in the way of crushing pressures, which can spell quick demise to those who travel unprepared.
Urban environments consist of cities and towns, home to fauna that has adapted to live alongside society. Creatures within urban environments are typically scavengers, or else are kept as pets. Plants within urban environments exists to whatever degree the society around it allows, with some cities being devoid entirely of plant life, while others exist in union with it. Survival amid urban environments demands a quite different set of skills from survival in the wilds.
Foraging
When braving the wilds, an environment's Foraging DC identifies the abundance or scarcity of food and water for a character can attempting forage for it. Relating directly to the Dungeon Master's Guide, this DC can be used for Wisdom (Survival) checks made by a character to forage for food and water within the environment. Additionally, the Foraging DC can also be used for Wisdom (Animal Handling or Survival) checks made to track or hunt prey within the environment.
On a successful check, the DM can roll on the environment's Foraging and Hunting table to determine what kind of flora, fauna, or other resource is found. At the DMs discretion, if the character is looking for a specific kind of quarry that is native to the environment, it can be found if the check succeeds by 5 or more.
Foraging DCs
Food and Water Availability | DC | |||
---|---|---|---|---|
Abundant food and water sources | 10 | |||
Limited food and water sources | 15 | |||
Very little, if any, food and water sources | 20 |
Hunting Prey
If the result produced by the Foraging and Hunting table is a creature, the character can then engage it to capture or kill. For creatures of higher CR, this can be run as a quick combat encounter. For creatures of lower CR, the hunt can instead be conducted as a series of Dexterity (Stealth) or Wisdom (Animal Handling) checks, as well as weapon attacks. Using the appropriate bait can grant advantage on such checks.
Extracting Resources
Once a creature has been killed, the amount of food extractable can be determined by the creature's size. The Food Extracted from Prey table shows the relationship between size and pounds of food extracted.
Food Extracted from Prey
Creature Size | Food Extracted | |
---|---|---|
Tiny | 1d4 × ¼ lb. | |
Small | 1d4 lb. | |
Medium | 10d4 lb. | |
Large | 10d4 × 10 lb. | |
Huge | 10d4 × 100 lb. | |
Gargantuan | 10d4 × 1000 lb. |
Variant: Simplified Foraging
The foraging rules from the Dungeon Master's Guide are included here for DMs who wish to simplify hunting and foraging, rather than rolling on the Foraging and Hunting table.
On a successful check, roll 1d6 plus the character's Wisdom modifier to determine how much food (in pounds) the character finds, then repeat the roll for water (in gallons).
Rule Reminder: Food and Water
Creatures require different quantities of food and water per day based on their size. Water needs are doubled if the weather is hot.
Creature Size Food per Day Water per Day Tiny ¼ lb. ¼ gal. Small 1 lb. 1 gal. Medium 1 lb. 1 gal. Large 4 lb. 4 gal. Huge 16 lb. 16 gal. Gargantuan 64 lb. 64 gal.
–Dungeon Master's Guide, page 111
Identification
Certain environments may be less explored than others, and in turn hold more undiscovered or less well known flora, fauna, or phenomena. An environment's Identification DC describes how much or little is known about the environment and its inhabitants. This DC can be used directly for Intelligence checks that a character makes when attempting to identify a creature, object, or phenomenon within the area. The specific skill involved with such a check depends on the target being identified. For example, a character can make an Intelligence (Nature) check to identify the properties of a certain plant or beast, or an Intelligence (Religion) check to try to understand the ritualistic behaviors of native tribes living in the area.
Identification DCs
Familiarity | DC | |||
---|---|---|---|---|
An unexplored island, area deep within a forest, ocean depths, or extraplanar environment | 20 | |||
A desolate desert or tundra, impassable mountain, or dense jungle | 15 | |||
A forest or hill not too far from a village or town | 10 |
Visibility
The Visibility entry describes persisting effects that may affect a character's ability to visually perceive things within the environment. For example, a forest might be Heavily Wooded, imposing disadvantage to Wisdom (Perception) checks that rely on sight, and an Underdark environment might be in complete darkness.
Helpful Languages
Some environments may be home to intelligent creatures, capable of conversation in certain languages. The Helpful Languages entry identifies which languages may be spoken by creatures within the environment. For example, deep ancient forests may be home to fey creatures, who speak or understand Elvish or Sylvan.
Special Traits
Special traits (which appear after an environment's Helpful Languages but before any Weather or Resources) describe special characteristics or hazards that are prevalent or ubiquitous throughout an environment, and may have some mechanical impact on characters within the environment.
A selection of example traits are provided, including the ones from the Dungeon Master's Guide, as well as a few supplemental traits, presented in alphabetical order.
Astral Rift
Energy from the Astral Plane suffuses the certain places within this environment. An astral rift cover an area of any size, and the space within it is distorted. Each creatures within an astral rift can't use its normal movement speed, and instead has a movement speed (in feet) equal to 3 × its Intelligence score. Additionally, checks made to navigate the environment within an astral rift are at disadvantage.
Avalanche, Mudslide, or Rockslide
Certain environments may be prone to sudden shifts in terrain in the form of an avalanche, mudslide, or rockslide. Such an event can be triggered by loud sounds, such as shouting or effects that produce thunderous booms such as the knock or thunderwave spells. An avalanche, mudslide, or rockslide can cover an area of any size. Each creature in the area must succeed on a DC 15 Dexterity saving throw or take 22 (4d10) bludgeoning damage and become buried under 11 (2d10) feet of mud, rock, or snow. While a creature is buried, it is restrained and unable to breathe.
The area of the avalanche, mudslide, or rockslide becomes difficult terrain until cleared, with each 5-foot-diameter portion requiring at least 1 minute to clear by hand.
Desecrated GroundDMG
Certain areas within the environments are imbued with the unseen traces of ancient evil. An area of desecrated ground can be any size, and a detect evil and good spell cast within range reveals its presence.
Undead standing on desecrated ground have advantage on all saving throws.
A vial of holy water purifies a 10-foot-square area of desecrated ground when sprinkled on it, and a hallow spell purifies desecrated ground within its area.
Energy Locus
A mystical focus for elemental energy can be found within this environment, filling an area of any size. Each energy locus heighten the power of a different type, from acid, cold, fire, lightning, or thunder energy.
Effect within the area that deals damage of the type that matches the locus deal maximum damage.
Feywild Fog
Strange and mystical fog permeates this environment, filling it with Feywild magic. After a creature has spent 24 hours within this fog, it must make a DC 10 Wisdom saving throw. Fey creatures automatically succeed on the saving throw, as do any creatures, like elves and half-elves, that have the Fey Ancestry trait. A creature that fails the saving throw remem- bers nothing of the past 24 hours. On a successful save, the creature's memories remain intact but are a little hazy.
Any spell that can end a curse can restore the creature's lost memories.
Flammable Gas
Certain gases can be found within this environment, and produce a faint odor. When an area of flammable gas is exposed to an open flame, the gas combusts and explodes. Each creature within the gas must make a DC 15 Dexterity saving throw, taking 28 (8d6) fire damage on a failed save, or half as much damage on a successful one.
The fire spreads around corners and ignites flammable objects in the area that aren't being worn or carried.
Frigid WaterDMG
A creature can be immersed in frigid water for a number of minutes equal to its Constitution score before suffering any ill effects. Each additional minute spent in frigid water requires the creature to succeed on a DC 10 Constitution saving throw or gain one level of exhaustion. Creatures with resistance or immunity to cold damage automatically succeed on the saving throw, as do creatures that are naturally adapted to living in ice-cold water.
Gravity Well
A region of strange gravity, a gravity well can be any size. Creatures and objects within the area weigh 1d8 times as much as normal.
Rule Reminder: Suffocation
A creature can hold its breath for a number of minutes equal to 1 + its Constitution modifier (minimum of 30 seconds).
When a creature runs out of breath or is choking, it can survive for a number of rounds equal to its Constitution modifier (minimum of 1 round). At the start of its next turn, it drops to 0 hit points and is dying, and it can't regain hit points or be stabilized until it can breathe again.
For example, a creature with a Constitution of 14 can hold its breath for 3 minutes. If it starts suffocating, it has 2 rounds to reach air before it drops to 0 hit points.
–Player's Handbook, page 183
Itching Ivy
Certain plants within this environment produce natural poisons, which cause intense itching on creatures unfortu- nate enough to come in contact with it. When a creature comes into direct contact with itching ivy for the first time on a turn, the creature must succeed on a DC 10 Constitution saving throw or become poisoned for 8 hours as it is overtaken by itching.
A creature can remove the poison by using a short rest to bathe in water, alcohol, or vinegar.
QuicksandDMG
A quicksand pit covers the ground in roughly a 10-foot square area and is usually 10 feet deep. When a creature enters the area, it sinks 3 (1d4 + 1) feet into the quicksand and becomes restrained. At the start of each of the creature's turns, it sinks another 2 (1d4) feet. As long as the creature isn't completely submerged in quicksand, it can escape by using its action and succeeding on a Strength check. The DC is 10 plus the number of feet the creature has sunk into the quicksand. A creature that is completely submerged in quicksand can't breathe.
A creature can pull another creature within its reach out of a quicksand pit by using its action and succeeding on a Strength check. The DC is 5 plus the number of feet the target creature has sunk into the quicksand.
RazorvineDMG
Razorvine is a plant that grows in wild tangles and hedges. It also clings to the sides of buildings and other surfaces as ivy does. A 10-foot-high, 10-foot-wide, 5-foot-thick wall or hedge of razorvine has AC 11, 25 hit points, and immunity to bludgeoning, piercing, and psychic damage. When a creature comes into direct contact with razorvine for the first time on a turn, the creature must succeed on a DC 10 Dexterity saving throw or take 5 (1d10) slashing damage from the razorvine's bladelike thorns.
Slippery IceDMG
Slippery ice is difficult terrain. When a creature moves onto slippery ice for the first time on a turn, it must succeed on a DC 10 Dexterity (Acrobatics) check or fall prone.
Strong Current
River rapids and tumultuous tides flow and swell across this environment. The current carries creatures and objects within it at a speed of 35 (2d6 × 5) feet on initiative 20 (losing initiative ties).
Tall Grass
Tall grass covers this environment, either in patches or near entirely, providing cover for prey and predators alike. A Large or Medium creature can attempt to hide within the grass by falling prone in the grass, and Small and Tiny creatures can attempt to hide without falling prone.
If the creature moves at more than half its speed, it causes enough disturbance to reveal its location.
Thin IceDMG
Thin ice has a weight tolerance of 160 (3d10 × 10) pounds per 10-foot-square area. Whenever the total weight on an area of thin ice exceeds its tolerance, the ice in that area breaks. All creatures on broken ice fall through.
Thunderstorms
This environment is prone to strikes of lightning. If the preci- pitation is overcast, light rain, or heavy rain, the DM can choose for a thunderstorm to occur, or can roll a d6 to decide, with a thunderstorm occurring on a 5–6. Every hour during a thunderstorm, 3 (1d6) bolts of lightning strike within an area a mile across, generally striking the tallest object, or otherwise a conductive object such as a knight clad in armor. The lightning strikes behave as per the call lightning spell, with a save DC of 15.
Tornado
This environment's whirling winds can produce tornadoes. If the wind is strong, the DM can choose for a tornado to occur, or can roll on a d6 to decide, with a tornado occurring on a 5–6. Tornados are difficult terrain. Each tornado has a rank, which determines its size and strength, as shown on the Tornado and Whirlpool Rank table. A tornado's height is equal to ten times its diameter.
