D&D 5E Pages from the PHB


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Nellisir

Hero
The warlock descriptions were the first ones in any edition that actually made playing a warlock sound like something I'd enjoy. Thumbs up.
 


Uchawi

First Post
I hope there is an option to make the wild sorcerer less random or maybe the table is for once in a blue moon random effect. You can take it too far to the point of being silly. But I am not a big fan of tables for random critical hits, or even effects that go off of certain dice rolls.
 

Iosue

Legend
What else goes into a PHB? Races, classes, spells... All the actual rules fit into 32 pages.
To go for some hardcore speculation based on the tiniest of information...

  • The Starter Set TOC has 16 pages for just "How to Play", with the remaining 16 making up reference material such as equipment and spells.
  • Our picture here suggests that we have the end of the Sorcerer on page 107, and start of the Warlock on page 108.
  • Going alphabetically, we have Barbarian, Bard, Cleric, Druid, Fighter, Monk, Paladin, Ranger, Rogue, and Sorcerer before we reach Warlock and Wizard.
  • So, 107 pages - 16 for How to Play - say, 4 for chargen/intro/etc = 87 pages for 10 classes.
  • So that comes to 8.7 pages per class. Let's say 8 pages per class average, with some coming to 6 pages, and others coming to 10 pages, or thereabouts.
  • Tack on 16 pages for the Warlock and Wizard, and we get a total of 123 pages for classes. Leaving roughly 197 for races, backgrounds, feats, spells, and equipment. And maybe some simple modules for adjusting play (alternative rest schedules, healing, maybe some simple tactical combat rules, etc).
 

GX.Sigma

Adventurer
I hope there is an option to make the wild sorcerer less random or maybe the table is for once in a blue moon random effect. You can take it too far to the point of being silly. But I am not a big fan of tables for random critical hits, or even effects that go off of certain dice rolls.
I think the wild sorcerer is not for you.
 


To go for some hardcore speculation based on the tiniest of information...

  • The Starter Set TOC has 16 pages for just "How to Play", with the remaining 16 making up reference material such as equipment and spells.
  • Our picture here suggests that we have the end of the Sorcerer on page 107, and start of the Warlock on page 108.
  • Going alphabetically, we have Barbarian, Bard, Cleric, Druid, Fighter, Monk, Paladin, Ranger, Rogue, and Sorcerer before we reach Warlock and Wizard.
  • So, 107 pages - 16 for How to Play - say, 4 for chargen/intro/etc = 87 pages for 10 classes.
  • So that comes to 8.7 pages per class. Let's say 8 pages per class average, with some coming to 6 pages, and others coming to 10 pages, or thereabouts.
  • Tack on 16 pages for the Warlock and Wizard, and we get a total of 123 pages for classes. Leaving roughly 197 for races, backgrounds, feats, spells, and equipment. And maybe some simple modules for adjusting play (alternative rest schedules, healing, maybe some simple tactical combat rules, etc).

A more likely arrangement for the first part of the book is this:

Introduction
Abilities
Races
Classes
Backgrounds

Yes, I'm taking that straight out of the 3e and I'm guessing there is an 84% chance they are also.
 

Echohawk

Shirokinukatsukami fan
At least we finally know why it was so critical to have flumphs in the Monster Manual -- they show up in 2% of wild magic surges!
 

PinkRose

Explorer
My Eagle Eyes have been able to discern the missing pieces.
I BOLDED & CAPITALIZED all my additions.