As a tornado rotates, erratic air patterns can cause it to move a number of feet equal to its velocity on initiative 20 (losing initiative ties).
When a creature moves into a tornado or starts its turn there, it must make a Strength saving throw with a DC determined by the tornado's rank. On a success, the creature can move as normal. On a failure, the creature is immediately moved toward the vortex's center at the tornado's velocity, and the creature is restrained by the tornado until the start of its next turn. If the creature reaches the tornado's center, it is lifted upward a number of feet equal to the tornado's velocity.
A tornado picks up materials and debris that it passes over, and can form a dust devil if it moves over sand, dust, loose dirt, or light gravel. The area within a dust devil is heavily obscured. A tornado that moves over intense open flames forms a fire whirl. Each creature within the fire whirl takes fire damage equal to the tornado's DC at the start of its turn.
WhirlpoolsGOS
In areas where storms or opposed currents drive powerful waters together, violent maelstroms might form. Whirlpools are difficult terrain. Each whirlpool has a rank, which determines its size and strength, as shown on the Tornado and Whirlpool Rank table. A whirlpool's depth equals half
its diameter.
When a creature moves into a whirlpool or starts its turn there, it must make a Strength (Athletics) check with a DC determined by the whirlpool's rank. On a success, the creature can move normally. On a failure, the creature is immediately moved toward the vortex's center at the whirl- pool's velocity, and the creature is restrained by the whirlpool until the start of its next turn. If the creature reaches the whirlpool's center, it is pulled under the surface a number of feet underwater equal to the whirlpool's velocity.
Tornado and Whirlpool Rank
Rank | Diameter | Velocity | DC |
---|---|---|---|
1 | 22 (4d10) ft. | 5 ft. | 5 |
2 | 55 (10d10) ft. | 15 ft. | 10 |
3 | 110 (20d10) ft. | 25 ft. | 15 |
4 | 160 (30d10) ft. | 35 ft. | 20 |
Weather
An environment's weather includes the temperature, wind, and precipitation conditions within the environment. An environment stat block generally provides a table for each of these sections, allowing you to quickly determine the weather and the effects it will have on creatures within it. The DM can choose the weather conditions, or can roll for them once every 12 hours.
Optional: Dynamic Weather
Instead of rolling every 12 hours, the DM can roll 2d6 to determine the weather condition's duration in hours.
Temperature
The temperature within an environment is generally provided as a table, with a separate entry for each seasons. Additionally, most environments will also include different entires for temperature during the day and night. Some environments like the Underdark may not experience pronounced changes between different seasons, and instead will only include a single entry for temperature.
Some environments may produce extremely cold or hot temperatures, directly referencing effects in the Dungeon Master's Guide. Some of these effects are listed below. Extreme Cold. Whenever the temperature is at or below 0 degrees Fahrenheit, a creature exposed to the cold must succeed on a DC 10 Constitution saving throw at the end of each hour or gain one level of exhaustion. Creatures with resistance or immunity to cold damage automatically succeed on the saving throw, as do creatures wearing cold weather gear (thick coats, gloves, and the like) and creatures naturally adapted to cold climates. Extreme Heat. When the temperature is at or above 100 degrees Fahrenheit, a creature exposed to the heat and without access to drinkable water must succeed on a Constitution saving throw at the end of each hour or gain one level of exhaustion. The DC is 5 for the first hour and increases by 1 for each additional hour.
Creatures wearing medium or heavy armor, or who are clad in heavy clothing, have disadvantage on the saving throw. Creatures with resistance or immunity to fire damage automatically succeed on the saving throw, as do creatures naturally adapted to hot climates.
Wind
The wind within an environment is generally provided as a table, with entries for no wind, light wind, and strong wind. To determine the direction of the wind, roll a d8 and assign a direction to each die face. Some environments like the Underdark may receive no wind.
The wind conditions within an environment can have an impact on the tools and techniques available to character traveling the environment. Certain spells such as fog cloud or items such as a smoke bomb are dispersed by winds of various speeds. Additionally, wind can be an important factor in the spread of fires and scents. A prepared hunter knows the direction of the wind, and how to stay downwind of prey. The details of light and strong winds are explained below.
Light Wind. A light wind is capable of gradually dispersing fog, mist, and smoke. Describing any wind whose speed ranges from 1 mile per hour to 19 miles per hour, you can determine the exact speed of a light wind by rolling a d20 and taking the result as the wind's speed in miles per hour. If the result is a 20, the light wind instead has the effects of a strong wind, blowing at 20 miles per hour. Strong Wind. A strong wind imposes disadvantage on ranged weapon attack rolls and Wisdom (Perception) checks that rely on hearing. A strong wind also extinguishes open flames, disperses fog, and makes flying by nonmagical means nearly impossible. A flying creature in a strong wind must land at the end of its turn or fall.
A strong wind in a desert can create a sandstorm, while strong winds with falling heavy snow can produce a blizzard, both of which impose disadvantage on Wisdom (Perception) checks that rely on sight.
A strong wind blows with a speed of at least 20 miles per hour. You can determine the exact speed of a strong wind by rolling a d20 and adding 20 to the result, taking the total as the wind's speed in miles per hour.
Precipitation
The humidity, moisture, and rainfall within an environment is summarized by its humidity, which is usually displayed as a table with entries for no precipitation, fog or mist, overcast, light precipitation, and heavy preciptation. Some environ- ments like the Underdark may receive no precipitation, while others such as deserts may not receive certain types of precipitation like heavy rain.
The amount of precipitation in an area can create various situations for characters exploring the environment. Some standard precipitation conditions are listed below. Fog or Mist. Hanging thick in the air, fog or mist obscures vision and deadens sound. The thickness of the fog or mist can range from light to very heavy, and heavily obscures the area beyond a certain distance from creatures within it. Fog or mist can impose disadvantage on Wisdom (Survival) checks made to navigate the environment or to forage for food and water.
Fog and mist is swept away immediately in strong wind, and is swept away over the course of 1d6 hours in light wind. The DM can choose the mist's thickness, or can roll on the Mist Thickness and Obfuscation table to determine it. The mist's thickness determines how far a creature in the mist can see before the area beyond is heavily obscured.
Mist Thickness and Obfuscation
d10 | Thickness | Heavily Obscured Distance | ||||
---|---|---|---|---|---|---|
1–3 | Light | 30 ft. | ||||
4–7 | Moderate | 20 ft. | ||||
8–9 | Heavy | 10 ft. | ||||
10 | Very Heavy | 5 ft. |
Overcast. Moisture in an environment need not always fall as rain or snow. Instead, an overcast sky can cast the area in dim light, and turns areas that would normally be dimly light into darkness.
Light Precipitation. The light precipitation manifests as hail, sleet, or snow if the temperature in the area is below 32 degrees Fahrenheit, or as rain if the temperature is 32 degrees Fahrenheit or higher.
Light precipitation generates between 0.1 to 0.3 inches of rain per hour, or ten times as much snow. You can determine the exact amount of rain or snow by rolling a d20 and adding 10, dividing the result by 100 and taking the total as the the amount of rain in inches per hour. If the number on the d20 is a 20, the light precipitation instead has the effects of heavy precipitation, producing 0.3 inches of rain per hour, or ten times as much snow.
Light precipitation produces the effects of an overcast sky, as well as additional effects depending on the form it takes. Light rain wets rocky surfaces and can make climbing more difficult, imposing disadvantage to checks made to climb surfaces within an area of light rain. Light snow makes covering tracks difficult, granting advantage to checks made to follow footprints made within the area. Heavy Precipitation. Everything within an area of heavy rain or heavy snowfall is lightly obscured, and creatures in the area have disadvantage on Wisdom (Perception) checks that rely on sight. Heavy rain also extinguishes open flames and imposes disadvantage on Wisdom (Perception) checks that rely on hearing.
The heavy precipitation manifests as snow or hail if the temperature in the area is at or below 32 degrees Fahrenheit, or as rain if the temperature is above 32 degrees Fahrenheit.
Heavy precipitation generates at least than 0.3 inches of rain per hour, or ten times as much snow. You can determine the exact amount of rain or snow by rolling a d20 and adding 30, dividing the result by 100 and taking the total as the the amount of rain in inches per hour.
In addition to the effects of light rain, creatures within an area of heavy rain have resistance to fire damage, as if submerged in water. Heavy snow instead creates difficult terrain and imposes disadvantage on checks made to follow footprints within the area.
Optional: Water and Lightning
A creature drenched in water from heavy rain might be more conductive and susceptible to lightning. At the DM's discretion, Dexterity saving throws made to avoid effects pertaining to lightning, such as the call lightning or lightning bolt spells, may be made at disadvantage, and attack rolls for spells that deal lightning damage, such as shocking grasp, may be made at advantage.
Notable Locations
When creating a specific environment's stat block, you can include special locations that can be found within the area. These can include settlements, ruins, or landmarks within the area. Each entry in this section should contain a brief description of the notable location, as well as any details specified below.
Settlements
Settlements listed within an environment's stat block should have enough detail to answer basic questions that may come up when visiting or gathering information about the settle- ment. Important information such as the overall population size, governance or leadership structure, and notable traits.
The description for a settlement can also include any number of combat-ready creatures or NPCs who may serve to defend the settlement should trouble arise.
Ruins
Certain environments may contain abandoned settlements and structures, ruins from times long past. Ruins may serve as interesting locations for encounters or exploration. Some ruins may contain hidden secrets or treasures, while others may be usable as shelter to take a short or long rest or to escape the elements.
Landmarks
Within an environment, different natural structures may serve as landmarks for travelers. Such landmarks are usually prominently visible or noticeable, and can be used to more easily navigate the environment. After a creature has identified such a landmark, it cannot be lost within the environment as long as the landmark is in sight.
The exact form a landmark takes varies by
environment. Within a forest environment, it
may take the shape of a large rock formation
rising up above the trees, or as a particularly
tall tree that rises above the others. Within a
mountainous environment, a particularly high
snowcapped peak may serve as a landmark.
Using Maps
The environment statistics detailed in this section are designed to be used alongside maps, not in place of them. When defining the statistics of an environment from a map, it is important to ensure that the stat block contains enough information about any locations or markers detailed on the map. Conversely, when creating a map based off of an environment's statistics, it may be helpful to mark any notable locations on the map, as well as making note of where an environment's special traits will come into play.
Optional: Random Encounters
Within an environment, random encounters serve as a way for the DM to create urgency or establish atmosphere, or otherwise to provide a challenge or excitement should the characters find themselves in an undesirable lull. The Dungeon Master's Guide highlights other purposes that a random encounter can serve.
For an environment, a random encounter table can be included should the DM ever need to generate such an encounter. Preparing an encounter table for an environment allows the DM to preemptively select creatures that are native to the environment. The party's level should be taken into account when building this encounter table.
Example Environments
A number of example environment statistics have been provided in this section to serve as a basis for understanding and modification.
Example Environments
Type | Name | Page | ||
---|---|---|---|---|
Arctic | Tooth-Break Tundra | 34 | ||
Coastal | Ashi Island | 35 | ||
Desert | Gali Desert | 36 | ||
Forest | Moorewoods | 37 | ||
Grassland | Bandri Savanna | 38 | ||
Hill | Hralomaria | 39 | ||
Mountains | Mount Drakholm | 40 | ||
Ocean | Nethamian Sea | 41 | ||
Swamp | Il'Daeus River Delta | 42 | ||
Underdark | Liante Mar | 43 | ||
Underwater | Yaria Lakebed | 44 |
Tooth-Break Tundra
Arctic environment
Foraging Identification Navigation DC 20 DC 15 DC 10
- Visibility Normal
- Helpful Languages Giant
Frigid Water. A creature can be immersed in frigid water for a number of minutes equal to its Constitution score before suffering any ill effects. Each additional minute spent in frigid water requires the creature to succeed on a DC 10 Constitution saving throw or gain one level of exhaustion. Creatures with resistance or immunity to cold damage automatically succeed on the saving throw, as do creatures that are naturally adapted to living in ice-cold water.
Slippery Ice. Slippery ice is difficult terrain. When a crea- ture moves onto slippery ice for the first time on a turn, it must succeed on a DC 10 Dexterity (Acrobatics) check or fall prone.
Thin Ice. Thin ice has a weight tolerance of 160 (3d10 × 10) pounds per 10-foot-square area. Whenever the total weight on an area of thin ice exceeds its tolerance, the ice in that area breaks. All creatures on broken ice fall through.
Weather
Every 12 hours, roll for temperature, wind, and precipitation. To determine the direction of the wind, roll a d8 and assign a direction to each die face.
Season Daytime Temperature (°F) Nighttime Temperature (°F) Winter 2d6 – 20 1d6 – 35 Spring 2d8 1d8 – 10 Summer 2d12 + 20 1d12 Fall 3d8 + 5 2d8
d20 Wind 1–10 None 11–16 Light wind, 1d20 miles per hour 17–20 Strong wind, 1d20 + 20 miles per hour d20 Precipitation 1–4 None 5–10 Overcast, fog, or mist 11–16 Light rain, (1d20 + 10) / 100 inches of rain per hour, or ten times as much snow 17–20 Heavy rain, (1d20 + 30) / 100 inches of rain per hour, or ten times as much snow
Foraging and Hunting
On a successful Wisdom (Survival) check made to forage or hunt, roll for what kind of flora, fauna, or other resource is encountered.
d100 Encounter 01–20 1d6 pounds of edible lichen 21–40 1d4 rabbits 41–50 1 fox 51–65 1 owl 66–75 1d6 blood hawks 76–80 1 elk 81–85 1 giant owl 86–90 1 giant elk 91–95 1 saber-toothed tiger 96–98 1 polar bear 99–00 1 winter wolf Notable Locations
Ancient Crypt (Ruin). Buried underneath centuries of ice, an ancient stone trapdoor leads down into the frigid crypt of a civilization from the far past. Within the crypt are 10 (3d6) zombies, 2 (1d4) wights, and 1 stone golem made of ice, which all have vulnerability to fire damage. The temperature in the crypt is 11 (2d10) degrees Fahrenheit colder than it is outside. A staff of frost can be found within the crypt's depths, as well as an ancient journal written in Elvish, which tells of a powerful noble's descent into madness. A character that succeeds on a DC 20 Intelligence (History or Religion) check can recognize signs that the author had made preparations to become a vampire upon death.
Sawtooth Ridge (Landmark). A jagged set of ridges rising up to just over 4,000 feet high, Sawtooth Ridge can be seen in good weather, identifying the eastern edge of the Tooth-Break Tundra. Atop the ridge sits the lair of an adult white dragon, a feral creature that goes by only the name given to it by travelers: White Fang.
Winterheart (Settlement). An enormous fortress built from bone, stone, and ice, Winterheart is home to a clan of frost giants, led by one named Ubor. Under the typically overcast skies of the Tooth-Break Tundra, Ubor has kindly opened his home to a number of unearthly vampiric guests.
The walls of Winterheart are patrolled by 2 (1d4) winter wolves at any time. Within its walls are 10 (3d6) frost giants, 1 vampire, 2 (1d4) vampire spawn, and 14 (4d6) winter wolves. These creatures are hostile to any creature that has not earned Ubor's permission to enter Winterheart.
Winterheart's frozen vault contains within it many wondrous treasures, including a pair of boots of the winterlands, a frostbrand greatsword, and a ring of cold resistance, along with 3d6 gems each worth 500 gp, 4d6 × 1,000 gp, and 5d6 × 100 pp.
Ashi Island
Coastal environment
Foraging Identification Navigation DC 10 DC 20 DC 15
- Visibility Normal
- Helpful Languages Infernal
Quicksand. A quicksand pit covers the ground in roughly a 10-foot square area and is usually 10 feet deep. When a creature enters the area, it sinks 3 (1d4 + 1) feet into the quicksand and becomes restrained. At the start of each of the creature's turns, it sinks another 2 (1d4) feet. As long as the creature isn't completely submerged in quicksand, it can escape by using its action and succeeding on a Strength check. The DC is 10 plus the number of feet the creature has sunk into the quicksand. A creature that is completely submerged in quicksand can't breathe.
A creature can pull another creature within its reach out of a quicksand pit by using its action and succeed-
ing on a Strength check. The DC is 5 plus the number of feet the target creature has sunk into the quicksand.Razorvine. Razorvine is a plant that grows in wild tangles and hedges. It also clings to the sides of buildings and other surfaces as ivy does. A 10-foot-high, 10-foot-wide, 5-foot-thick wall or hedge of razorvine has AC 11, 25 hit points, and immunity to bludgeoning, piercing, and psychic damage.
When a creature comes into direct contact with razorvine for the first time on a turn, the creature must succeed on a DC 10 Dexterity saving throw or take 5 (1d10) slashing damage from the razorvine's blade-like thorns.Weather
Every 12 hours, roll for temperature, wind, and precipitation. To determine the direction of the wind, roll a d8 and assign a direction to each die face.
Season Daytime Temperature (°F) Nighttime Temperature (°F) Winter 2d6 + 45 1d6 + 35 Spring 2d8 + 50 1d8 + 45 Summer 3d6 + 60 2d6 + 55 Fall 2d6 + 50 1d6 + 45
d20 Wind 1–12 None 13–16 Light wind, 1d20 miles per hour 17–20 Strong wind, 1d20 + 20 miles per hour
d20 Precipitation 1–8 None 9–12 Overcast, fog, or mist 13–16 Light rain, (1d20 + 10) / 100 inches of rain per hour 17–20 Heavy rain, (1d20 + 30) / 100 inches of rain per hour Foraging and Hunting
On a successful Wisdom (Survival) check made to forage or hunt, roll for what kind of flora, fauna, or other resource is encountered.
d100 Encounter 01–20 2d6 pounds of edible fruits and nuts and 2d4 gallons of fresh water 21–30 1d4 doses of medicinal herbs, each of which can be applied during a short rest to restore 2d4 + 2 hit points 31–40 1 swarm of quippers 41–50 1d4 poisonous snakes 51–60 1 constrictor snake 61–70 2d8 crabs 71–80 1 reef shark 81–85 1d6 blood hawks 86–90 1 giant octopus 91–93 1 giant crab 94–96 1 giant lizard 97–98 1 giant eagle 99–00 1 giant scorpion Notable Locations
Outcast Tribal Camp (Settlement). A collection of misfits, outlaws, criminals, and pariahs, the outcast camp is home to those without a home. Connected by bonds forged through shared hardship, the inhabitants of this camp are wary of outsiders and keep guard on their secrets tightly. If called to arms, the camp consists of 13 (3d8) tribal warriors, 3 (1d6) berserkers, 2 (1d4) druids, 2 (1d4) priests, and 1 veteran.
Stone Obelisks (Landmark). Lining the beach at various points, black stone obelisks stand 60 feet tall. At night, these obelisks glow faintly with arcane energy, serving as a guiding light for boats.
Each obelisk marks the center of a hallow spell with the Tongues effect, which the locals use in order to converse with foreign travelers. Even the locals are unclear on the exact origins of these obelisks, though legend suggests that they were placed hundreds of years ago by a holy saint.
Gali Desert
Desert environment
Foraging Identification Navigation DC 20 DC 15 DC 10
- Visibility Normal
- Helpful Languages Celestial
Desecrated Ground. Certain areas within the desert have been desecrated by miasma that leeches out from ancient tombs. An area of desecrated ground can be any size, and a detect evil and good spell cast within range reveals its presence.
Undead standing on desecrated ground have advantage on all saving throws.
A vial of holy water purifies a 10-foot-square area of desecrated ground when sprinkled on it, and a hallow spell purifies desecrated ground within its area.Mirage Oasis. Heat rising from the sand can sometimes create a shimmering pattern that appears as light reflecting off of water to characters who observe it. A creature can attempt a DC 15 Wisdom (Perception) check in order to examine the pattern, determine that it is a mirage on a success.
Weather
Every 12 hours, roll for temperature, wind, and precipitation. To determine the direction of the wind, roll a d8 and assign a direction to each die face.
Season Daytime Temperature (°F) Nighttime Temperature (°F) Winter 2d6 + 45 1d6 + 35 Spring 2d8 + 70 1d8 + 50 Summer 2d12 + 95 1d12 + 80 Fall 3d6 + 80 2d6 + 55
d20 Wind 1–12 None 13–16 Light wind, 1d20 miles per hour 17–20 Strong wind, 1d20 + 20 miles per hour d100 Precipitation 01–99 None 00 Light rain, (1d20 + 10) / 100 inches of rain per hour Foraging and Hunting
On a successful Wisdom (Survival) check made to forage or hunt, roll for what kind of flora, fauna, or other resource is encountered.
d100 Encounter 01–20 1d6 pounds of edible cactus flesh and 1d4 gallons of cactus juice 21–30 1d6 lizards 31–40 1d6 scorpions 41–50 1d4 poisonous snakes 51–60 1d4 hawks 61–70 1d4 jackal 71–80 1d4 hyena 81–85 1d6 blood hawks 86–90 1d6 vultures 91–93 1 giant lizard 94–96 1 giant hyena 97–98 1 giant vulture 99–00 1 giant scorpion Notable Locations
Kimu'a Oasis (Landmark). Within the Gali Desert's harsh and dry sand lies single wellspring of life, where animals and travelers alike gather to seek refuge and draw precious water. The oasis is surrounded by desert palm trees, allowing it to serve as a reference point for those who wander near. At any given time, there will be 5 (1d10) other travelers at the oasis, which can be represented using the statistics of any humanoid creature. Most travelers are here are weary from their travels and don't wish to start any trouble.
Pharaoh's Tomb (Ruin). Forgotten to time, a crumbling limestone and granite structure stands to honor an ancient king, buried under the sands and only unveiled by particularly strong winds (over 30 miles per hour). Within the tomb are 10 (3d6) swarms of insects (scarabs), 9 (2d8) mummies, and 1 mummy lord. The area within the tomb is desecrated ground, and the tomb is also filled with all manners of traps, both mechanical and magical, although most such traps bear script in Celestial nearby, both warning of the trap and providing clues about its nature. The temperature inside the tomb is 2d6 + 55 degrees Fahrenheit.
The tomb's treasure room contains an alchemy jug, an efreeti bottle, a gem of seeing, a ring of protection, 2d6 gems each worth 1,000 gp, and 6d6 × 1,000 gp.Nomad Camp (Settlement). Constantly on the move, a clan of nomads native to the Gali Desert welcomes travelers seeking trade and information. Their campsite consists of a number of large white cloth tents and strange metal devices that are used to capture precious drops of moisture from the desert air. The nomads within the camp consist of 10 (3d6) bandits and 2 (1d4) bandit captains. In exchange for gold or water, the nomads may agree to guide travelers across the desert. Should any travelers not survive along the way, the nomads will gladly strip their bodies of any valuables.