01 - 02 Roll on this table at the start of each of your turns for the next minute.
03 - 04 For the next minute, you can see any invisible creature if you have line of sight to it.
05 - 06 A MODRON IS CHOSEN AND controlled by the DM appears in an unoccupied space within 5 feet of you, then disappears 1 minute later.
07 - 08 You cast fireball as a 3rd level spell centered on yourself.
09 - 10 You cast magic missile as a 5TH level spell.
11 - 12 Roll a d10. Your height changes by a number of inches equal to the roll. If the roll is odd, you shrink. If the roll is even, you grow.
13 - 14 You cast confusion centered on yourself.
15 - 16 For the next minute, you regain 5 hit points at the start of each of your turns.
17 - 18 You grow a long beard MADE OF FEATHERS THAT REMAINS UNTIL YOU SNEEZE, AT WHICH POINT THE FEATHERS EXPLODE OUT FROM YOUR FACE
19 - 20 You cast grease on yourself.
21 - 22 Creatures have disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw.
23 - 24 Your skin turns a different shade of color. A remove curse spell can undo this effect.
24 - 26 An eye appears on your forehead for the next minute. During that time you have advantage on Wisdom (perception) checks involving sight.
27 - 28 For the next minute, all your spells with a casting time of 1 action have a casting time of 1 BONUS ACTION.
29 - 30 You teleport up to 60 feet to an unoccupied space of your choice that you can see.
31 - 32 You are transported to the Astral Plane UNTIL THE END OF YOUR NEXT TURN, AFTER WHICH TIME YOU RETURN TO THE SPACE YOU PREVIOUSLY OCCUPIED OR THE NEAREST UNOCCUPIED SPACE IF THAT SPACE IS OCCUPIED.
33 - 34 Maximize the damage of the next damaging spell you cast within the next minute.
35 - 36 Roll a d10. Your age changes by a number of years equal to the roll. If the roll is odd, you grow younger. If the roll is even, you grow older.
37 - 38 1d6 FLUMPHS controlled by the DM appear in unoccupied spaces within 60 feet of you AND ARE FRIGHTENED OF YOU. They disappear after 1 minute.
39 - 40 You regain 2d10 hit points.
41 - 42 You turn into A POTTED PLANT UNTIL THE START OF YOUR NEXT TURN. WHILE A PLANT, YOU ARE INCAPACITATED AND YOU HAVE VULNERABILITY TO ALL DAMAGE. IF YOU DROP TO 0 HIT POINTS, YOUR POT BREAKS AND YOUR FORM REVERTS.
43 - 44 At the start of each of your turns for the next minute, you teleport 20 feet HORIZONTALLY in a random direction. IF THE DESTINATION IS OCCUPIED, REPEAT THE TELEPORT.
45 - 46 You cast LEVITATE on yourself.
47 - 48 A unicorn controlled by the DM appears in an unoccupied space within 5 feet of you, then disappears 1 minute later.
49 - 50 You can't speak for the next minute. Whenever you try, pink bubbles float out of your mouth.
51 - 52 A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to magic missile.
53 - 54 You are immune to being intoxicated by alcohol for the next 1d4 WEEKS.
55 - 56 For the next minute, when you move on your turn you can teleport the distance instead of walking.
57 - 58 Your alignment changes to a randomly determines one. A remove curse spell can restore your original alignment.
59 - 60 You regain your lowest level expended spell slot.
61 - 62 For the next minute, you must shout when you speak.
63 - 64 You cast fog cloud centered on yourself.
65 - 66 Up to three creatures you choose within 30 feet of you take ?d10 lightning damage.
67 - 68 You cast POLYMORPH on yourself.
69 - 70 Each creature within 30 feet of you becomes invisible for the next minute. The invisibility ends for a creature when it attacks or casts a spell.
71 - 72 You gain resistance to all damage for the next minute.
73 - 74 A random creature within 60 feet of you becomes POISONED for the next 1d4 hours.
75 - 76 You glow with bright light in a 30 foot radius for the next minute. Any creature that starts its turn within 5 feet of you is blinded until the END of its next turn.
77 - 78 You cast polymorph on yourself. If you fail the saving throw, you turn into a sheep.
79 - 80 Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute.
81 - 82 You can take the withdraw action immediately.
83 - 84 Each creature within 30 feet of you takes 1d10 necrotic damage. You regain hit points equal to the sum of the necrotic damage taken.
85 - 86 You cast MIRROR IMAGE. (I think it says "mirror image".)(IT DOES)
87 - 88 You cast fly on a random creature within 60 feet of you.
89 - 90 You become INVISIBLE for the next minute. During this time OTHER creatures can't HEAR YOU. THE INVISIBILITY ENDS IF YOU ATTACK OR CAST A SPELL.
91 - 92 IF YOU DIE WITHIN THE NEXT MINUTE, YOU IMMEDIATELY COME BACK TO LIFE AS IF BY THE REINCARNATE SPELL.
93 - 94 YOUR SIZE INCREASES BY ONE SIZE CATEGORY FOR THE NEXT MINUTE.
95 - 96 You become incorporeal FOR THE NEXT MINUTE AND HAVE A SPECTRAL APPEARANCE DURING THAT TIME.
97 - 98 You are surrounded by FAINT, ETHEREAL MUSIC for the next minute.
99 - 00 You regain all expended SORCERY POINTS. (I'm inclined to say "sorcery powers".)(SO CLOSE.)

EDITED: for clarity sake to match other's thoughts.

 
Last edited:

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