Moorewoods
Forest environment
Foraging Identification Navigation DC 10 DC 15 DC 15
- Visibility Heavily wooded, passive Perception –5
- Helpful Languages Elvish, Sylvan
Feywild Fog. Strange and mystical fog permeates this environment, filling it with Feywild magic. After a creature has spent 24 hours within this fog, it must make a DC 10 Wisdom saving throw. Fey creatures automatically succeed on the saving throw, as do any creatures, like elves and half-elves, that have the Fey Ancestry trait. A creature that fails the saving throw remembers nothing of the past 24 hours. On a successful save, the creature's memories remain intact but are a little hazy.
Any spell that can end a curse can restore the creature's lost memories.Itching Ivy. Certain plants within this environment produce natural poisons, which cause intense itching on creatures unfortunate enough to come in contact with it. When a creature comes into direct contact with itching ivy for the first time on a turn, the creature must succeed on a DC 10 Constitution saving throw or be-come poisoned for 8 hours as it is overtaken by itching.
A creature can remove the poison by using a short rest to bathe in water, alcohol, or vinegar.Weather
Every 12 hours, roll for temperature, wind, and precipitation. To determine the direction of the wind, roll a d8 and assign a direction to each die face.
Season Daytime Temperature (°F) Nighttime Temperature (°F) Winter 2d6 + 25 1d6 + 20 Spring 2d8 + 35 1d8 + 30 Summer 4d8 + 50 3d8 + 45 Fall 2d6 + 45 1d6 + 40
d20 Wind 1–12 None 13–18 Light wind, 1d20 miles per hour 19–20 Strong wind, 1d20 + 20 miles per hour d20 Precipitation 1–10 None 11–14 Overcast, fog, or mist 15–18 Light rain, (1d20 + 10) / 100 inches of rain per hour, or ten times as much snow 19–20 Heavy rain, (1d20 + 30) / 100 inches of rain per hour, or ten times as much snow Foraging and Hunting
On a successful Wisdom (Survival) check made to forage or hunt, roll for what kind of flora, fauna, or other resource is encountered.
d100 Encounter 01–10 2d6 berries as per the goodberry spell 11–20 2d4 rabbits 21–30 2d4 squirrels 31–40 1d6 raccoons 41–50 1d6 sparrows 51–60 1d4 foxes 61–70 1d4 badgers 71–80 1 boar 81–85 1 black bear 86–90 1 elk 91–92 1 brown bear 93–94 1 owlbear 95–96 1d4 wolves 97–98 1 dire wolf 99–00 1 blink dog Notable Locations
Filenuma (Settlement). Grown from the trees, Filenuma stands as the largest elven city in the land, home to a near 10,000 elves. The verdant city contains inns, taverns, woodworkers, enchanters, and various shrines to nature gods. There is a distinct lack of smiths and metal weaponry within Filenuma. Travelers may be able to sell metal weapons for quite a high price.
Getting to the city is a tremendous task on its own, as travelers must brave the chaotic magic of the Moorewoods to reach it. Without an elven guide, reaching the city is nearly impossible.The Great Tree (Landmark). A Gargantuan sentient plant, the Great Tree protects the Moorewoods against intruders. Forest creatures that dwell near its roots become transformed by some strange magic, becoming half-plant, half-beast creatures covered in barkskin. The area directly around the Great Tree grows dense with itching ivy.
Rea Asari (Settlement). A seaside elven town at the edge of the Moorewoods, Rea Asari serves as the main connection between the elves and the outside world. Its location by the coast gives it access to ocean trade routes. People from all over the world pass through Rea Asari's port, either to exchange goods or as a rest stop on a longer journey.
Rea Asari contains many taverns, as well as a bustling marketplace near the docks. Ships from many nations dock at its ports, providing both exotic goods and passage to foreign lands.
The town is guarded by 33 (6d10) guards, as well as 28 (8d6) bandits (sailors).
Bandri Savanna
Grassland environment
Foraging Identification Navigation DC 15 DC 10 DC 5
- Visibility Normal
- Helpful Languages —
Strong Current. The swift-flowing Il'Daeus River cuts through the savanna. The current carries creatures and objects within it at a speed of 35 (2d6 × 5) feet on initiative 20 (losing initiative ties).
Tall Grass. Tall grass blanket nearly all of the Bandri Savanna, and provide cover for prey and predators alike. A Large or Medium creature can attempt to hide within the grass by falling prone in the grass, and Small and Tiny creatures can attempt to hide without falling prone.
If the creature moves at more than half its speed, it causes enough disturbance to reveal its location.Weather
Every 12 hours, roll for temperature, wind, and precipitation. To determine the direction of the wind, roll a d8 and assign a direction to each die face.
Season Daytime Temperature (°F) Nighttime Temperature (°F) Winter 2d6 + 65 1d6 + 60 Spring 2d8 + 70 1d8 + 65 Summer 3d6 + 75 2d6 + 70 Fall 2d6 + 70 1d6 + 65
d20 Wind 1–15 None 16–18 Light wind, 1d20 miles per hour 19–20 Strong wind, 1d20 + 20 miles per hour d20 Precipitation 1–15 None 16–18 Overcast, fog, or mist 19–20 Light rain, (1d20 + 10) / 100 inches of rain per hour
Foraging and Hunting
On a successful Wisdom (Survival) check made to forage or hunt, roll for what kind of flora, fauna, or other resource is encountered.
d100 Encounter 01–30 1d6 pounds of edible grasses and 1d4 gallons of fresh water 31–40 1d4 jackals 41–50 1d4 vultures 51–60 1d4 hyena 61–70 1 boar 71–75 1 giant vulture 76–80 1 giant boar 81–85 1 giant hyena 86–90 1 lion 91–95 1 rhinoceros 96–00 1 elephant Notable Locations
Druidic Ritual Site (Ruins). Tucked away behind tall grasses, a ruined circle of stones marks the meeting site of a group of ancient druids. Though seemingly abandoned, the circle still sees occasional visitors in the form of 10 (3d6) druids, who come to the circle on the night of a full moon in order to perform a ritual. If the ritual is completed, 3 (1d6) of the druids will become werewolves, which are hostile to all creatures except for the other druids.
Hanging Rock (Landmark). This strange rock formation stands 200 feet tall, tapering to a fine point which supports an impossibly large boulder. The boulder levitates in place as a result of some ancient elemental magic pinning it in place.
A Huge or larger creature can use an action to make a DC 30 Strength check, moving the fixed boulder up to 10 feet on a success.Il'Daeus River (Landmark). Carving a path through the savanna, the mighty Il'Daeus provides the otherwise hot and dry grasslands with a reliable source of water, its banks lush with trees and vegetation. A character foraging or hunting from the river's banks only needs to succeed on a DC 10 Wisdom (Survival) check in order to find food, and can find water without needing to make a check. The river is lush with swarms of quippers.
Hralomaria
Hill environment
Foraging Identification Navigation DC 10 DC 10 DC 10
- Visibility Normal
- Helpful Languages Dwarvish
Flammable Gas. Odorous gases leak from abandoned mines carved into the hills. When an area of flammable gas is exposed to an open flame, the gas combusts and explodes. Each creature within the gas must make a DC 15 Dexterity saving throw, taking 28 (8d6) fire damage on a failed save, or half as much damage on a successful one.
The fire spreads around corners and ignites flamm- able objects in the area that aren't being worn or carried.Tall Grass. Tall grass covers the hills of Hralomaria in patches, providing cover for prey and predators alike. A Large or Medium creature can attempt to hide within the grass by falling prone in the grass, and Small and Tiny creatures can attempt to hide without falling prone.
If the creature moves at more than half its speed, it causes enough disturbance to reveal its location.Thunderstorms. This environment is prone to strikes of lightning. If the precipitation is overcast, light rain, or heavy rain, the DM can choose a thunderstorm to occur, or can roll a d6 to decide, with a thunderstorm occurr-
ing on a 5–6. Every hour during a thunderstorm, 3 (1d6) bolts of lightning strike within an area a mile across, generally striking the tallest object, or otherwise a conductive object such as a knight clad in armor. The lightning strikes behave as per the call lightning spell, with a save DC of 15.Weather
Every 12 hours, roll for temperature, wind, and precipitation. To determine the direction of the wind, roll a d8 and assign a direction to each die face.
Season Daytime Temperature (°F) Nighttime Temperature (°F) Winter 2d6 + 30 1d6 + 25 Spring 2d8 + 50 1d8 + 45 Summer 3d6 + 60 2d6 + 55 Fall 3d6 + 45 2d6 + 40
d20 Wind 1–12 None 13–17 Light wind, 1d20 miles per hour 18–20 Strong wind, 1d20 + 20 miles per hour
d20 Precipitation 1–12 None 13–16 Overcast, fog, or mist 17–18 Light rain, (1d20 + 10) / 100 inches of rain per hour, or ten times as much snow 19–20 Heavy rain, (1d20 + 30) / 100 inches of rain per hour, or ten times as much snow Foraging and Hunting
On a successful Wisdom (Survival) check made to forage or hunt, roll for what kind of flora, fauna, or other resource is encountered.
d100 Encounter 01–30 2d6 pounds of edible grasses and 2d4 gallons of fresh water 31–40 1d4 eagles 41–50 1d6 weasels 51–55 1d4 boars 56–60 1d4 goats 61–75 1d4 wolves 76–80 1 giant eagle 81–85 1 giant boar 86–90 1 giant goat 91–95 1 giant weasel 96–98 1 dire wolf 99–00 1 worg Notable Locations
Dwarven Trade Outpost (Settlement). An abandoned military outpost given a second life in the form of a trade outpost, this stone brick fortress is armed with
10 (3d6) ballistas and guarded by 7 (2d6) bandits,
5 (2d4) scouts, 2 (1d4) thugs, and 1 bandit captain.
The trade settlement is well stocked with rations and resources, and many different kinds of traders and goods can be found here.
Speaking with the settlement's guards can reveal that the settlement has been dealing with a worg problem, and that the settlement will offer a bounty of 1 gp for each worg slain.Goblin Base (Settlement). Not far from the dwarven trade settlement lies a goblin base, tucked into an abandoned mine in the side of a hill. A faint odor lingers in patches around the base, a subtle indication of flammable gas. Around the base roams 33 (6d10) worgs, riden by 21 (6d6) goblins and lead by 1 goblin boss.
Within the goblin base lies a hoard of 4d6 × 100 gp, 1d4 potions of healing, and 1d6 1st-level spell scrolls.
Mount Drakholm
Mountain environment
Foraging Identification Navigation DC 15 DC 15 DC 15
- Visibility Normal
- Helpful Languages Draconic
Avalanche. The snowy peaks of the mountain are prone to avalanches. Such an event can be triggered by loud sounds, such as shouting or effects that produce thunderous booms such as the knock or thunderwave spells. An avalanche, mudslide, or rockslide can cover an area of any size. Each creature in the area must succeed on a DC 15 Dexterity saving throw or take 22 (4d10) bludgeoning damage and become buried under 11 (2d10) feet of mud, rock, or snow. While a creature is buried, it is restrained and unable to breathe.
The area of the avalanche, mudslide, or rockslide becomes difficult terrain until cleared, with each 5-foot-diameter portion requiring at least 1 minute to clear
by hand.Weather
Every 12 hours, roll for temperature, wind, and precipitation. To determine the direction of the wind, roll a d8 and assign a direction to each die face.
Season Daytime Temperature (°F) Nighttime Temperature (°F) Winter 3d8 + 10 2d8 Spring 3d8 + 20 2d8 + 10 Summer 4d6 + 40 3d6 + 30 Fall 2d6 + 30 1d6 + 20
d20 Wind 1–5 None 6–15 Light wind, 1d20 miles per hour 16–20 Strong wind, 1d20 + 20 miles per hour d20 Precipitation 1–10 None 11–14 Overcast, fog, or mist 15–18 Light rain, (1d20 + 10) / 100 inches of rain per hour, or ten times as much snow 19–20 Heavy rain, (1d20 + 30) / 100 inches of rain per hour, or ten times as much snow
Foraging and Hunting
On a successful Wisdom (Survival) check made to forage or hunt, roll for what kind of flora, fauna, or other resource is encountered.
d100 Encounter 01–20 1d6 pounds of edible grasses and 1d4 gallons of fresh water 21–30 1d6 stirges 31–40 1 swarm of bats 41–50 1d4 goats 51–60 1d4 eagles 61–70 1 saber-toothed tiger 71–80 1 peryton 81–85 1 giant bat 86–90 1 giant goat 91–95 1 giant eagle 96–98 1 pseudodragon 99–00 1 wyvern Notable Locations
Drakholm Colosseum (Settlement). Carved into the side of the mountain, the entrance to the colosseum bears the form of a dragon with open maw, daring brave warriors to try their luck within.
Challengers can find various combat trials on the within the colosseum, ranging from single combat against gladiators, knights, and veterans, as well as group combat against lions, bulettes, and wyverns.
A challenger that emerges victorious from 10 (4d4) single combat trials can face against the reigning champion, a stone giant by the name Jonomund the Indomitable. Should a challenger emerge victorious against the champion they will be awarded with a belt of stone giant stregth, 2d6 gems each worth 100 gp, and 6d6 × 100 gp.Wyrr Peak (Landmark). The highest peak within the mountain range, the snowcap of the Wyrr Peak stands as a near insurmountable challenge to travelers and mountaineers alike. Strong frigid winds tear constantly around the peak, keeping even mighty wyverns from roosting upon it.
The Wyrr Peak can be climbed with three successive DC 30 Strength (Athletics) checks over the course of 3 hours. Additionally, a creature takes 3 (1d6) cold damage at the start of each of its turns while climbing the peak. Planted at the top of the Wyrr Peak is a defender greatsword, which projects a ward against the snow in a 10-foot radius around it.
Nethamian Sea
Ocean environment
Foraging Identification Navigation DC 10 DC 15 DC 15
- Visibility Normal
- Helpful Languages —
Strong Current. Certain areas within the Netamian Sea flow with shifting tides. The current carries creatures and objects within it at a speed of 35 (2d6 × 5) feet on initiative 20 (losing initiative ties).
Thunderstorms. This environment is prone to strikes of lightning. If the precipitation is overcast, light rain, or heavy rain, the DM can choose a thunderstorm to occur, or can roll a d6 to decide, with a thunderstorm occurr-
ing on a 5–6. Every hour during a thunderstorm, 3 (1d6) bolts of lightning strike within an area a mile across, generally striking the tallest object, or otherwise a conductive object such as a knight clad in armor. The lightning strikes behave as per the call lightning spell, with a save DC of 15.Whirlpool. In areas where storms or opposed currents drive powerful waters together, violent maelstroms might form. Whirlpools are difficult terrain. Each whirlpool has a rank, which determines its size and strength, as shown on the Whirlpool Rank table. A whirlpool’s depth equals half its diameter.
Rank Diameter Velocity DC 1 22 (4d10) ft. 5 ft. 5 2 55 (10d10) ft. 15 ft. 10 3 110 (20d10) ft. 25 ft. 15 4 160 (30d10) ft. 35 ft. 20 When a creature moves into a whirlpool or starts its turn there, it must make a Strength (Athletics) check with a DC determined by the whirlpool's rank. On a success, the creature can move normally. On a failure, the creature is immediately moved toward the vortex's center at the whirlpool's velocity, and the creature is restrained by the whirlpool until the start of its next turn. If the creature reaches the whirlpool's center, it is pulled under the surface a number of feet underwater equal to the whirlpool's velocity.
Weather
Every 12 hours, roll for temperature, wind, and precipitation. To determine the direction of the wind, roll a d8 and assign a direction to each die face.
Season Daytime Temperature (°F) Nighttime Temperature (°F) Winter 3d8 + 35 2d8 + 30 Spring 3d8 + 45 2d8 + 40 Summer 4d8 + 65 3d8 + 60 Fall 3d6 + 50 2d6 + 45
d20 Wind 1–8 None 9–15 Light wind, 1d20 miles per hour 16–20 Strong wind, 1d20 + 20 miles per hour d20 Precipitation 1–10 None 11–14 Overcast, fog, or mist 15–18 Light rain, (1d20 + 10) / 100 inches of rain per hour, or ten times as much snow 19–20 Heavy rain, (1d20 + 30) / 100 inches of rain per hour, or ten times as much snow Foraging and Hunting
On a successful Wisdom (Survival) check made to forage or hunt, roll for what kind of flora, fauna, or other resource is encountered.
d100 Encounter 01–40 1 swarm of quippers (fish) 41–50 2d6 crabs 51–60 1d8 octopuses 61–70 1 giant crab 71–80 1 giant octopus 81–90 1 reef shark 91–95 1 hunter shark 96–00 1 giant shark
Il'Daeus River Delta
Swamp environment
Foraging Identification Navigation DC 10 DC 15 DC 15
- Visibility Normal
- Helpful Languages —
Flammable Gas. Bodies of stagnant water surround the delta, a result of the river's seasonal variance in flow. These pools form flammable gases from decomposition of timber caught within them. When an area of flammable gas is exposed to an open flame, the gas combusts and explodes. Each creature within the gas must make a DC 15 Dexterity saving throw, taking 28 (8d6) fire damage on a failed save, or half as much damage on a successful one.
The fire spreads around corners and ignites flamm- able objects in the area that aren't being worn or carried.Strong Current. The Il'Daeus River flow particularly swift in areas where it is choked. The current carries creatures and objects within it at a speed of 35 (2d6 × 5) feet on initiative 20 (losing initiative ties).
Weather
Every 12 hours, roll for temperature, wind, and precipitation. To determine the direction of the wind, roll a d8 and assign a direction to each die face.
Season Daytime Temperature (°F) Nighttime Temperature (°F) Winter 2d8 + 50 1d8 + 40 Spring 3d8 + 60 2d8 + 50 Summer 4d8 + 70 3d8 + 60 Fall 4d6 + 50 3d6 + 40
d20 Wind 1–15 None 16–18 Light wind, 1d20 miles per hour 19–20 Strong wind, 1d20 + 20 miles per hour d20 Precipitation 1–10 None 11–14 Overcast, fog, or mist 15–18 Light rain, (1d20 + 10) / 100 inches of rain per hour 19–20 Heavy rain, (1d20 + 30) / 100 inches of rain per hour Foraging and Hunting
On a successful Wisdom (Survival) check made to forage or hunt, roll for what kind of flora, fauna, or other resource is encountered.
d100 Encounter 01–30 1 swarm of quippers (fish) 31–40 2d6 rats 41–50 2d6 frogs 51–60 1d8 ravens 61–65 1d6 stirges 66–70 1d4 giant frogs 71–75 1d4 constrictor snakes 76–80 1 giant toad 81–90 1d6 giant rats 91–95 1 giant constrictor snake 96–98 1 crocodile 99–00 1 giant crocodile Notable Locations
Hook Rock (Landmark). A crescent-shaped rocky island in the middle of the delta, Hook Rock sits at the center of a series of wooden bridges that span the delta from east to west. Locals rumors mention that the rock is a dangerous and bloody place, and should be avoided if at all possible, even at the cost of trudging through marshy water and soil for days.
Dwelling under the eastern bridge that connects to Hook Rock is a troll. The creature has entered into a mutualistic relationship of sorts with 7 (3d4) bandits and 1 bandit captain, who station themselves around the bridge, demanding a toll of 50 gp from each traveler that passes by. They will attack if a traveler be unable to pay the toll or attempt to cross without paying, and will pick through the bags of any slain travelers and feed the bodies to the troll.
Pools of stagnant water on the islands adjacent to Hook Rock produce flammable gas, which the bandit captain is aware of. Additionally, the current around Hook Rock run strong and swift.Il'Daeus River (Landmark). The main source of water for the delta, the mighty Il'Daeus flows through the delta in a cycle of alternating light and heavy flow. A character foraging or hunting from the river's banks only needs to succeed on a DC 10 Wisdom (Survival) check in order to find food, and can find water without needing to make a check. The river is lush with swarms of quippers.
Liante Mar
Underdark environment
Foraging Identification Navigation DC 20 DC 15 DC 20
- Visibility Complete darkness, passive Perception –5
- Helpful Languages Undercommon
Desecrated Ground. Certain areas within this environment have been tainted by unholy magic. An area of desecrated ground can be any size, and a detect evil and good spell cast within range reveals its presence.
Undead standing on desecrated ground have advantage on all saving throws.
A vial of holy water purifies a 10-foot-square area of desecrated ground when sprinkled on it, and a hallow spell purifies desecrated ground within its area.Luminescent Mushrooms. Strange luminescent mushrooms make their home down in Liante Mar's dark tunnels, each mushroom shedding dim light in a 5-foot radius around it.
Purple Worm Hunting Ground. Dangerous predators make their home within this environment, attracted to loud sounds such as shouting, or effects that produce thunderous booms such as the knock or thunderwave spells. When such a sound is produced, roll a d6. On a roll of a 6, the sound attracts 1 purple worm, which arrives after 10 (3d6) minutes.
Weather
Being underground, this environment doesn't experience weather. The temperature within this environment is always 3d8 + 40 degrees Farenheit.
Foraging and Hunting
On a successful Wisdom (Survival) check made to forage or hunt, roll for what kind of flora, fauna, or other resource is encountered.
d100 Encounter 01–20 2d4 pound of edible mushrooms 21–30 2d6 stirges 31–40 1 swarm of spiders 41–50 1d4 violet fungi 51–60 1d8 shriekers 61–70 1d6 myconid sprouts 71–75 1d4 myconid adults 76–85 1d6 gas spores 86–95 1d6 giant spiders 96–98 1 grell 99–00 1 bulette Notable Locations
Drow Town (Settlement). The small drow town contains inns for travelers to rest at, as well as a drow traders selling potions, weapons, rations, and other supplies.
The town is defended by a 14 (4d6) drow, 3 (1d6) drow elite warriors, and 3 (1d6) drow mages, spread out around the town.Shadow Trap (Ruins). The opening of certain tunnels within this environment are under the effect of a hallow spell, placed there as a barricade against a 21 (6d6) shadows trapped on the other side.
If the hallow spell is dispelled, the shadows will begin to roam the environment.Weaver's Den (Landmark). The den of a male and female drider, this stretch of tunnels is covered all around with thick webs. These webs are considered difficult terrain, but can be destroyed with fire or slashing quite easily. Setting webs on fire will provoke 3 (1d6) swarms of spiders, followed by 10 (4d4) giant spiders and the 2 driders after 1 hour has passed.
If either of the drider are wounded, 28 (8d6) drow will become hostile and begin to pursue those who harmed the driders.
Yaria Lakebed
Underwater environment
Foraging Identification Navigation DC 20 DC 15 DC 20
- Visibility Underwater, passive Perception –5
- Helpful Languages —
Charming Wisps. Flashing lights set out within the lake by merfolk, these lights flicker hypnotically. When a creature starts its turn within 30 feet of a wisp, it must succeed on a DC 15 Wisdom saving throw or become charmed by the wisp for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the effect of all such charming wisps for the next 24 hours.
A creature charmed in this way must spend its turn trying to move as close to the wisp as it can, taking the Dash action if it can't reach the wisp, and it can't willingly move to further away from the wisp. The wisp flickers out of existence once a creature moves within 5 feet of it, reappearing 30 feet away in the direction of the sunken temple.Quicksand. Lake Yaria's unstable currents can quickly shift the lakebed's dirt and silt, burying creatures.
A quicksand pit covers the ground in roughly a 10-foot square area and is usually 10 feet deep. When a creature enters the area, it sinks 3 (1d4 + 1) feet into the quicksand and becomes restrained. At the start of each of the creature's turns, it sinks another 2 (1d4) feet. As long as the creature isn't completely submerged in quicksand, it can escape by using its action and succeeding on a Strength check. The DC is 10 plus the number of feet the creature has sunk into the quicksand. A creature that is completely submerged in quicksand can't breathe.
A creature can pull another creature within its reach out of a quicksand pit by using its action and succeed-
ing on a Strength check. The DC is 5 plus the number of feet the target creature has sunk into the quicksand.Strong Current. Unpredictable currents flow within Lake Yaria, fed by bubbling geothermal vents from the lake's bed, and can flow in all directions, including straight up or down. The current carries creatures and objects within it at a speed of 35 (2d6 × 5) feet on initiative 20 (losing initiative ties).
Weather
Being underwater, this environment doesn't experience precipitation or wind. Every 12 hours, roll for the environment's temperature.
Season Daytime Temperature (°F) Nighttime Temperature (°F) Winter 2d6 + 40 1d6 + 40 Spring 2d8 + 50 1d8 + 50 Summer 3d8 + 60 2d8 + 60 Fall 3d6 + 50 2d6 + 40 Foraging and Hunting
On a successful Wisdom (Survival) check made to forage or hunt, roll for what kind of flora, fauna, or other resource is encountered.
d100 Encounter 01–40 1 swarm of quippers (fish) 41–50 2d6 crabs 51–60 1d8 constrictor snakes* (eels) 61–70 1d4 otters 71–80 1 giant crab 81–90 1 giant constrictor snake* (giant eel) 91–95 1 shambling mound* 96–00 1 plesiosaurus * The creature gains the ability to breathe underwater
Notable Locations
Sunken Temple (Ruins). At the bottom of the lake sits the sunken ruins of a temple to the storm dragon, Akkhayraeas. It lies in a state of disrepair, and has been taken over by an aboleth served by 14 (4d6) merfolk.
The merfolk lure travelers into the temple by placing charming wisps, which light the way down to the temple's entrance. Once inside the temple, the merfolk ambush with chains and nets, attempting to restrain travelers to bring before their aboleth master.
The aboleth is attuned to an animated shield and possesses a bowl of commanding water elementals, both of which it will use if it engages in a fight. The aboleth's lair also contains 6d6 × 100 gp and a staff of thunder and lightning.
Part 4: Creature Statistics
This section contains statistics for prey,
various predators, and NPCs utilizing the hunter class's properties. These stat blocks are provided for use as challenges to face, allies to entreat, and pets and familiars to be befriended or summoned. These inhabitants of the wild lands round out the creatures provided in the Player's Handbook and Monster Manual.
Prey
Prey are beasts who inhabit the wilds, feeding those who prowl and hunt. These stat blocks are provided for use as familiars, pets, prey, or other spells and features that involve summoning or transforming into beasts.
The creatures are presented in alphabetical order, accompanied by their giant forms.
Bear Cub
Small beast, unaligned
- Armor Class 10
- Hit Points 4 (1d6 + 1)
- Speed 30 ft., climb 20 ft.
STR DEX CON INT WIS CHA 12 (+1) 10 (+0) 12 (+1) 2 (–4) 10 (+0) 5 (–3)
- Skills Perception +2
- Senses passive Perception 12
- Languages —
- Challenge 1/8 (25 XP)
Keen Smell. The bear has advantage on Wisdom (Perception) checks that rely on smell.
Actions
Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage.
Beaver
Small beast, unaligned
- Armor Class 10
- Hit Points 4 (1d6 + 1)
- Speed 30 ft., swim 40 ft.
STR DEX CON INT WIS CHA 8 (–1) 11 (+0) 13 (+1) 3 (–4) 12 (+1) 5 (–3)
- Senses passive Perception 11
- Languages —
- Challenge 0 (10 XP)
Woodworker. The beaver deals double damage to wooden objects and structures, and plant creatures have vulnerability to the beaver's damage.
Actions
Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 (1d4 - 1) piercing damage.
Giant Beaver
Large beast, unaligned
- Armor Class 13 (natural armor)
- Hit Points 17 (2d10 + 6)
- Speed 40 ft., swim 50 ft.
STR DEX CON INT WIS CHA 14 (+2) 11 (+0) 16 (+3) 5 (–3) 12 (+1) 5 (–3)
- Senses passive Perception 11
- Languages —
- Challenge 1/4 (50 XP)
Woodworker. The beaver deals double damage to wooden objects and structures, and plant creatures have vulnerability to the beaver's damage.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage.
Fox
Tiny beast, unaligned
- Armor Class 12
- Hit Points 2 (1d4)
- Speed 40 ft.
STR DEX CON INT WIS CHA 5 (–3) 15 (+2) 10 (+0) 3 (–4) 12 (+1) 5 (–3)
- Skills Perception +3, Stealth +4
- Senses passive Perception 13
- Languages —
- Challenge 0 (10 XP)
Keen Hearing and Smell. The fox has advantage on Wisdom (Perception) checks that rely on hearing
or smell.Actions
Bite. Melee Weapon Attack: +0 to hit, reach 5 ft.,
one target. Hit: 1 piercing damage.
Giant Fox
Medium beast, unaligned
- Armor Class 12
- Hit Points 11 (2d8 + 2)
- Speed 50 ft.
STR DEX CON INT WIS CHA 9 (–1) 15 (+2) 12 (+1) 4 (–3) 12 (+1) 5 (–3)
- Skills Perception +3, Stealth +4
- Senses passive Perception 13
- Languages —
- Challenge 1/8 (25 XP)
Keen Hearing and Smell. The fox has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Otter
Tiny beast, unaligned
- Armor Class 12
- Hit Points 2 (1d4)
- Speed 30 ft., swim 40 ft.
STR DEX CON INT WIS CHA 4 (–3) 15 (+2) 10 (+0) 3 (–4) 12 (+1) 4 (–3)
- Skills Perception +3
- Senses passive Perception 13
- Languages —
- Challenge 0 (10 XP)
Actions
Claw. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 slashing damage.
Giant Otter
Medium beast, unaligned
- Armor Class 12
- Hit Points 11 (2d8 + 2)
- Speed 40 ft., swim 50 ft.
STR DEX CON INT WIS CHA 12 (+1) 15 (+2) 12 (+1) 5 (–3) 12 (+1) 6 (–2)
- Skills Perception +3
- Senses passive Perception 13
- Languages —
- Challenge 1/8 (25 XP)
Actions
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.
Rabbit
Tiny beast, unaligned
- Armor Class 11
- Hit Points 1 (1d4 – 1)
- Speed 40 ft.
STR DEX CON INT WIS CHA 2 (–4) 13 (+1) 8 (–1) 2 (–4) 12 (+1) 4 (–3)
- Skills Perception +3
- Senses passive Perception 13
- Languages —
- Challenge 0 (0 XP)
Runaway. The rabbit doesn't provoke opportunity attacks when it moves out of an enemy's reach.
Giant Rabbit
Medium beast, unaligned
- Armor Class 11
- Hit Points 11 (2d8 + 2)
- Speed 50 ft.
STR DEX CON INT WIS CHA 6 (–2) 13 (+1) 12 (+1) 3 (–4) 12 (+1) 4 (–3)
- Skills Perception +3
- Senses passive Perception 13
- Languages —
- Challenge 1/8 (25 XP)
Runaway. The rabbit doesn't provoke opportunity attacks when it moves out of an enemy's reach.
Actions
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage.
Raccoon
Tiny beast, unaligned
- Armor Class 12
- Hit Points 2 (1d4)
- Speed 40 ft.
STR DEX CON INT WIS CHA 3 (–4) 15 (+2) 10 (+0) 3 (–4) 12 (+1) 5 (–3)
- Skills Perception +3, Sleight of Hand +4, Stealth +4
- Senses darkvision 30 ft., passive Perception 13
- Languages —
- Challenge 0 (0 XP)
Keen Smell. The raccoon has advantage on Wisdom (Perception) checks that rely on smell.
Super-Immune. The raccoon had advantage on saving throws against poison and disease.
Actions
Claws. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 slashing damage.
Giant Raccoon
Medium beast, unaligned
- Armor Class 12
- Hit Points 11 (2d8 + 2)
- Speed 40 ft.
STR DEX CON INT WIS CHA 8 (–1) 15 (+2) 12 (+1) 5 (–3) 12 (+1) 7 (–2)
- Skills Perception +3, Sleight of Hand +4, Stealth +4
- Senses darkvision 30 ft., passive Perception 13
- Languages —
- Challenge 1/8 (25 XP)
Keen Smell. The raccoon has advantage on Wisdom (Perception) checks that rely on smell.
Super-Immune. The raccoon had advantage on saving throws against poison and disease.
Actions
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.
Sparrow
Tiny beast, unaligned
- Armor Class 13
- Hit Points 1 (1d4 – 1)
- Speed 10 ft., fly 50 ft.
STR DEX CON INT WIS CHA 1 (–5) 16 (+3) 8 (–1) 2 (–4) 12 (+1) 7 (–2)
- Skills Perception +3
- Senses passive Perception 13
- Languages —
- Challenge 0 (0 XP)
Flyby. The sparrow doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Giant Sparrow
Medium beast, unaligned
- Armor Class 13
- Hit Points 9 (2d8)
- Speed 15 ft., fly 60 ft.
STR DEX CON INT WIS CHA 6 (–2) 16 (+3) 10 (+0) 4 (–3) 12 (+1) 7 (–2)
- Skills Perception +3
- Senses passive Perception 13
- Languages —
- Challenge 1/8 (25 XP)
Flyby. The sparrow doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Actions
Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
Squirrel
Tiny beast, unaligned
- Armor Class 10
- Hit Points 1 (1d4 – 1)
- Speed 20 ft., climb 20 ft.
STR DEX CON INT WIS CHA 2 (–4) 11 (+0) 9 (–1) 2 (–4) 10 (+0) 4 (–3)
- Senses passive Perception 10
- Languages —
- Challenge 0 (0 XP)
Runaway. The squirrel doesn't provoke opportunity attacks when it moves out of an enemy's reach.
Actions
Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 piercing damage.
Giant Squirrel
Medium beast, unaligned
- Armor Class 10
- Hit Points 11 (2d8 + 2)
- Speed 30 ft., climb 30 ft.
STR DEX CON INT WIS CHA 8 (–1) 11 (+0) 13 (+1) 4 (–3) 10 (+0) 6 (–2)
- Senses passive Perception 10
- Languages —
- Challenge 1/8 (25 XP)
Runaway. The squirrel doesn't provoke opportunity attacks when it moves out of an enemy's reach.
Actions
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) piercing damage.
Nonplayable Characters
This section contains statistics for various humanoid nonplayable characters (NPCs) to be referenced and used by DMs seeking to apply a hunter's abilities to the game. These stat blocks can represent any humanoid NPCs, and you can add racial traits to further customize them.
These stat blocks implement aspects of the hunter class, while having certain features stripped out for simplicity.
Hunter
Hunters stalk the wilds, hunting game on the fringes of civilization, toughened up through years of living off the land. They sometimes serve as guides for caravans or expeditions venturing into the wild.
With time and experience, hunters develop specialties, tailored for hunting certain types of prey. The hunter's stat block serves as a baseline for these specialized hunters, detailed later. One stat block is provided for each subclass in the hunter class.
Hunter
Medium humanoid (any race), any alignment
- Armor Class 16 (studded leather)
- Hit Points 75 (10d8 + 30)
- Speed 30 ft.
STR DEX CON INT WIS CHA 11 (+0) 18 (+4) 16 (+3) 11 (+0) 14 (+2) 10 (+0)
- Skills Perception +4, Survival +4
- Senses passive Perception 14
- Languages any one language (usually Common)
- Challenge 3 (700 XP)
Hunter's Mark (2/Day). The hunter marks one creature it can see within 90 feet of it. For the next hour or until the hunter falls unconscious, the hunter has advantage on any Wisdom (Perception) or Wisdom (Survival) checks made to find it, and its attacks deal an extra 1d6 damage to the marked creature.
Swift Response. The hunter gains a +2 bonus to its initiative rolls.
Actions
Multiattack. The hunter makes two attacks with its longbow or shortsword.
Longbow. Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.
Master Huntsman
Master huntsman are legendary trackers, marksmen, and explorers, whose prowess are renown across the land. They are often tasked with wardening forests or wild lands. Representing hunters who have reached a level of expertise and mastery of their craft, master huntsman are formidable foes or allies.
Master Huntsman
Medium humanoid (any race), any alignment
- Armor Class 17 (studded leather)
- Hit Points 212 (25d8 + 100)
- Speed 30 ft.
STR DEX CON INT WIS CHA 14 (+2) 20 (+5) 18 (+4) 11 (+0) 18 (+4) 10 (+0)
- Saving Throws Str +6, Dex +9
- Skills Animal Handling +8, Nature +4, Perception +8, Stealth +9, Survival +8
- Senses passive Perception 18
- Languages any two languages
- Challenge 10 (5900 XP)
Master's Mark (4/Day). The master huntsman marks one creature it can see within 90 feet of it. For the next 8 hours or until the master huntsman falls unconscious, the master huntsman has advantage on any Wisdom (Perception) or Wisdom (Survival) checks made to find it and gains a 1d6 bonus to attack and damage rolls made against it.
Swift Response. The master huntsman gains a +4 bonus to its initiative rolls.
Quick Reflexes. On each of its turns, the master huntsman can use a bonus action to take the Dash, Disengage, or Hide action.
Actions
Multiattack. The master huntsman makes two attacks with its longbow or three attacks with its shortsword.
Longbow. Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 9 (1d8 + 5) piercing damage.
Shortsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) piercing damage.
Reactions
Master's Guard. The master huntsman imposes a 1d6 penalty on one weapon attack that would hit it or a creature within 5 feet of it. The attack must have been made by the target of the master huntsman's Master's Mark. If this causes the attack to miss, the master huntsman can make one weapon attack at the creature.
Blood Hunter
Specializing in werewolves, vampires, and creatures that spread death and disease, blood hunters track cursed blood across the land, seeking to eradicate these curses at any cost. These warriors inure themselves poison and disease in preparation for the prey they face, and can silver their
blades with their own blood.
Blood Hunter
Medium humanoid (any race), any alignment
- Armor Class 16 (studded leather)
- Hit Points 105 (14d8 + 42)
- Speed 30 ft.
STR DEX CON INT WIS CHA 11 (+0) 18 (+4) 16 (+3) 11 (+0) 16 (+3) 10 (+0)
- Skills Intimidation +3, Investigation +3
- Damage Immunities poison
- Condition Immunities poisoned
- Senses passive Perception 13
- Languages any one language (usually Common)
- Challenge 5 (1800 XP)
Hunter's Mark (3/Day). The hunter marks one creature it can see within 90 feet of it. For the next hour or until the hunter falls unconscious, the hunter has advantage on any Wisdom (Perception) or Wisdom (Survival) checks made to find it, and its attacks deal an extra 1d6 damage to the marked creature.
Swift Response. The hunter gains a +3 bonus to its initiative rolls.
Crimson Rite (Recharges after a Short or Long Rest). As a bonus action, the hunter takes 3 (1d6) necrotic damage and imbues its weapons with blood. For 1 minute, its weapon becomes silvered, and its weapon attacks deal an additional 3 (1d6) necrotic damage on a hit to a creatures with less than half of its maximum hit points.
Transfusion (Recharges after a Short or Long Rest). As a bonus action, the hunter regains 6 (1d6 + 3) hit points.
Actions
Multiattack. The hunter makes two attacks with its longbow or shortsword.
Longbow. Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.
Reactions
Hunter's Guard. The hunter imposes a 1d6 penalty on one weapon attack that would hit it or a creature within 5 feet of it. The attack must have been made by the target of the hunter's Hunter's Mark.
Bounty Hunter
Experts at interrogation and investigation, bounty hunters are second to none when it comes to tracking down criminals, runaways, and fugitives. Adept at disarming and subduing humanoid foes, these hunters can bring back their quarry dead or alive.
Colossus Slayer
Trained in the art of bringing down large quarry, colossus slayers are often called upon to settle disputes with giants or to assist with the subjugation of dragons. Their abilities are versatile, allowing them to hunt this wide range of prey with deadly efficiency.
Demon Slayer
Exorcists, holy knights, or seasoned mercenaries, demon slayers demonstrate techniques suited for the destruction of the unholy. A demon slayer's work is to destroy the root of evil, following the scent of the unholy and striking it down with consecrated weapons.
Bounty Hunter
Medium humanoid (any race), any alignment
- Armor Class 16 (breastplate)
- Hit Points 105 (14d8 + 42)
- Speed 30 ft.
STR DEX CON INT WIS CHA 18 (+4) 14 (+2) 16 (+3) 11 (+0) 16 (+3) 10 (+0)
- Skills Investigation +3, Intimidation +3
- Senses passive Perception 13
- Languages any one language (usually Common)
- Challenge 5 (1800 XP)
Hunter's Mark (3/Day). The hunter marks one creature it can see within 90 feet of it. For the next hour or until the hunter falls unconscious, the hunter has advantage on any Wisdom (Perception) or Wisdom (Survival) checks made to find it, and its attacks deal an extra 1d6 damage to the marked creature.
Swift Response. The hunter gains a +3 bonus to its initiative rolls.
Disarm (Recharges after a Short or Long Rest). When a creature misses the hunter with a melee weapon attack, the hunter can attempt to disarm the it. The target must succeed on a DC 15 Strength saving throw or drop one object of the hunter's choice, which lands at the target's feet.
Pin Down (Recharges after a Short or Long Rest). When the hunter attacks a Large or smaller creature within 5 feet of it, it can force the creature to make a DC 15 Strength saving throw. On a failed save, it is knocked prone and grappled.
Actions
Multiattack. The hunter makes two attacks with its longsword.
Bola. Ranged Weapon Attack: +5 to hit, range 20 ft., one Large or smaller creature. Hit: the target is entangled. An entangled creature's speed is halved, and it falls prone after using the Dash action. A creature can use its action to untangle itself or another creature within its reach. Dealing 5 slashing damage to the bola (AC 10) also frees the creature without harming it, ending the effect and destroying the bola..
Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands to make a melee attack.
Reactions
Hunter's Guard. The hunter imposes a 1d6 penalty on one weapon attack that would hit it or a creature within 5 feet of it. The attack must have been made by the target of the hunter's Hunter's Mark.
Colossus Slayer
Medium humanoid (any race), any alignment
- Armor Class 16 (studded leather)
- Hit Points 105 (14d8 + 42)
- Speed 30 ft., climb 30 ft.
STR DEX CON INT WIS CHA 11 (+0) 18 (+4) 16 (+3) 11 (+0) 16 (+3) 10 (+0)
- Skills Athletics +3, Stealth +7
- Senses passive Perception 13
- Languages any one language (usually Common)
- Challenge 5 (1800 XP)
Hunter's Mark (3/Day). The hunter marks one creature it can see within 90 feet of it. For the next hour or until the hunter falls unconscious, the hunter has advantage on any Wisdom (Perception) or Wisdom (Survival) checks made to find it, and its attacks deal an extra 1d6 damage to the marked creature.
Swift Response. The hunter gains a +3 bonus to its initiative rolls.
Bring Down (Recharges after a Short or Long Rest). When the hunter hits a creature with a weapon attack, the target must succeed on a DC 15 Dexterity saving throw or be knocked prone and take bludgeoning damage. A Medium or smaller creature takes 1d6 damage, a Large creature takes 2d6 damage, a Huge creature takes 3d6 damage, and a Gargantuan creature takes 4d6 damage.
Actions
Multiattack. The hunter makes two attacks with its shortsword.
Grappling Hook. Ranged Weapon Attack: +7 to hit, range 30/120 ft., one target. Hit: 6 (1d4 + 4) piercing damage, and the target is bound by a chain. While bound, a creature must make a DC 15 Strength check when it tries to move away from the hunter. On a failure, it falls prone and is unable to move away. A bound creature can remove the chain as an action.
Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.
Reactions
Hunter's Guard. The hunter imposes a 1d6 penalty on one weapon attack that would hit it or a creature within 5 feet of it. The attack must have been made by the target of the hunter's Hunter's Mark.
Uncanny Dodge. The hunter halves the damage that it takes from an attack that hit it. The hunter must be able to see the attacker.
Demon Slayer
Medium humanoid (any race), any alignment
- Armor Class 16 (studded leather)
- Hit Points 105 (14d8 + 42)
- Speed 30 ft.
STR DEX CON INT WIS CHA 11 (+0) 18 (+4) 16 (+3) 11 (+0) 16 (+3) 10 (+0)
- Skills Arcana +3, Religion +3
- Condition Immunities charmed, frightened
- Senses passive Perception 13
- Languages any one language (usually Common)
- Challenge 5 (1800 XP)
Hunter's Mark (3/Day). The hunter marks one creature it can see within 90 feet of it. For the next hour or until the hunter falls unconscious, the hunter has advantage on any Wisdom (Perception) or Wisdom (Survival) checks made to find it, and its attacks deal an extra 1d6 damage to the marked creature.
Swift Response. The hunter gains a +3 bonus to its initiative rolls.
Magic Weapons. The hunter's weapon attacks are magical.
Vicious Wound (Recharges after a Short or Long Rest). When the hunter hits a creature with a weapon attack, the target becomes unable to regain hit points for 1 minute, or until a creature takes an action to staunch the wound with a successful DC 15 Wisdom (Medicine) check.
Actions
Multiattack. The hunter makes two attacks with its longbow or shortsword.
Longbow. Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.
Reactions
Hunter's Guard. The hunter imposes a 1d6 penalty on one weapon attack that would hit it or a creature within 5 feet of it. The attack must have been made by the target of the hunter's Hunter's Mark.
Dragon Slayer
Often idolized as heroes and champions, the life of a dragon slayer is equal parts glamor and grit. Trained in piercing through a dragon's thick hide and plundering them of flight, these warriors often supplement their work hunting other armored or winged prey.
Horde Breaker
Sometimes looked down upon as exterminators, horde breakers fulfill the grueling yet important task of cutting down and driving out large packs of monsters, such as goblins, rats, and occasionally wolves. Experts in dealing with a large number of foes, these hunters are accustomed to fighting at a numerical disadvantage, using their equipment and surroundings to make up the difference.
Mage Hunter
Trained in the magical arts, mage hunters serve as enforcers in societies where magic is abundant, or otherwise as specialists for combating magic users. Trained in spell replication, these hunters can also serve as spies, infiltrating the ranks of a magic organization.
Dragon Slayer
Medium humanoid (any race), any alignment
- Armor Class 16 (breastplate)
- Hit Points 105 (14d8 + 42)
- Speed 30 ft.
STR DEX CON INT WIS CHA 11 (+0) 18 (+4) 16 (+3) 11 (+0) 16 (+3) 10 (+0)
- Skills Perception +6, Survival +6
- Damage Resistances one type of its choice from acid, cold, fire, lightning, or poison
- Senses passive Perception 16
- Languages any one language (usually Common)
- Challenge 5 (1800 XP)
Hunter's Mark (3/Day). The hunter marks one creature it can see within 90 feet of it. For the next hour or until the hunter falls unconscious, the hunter has advantage on any Wisdom (Perception) or Wisdom (Survival) checks made to find it, and its attacks deal an extra 1d6 damage to the marked creature.
Swift Response. The hunter gains a +3 bonus to its initiative rolls.
Clip Wings (Recharges after a Short or Long Rest). When the hunter hits a winged creature that is flying with a weapon attack, the target must succeed on a DC 15 Strength saving throw or plummet, landing prone if it hits the ground.
Sunder Scales (Recharges after a Short or Long Rest). When the hunter hits a creature with a weapon attack, the target's AC is reduced by 3 (1d6) if has natural armor or armor consisting of plate or scales. The target's AC can't be reduced lower than 10 + its Dexterity modifier. A creature's natural armor heals over 3 (1d6) days.
Actions
Multiattack. The hunter makes two attacks with its longbow or shortsword.
Longbow. Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.
Reactions
Hunter's Guard. The hunter imposes a 1d6 penalty on one weapon attack that would hit it or a creature within 5 feet of it. The attack must have been made by the target of the hunter's Hunter's Mark.
Horde Breaker
Medium humanoid (any race), any alignment
- Armor Class 16 (studded leather)
- Hit Points 105 (14d8 + 42)
- Speed 30 ft.
STR DEX CON INT WIS CHA 11 (+0) 18 (+4) 16 (+3) 11 (+0) 13 (+1) 10 (+0)
- Skills Perception +4, Survival +4
- Senses passive Perception 14
- Languages any one language (usually Common)
- Challenge 5 (1800 XP)
Hunter's Mark (3/Day). The hunter marks one creature it can see within 90 feet of it. For the next hour or until the hunter falls unconscious, the hunter has advantage on any Wisdom (Perception) or Wisdom (Survival) checks made to find it, and its attacks deal an extra 1d6 damage to the marked creature.
Swift Response. The hunter gains a +3 bonus to its initiative rolls.
Actions
Multiattack. The hunter makes two attacks with its longbow or shortsword.
Longbow. Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.
Exploding Pouch (3/Day). The hunter throws a pouch of volatile chemicals at a point within 60 feet of it. Each creature within a 10-foot radius of that point must make a DC 13 Dexterity saving throw, taking 18 (4d8) piercing damage on a failure, or half as much damage on a success.
Reactions
Hunter's Guard. The hunter imposes a 1d6 penalty on one weapon attack that would hit it or a creature within 5 feet of it. The attack must have been made by the target of the hunter's Hunter's Mark.
Nimble Evasion (Recharges after a Short or Long Rest). The hunter takes the Dodge action. If it is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage while it is dodging, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Mage Hunter
Medium humanoid (any race), any alignment
- Armor Class 16 (studded leather)
- Hit Points 105 (14d8 + 42)
- Speed 30 ft.
STR DEX CON INT WIS CHA 11 (+0) 18 (+4) 16 (+3) 11 (+0) 16 (+3) 10 (+0)
- Skills Arcana +3, Insight +6
- Senses passive Perception 13
- Languages any one language (usually Common)
- Challenge 5 (1800 XP)
Hunter's Mark (3/Day). The hunter marks one creature it can see within 90 feet of it. For the next hour or until the hunter falls unconscious, the hunter has advantage on any Wisdom (Perception) or Wisdom (Survival) checks made to find it, and its attacks deal an extra 1d6 damage to the marked creature.
Swift Response. The hunter gains a +3 bonus to its initiative rolls.
Spellcasting. The hunter is a 5th-level spellcaster. The hunter's spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). The hunter has the following hunter spells prepared:
Cantrip (at will): mage hand
1st level (4 slots): detect magic, entangle, shield
2nd level (2 slots): magic weapon, silenceActions
Multiattack. The hunter makes two attacks with its longbow or shortsword.
Longbow. Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.
Reactions
Hunter's Guard. The hunter imposes a 1d6 penalty on one weapon attack that would hit it or a creature within 5 feet of it. The attack must have been made by the target of the hunter's Hunter's Mark.
Copy Cast (Recharges after a Short or Long Rest).
The hunter makes a Wisdom check when it sees a creature within 60 feet of it cast a cantrip or spell. The DC of this check is equal to 10 + the spell's level (DC 10 for cantrips). On a success, the hunter knows the cantrip or spell for 1 minute, and can cast it as if it were a hunter spell.
Night Stalker
Experts in fighting in the dark, night stalkers are trained to rely on senses other than sight for locating and defeating their enemies. This heightened understanding of the various senses allows these warriors to create deadly deceptions, erasing their presence almost entirely.
Plane Keeper
Dutiful guardians that keep extraplanar forces at bay, plane keepers specialize in the subjugation of those not native to their home plane. Bearing the responsibility of policing planar travel, these hunters are both respected for their service and decried for their occupation, particularly by those with extraplanar connections.
Ranger
Wardens of nature, keepers of the wild, rangers bear the important task of maintaining balance between civilization and the untamed wilds. As experts in tracking and taming beasts, as well as in harvesting and cultivating plants, a ranger's skills can turn a savage wilderness into a garden of plenty. These hunters cooperate with the denizens of their domain in order to keep the peace and to allow life, both civilized and wild, to flourish.
Night Stalker
Medium humanoid (any race), any alignment
- Armor Class 16 (studded leather)
- Hit Points 105 (14d8 + 42)
- Speed 30 ft.
STR DEX CON INT WIS CHA 11 (+0) 18 (+4) 16 (+3) 11 (+0) 16 (+3) 10 (+0)
- Skills Perception +6, Stealth +7
- Senses darkvision 60 ft., passive Perception 16
- Languages any one language (usually Common)
- Challenge 5 (1800 XP)
Hunter's Mark (3/Day). The hunter marks one creature it can see within 90 feet of it. For the next hour or until the hunter falls unconscious, the hunter has advantage on any Wisdom (Perception) or Wisdom (Survival) checks made to find it, and its attacks deal an extra 1d6 damage to the marked creature.
Swift Response. The hunter gains a +3 bonus to its initiative rolls.
Umbral Senses. Dim light does not impose disadvantage on checks that rely on sight, and the hunter doesn't have disadvantage on attacks made against creatures it can't see.
Actions
Multiattack. The hunter makes two attacks with its longbow or shortsword.
Longbow. Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.
Deceive Senses (Recharges after a Short or Long Rest). One creature within 30 feet of the hunter must succeed on a DC 15 Wisdom saving throw or be unable to perceive the hunter with sight, smell, hearing, blindsense, or tremorsense for 1 minute. It can repeat this saving throw at the end of each of its turns, ending the effect on a success.
Reactions
Hunter's Guard. The hunter imposes a 1d6 penalty on one weapon attack that would hit it or a creature within 5 feet of it. The attack must have been made by the target of the hunter's Hunter's Mark.
Plane Keeper
Medium humanoid (any race), any alignment
- Armor Class 16 (studded leather)
- Hit Points 105 (14d8 + 42)
- Speed 30 ft.
STR DEX CON INT WIS CHA 11 (+0) 18 (+4) 16 (+3) 11 (+0) 16 (+3) 10 (+0)
- Skills Arcana +3, History +3
- Senses passive Perception 13
- Languages any one language (usually Common)
- Challenge 5 (1800 XP)
Hunter's Mark (3/Day). The hunter marks one creature it can see within 90 feet of it. For the next hour or until the hunter falls unconscious, the hunter has advantage on any Wisdom (Perception) or Wisdom (Survival) checks made to find it, and its attacks deal an extra 1d6 damage to the marked creature.
Swift Response. The hunter gains a +3 bonus to its initiative rolls.
Force Chains (Recharges after a Short or Long Rest). When the hunter hits a creature with a weapon attack, it can attempt to bind it with planar energy. The target must succeed on a DC 15 Strength saving throw or be grappled for 1 minute. If the target is a creature that is not native to the plane, it takes an additional 6 (1d6 + 3) force damage and is restrained while it is grappled. A creature grappled by this ability can use its action to make a DC 15 Strength check, ending the effect on a success.
Actions
Multiattack. The hunter makes two attacks with its longbow or shortsword.
Longbow. Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.
Reactions
Hunter's Guard. The hunter imposes a 1d6 penalty on one weapon attack that would hit it or a creature within 5 feet of it. The attack must have been made by the target of the hunter's Hunter's Mark.
Ranger
Medium humanoid (any race), any alignment
- Armor Class 16 (studded leather)
- Hit Points 105 (14d8 + 42)
- Speed 40 ft.
STR DEX CON INT WIS CHA 11 (+0) 18 (+4) 16 (+3) 11 (+0) 16 (+3) 10 (+0)
- Skills Animal Handling +6, Nature +3
- Senses passive Perception 13
- Languages any one language (usually Common)
- Challenge 5 (1800 XP)
Hunter's Mark (3/Day). The hunter marks one creature it can see within 90 feet of it. For the next hour or until the hunter falls unconscious, the hunter has advantage on any Wisdom (Perception) or Wisdom (Survival) checks made to find it, and its attacks deal an extra 1d6 damage to the marked creature.
Swift Response. The hunter gains a +3 bonus to its initiative rolls.
Breath of the Wild. The hunter can communicate with beasts.
Flurry (Recharges after a Short or Long Rest). When the hunter misses with a weapon attack, it can make two additional weapon attack at the same target as part of the same action.
Actions
Multiattack. The hunter makes two attacks with its longbow or shortsword.
Longbow. Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.
Reactions
Hunter's Guard. The hunter imposes a 1d6 penalty on one weapon attack that would hit it or a creature within 5 feet of it. The attack must have been made by the target of the hunter's Hunter's Mark.
Explore
the
Wilderness
Thank you for reading The Hunter's Journal.
This document seeks to provide support to the hunter class, and to players and DMs alike who wish to become more involved in the world exploration part of D&D.
Click here to see more about the hunter class
This document was made with the help of the people from the Prisoners & Pseudodragons discord server, as well as the people of the Haven discord server.