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Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Domains of Ravenloft In a far-flung corner of the Plane of Shadow drifts a hidden expanse of roiling mist and vague semi-reality. At this eerie edge of the multiverse, the Dark Powers collect the
sampling of the terrifying domains, dreaded Darklords, and daring wanderers trapped in the Dark Powers’ clutches. Dr. Viktra Mordenheim, Darklord of Lamordia, crafts the perfect
body for her newest band of golem-hunting mercenaries
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Domains of Ravenloft In a far-flung corner of the Plane of Shadow drifts a hidden expanse of roiling mist and vague semi-reality. At this eerie edge of the multiverse, the Dark Powers collect the
sampling of the terrifying domains, dreaded Darklords, and daring wanderers trapped in the Dark Powers’ clutches. Dr. Viktra Mordenheim, Darklord of Lamordia, crafts the perfect
body for her newest band of golem-hunting mercenaries
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Domains of Ravenloft In a far-flung corner of the Plane of Shadow drifts a hidden expanse of roiling mist and vague semi-reality. At this eerie edge of the multiverse, the Dark Powers collect the
sampling of the terrifying domains, dreaded Darklords, and daring wanderers trapped in the Dark Powers’ clutches. Dr. Viktra Mordenheim, Darklord of Lamordia, crafts the perfect
body for her newest band of golem-hunting mercenaries
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Forcecage Level 7 Evocation (Bard, Warlock, Wizard) Casting Time: Action
Range: 100 feet
Components: V, S, M (ruby dust worth 1,500+ GP, which the spell consumes)
Duration: Concentration, up to
1 hour
An immobile, Invisible, Cube-shaped prison composed of magical force springs into existence around an area you choose within range. The prison can be a cage or a solid box, as you choose. A
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Forcecage Level 7 Evocation (Bard, Warlock, Wizard) Casting Time: Action
Range: 100 feet
Components: V, S, M (ruby dust worth 1,500+ GP, which the spell consumes)
Duration: Concentration, up to
1 hour
An immobile, Invisible, Cube-shaped prison composed of magical force springs into existence around an area you choose within range. The prison can be a cage or a solid box, as you choose. A
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Forcecage Level 7 Evocation (Bard, Warlock, Wizard) Casting Time: Action
Range: 100 feet
Components: V, S, M (ruby dust worth 1,500+ GP, which the spell consumes)
Duration: Concentration, up to
1 hour
An immobile, Invisible, Cube-shaped prison composed of magical force springs into existence around an area you choose within range. The prison can be a cage or a solid box, as you choose. A
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Forcecage Level 7 Evocation (Bard, Warlock, Wizard) Casting Time: Action
Range: 100 feet
Components: V, S, M (ruby dust worth 1,500+ GP, which the spell consumes)
Duration: Concentration, up to
1 hour
An immobile, Invisible, Cube-shaped prison composed of magical force springs into existence around an area you choose within range. The prison can be a cage or a solid box, as you choose. A
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Forcecage Level 7 Evocation (Bard, Warlock, Wizard) Casting Time: Action
Range: 100 feet
Components: V, S, M (ruby dust worth 1,500+ GP, which the spell consumes)
Duration: Concentration, up to
1 hour
An immobile, Invisible, Cube-shaped prison composed of magical force springs into existence around an area you choose within range. The prison can be a cage or a solid box, as you choose. A
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Forcecage Level 7 Evocation (Bard, Warlock, Wizard) Casting Time: Action
Range: 100 feet
Components: V, S, M (ruby dust worth 1,500+ GP, which the spell consumes)
Duration: Concentration, up to
1 hour
An immobile, Invisible, Cube-shaped prison composed of magical force springs into existence around an area you choose within range. The prison can be a cage or a solid box, as you choose. A
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Goblinoid NPCs Characters who approach the Heirs of Dhakaan expecting a ragtag band of goblinoids are in for a rude awakening. The Heirs of Dhakaan are well equipped and fight with precision and
ruthless. Goblinoid NPCs d8 NPC 1 A hobgoblin bard of the Kech Volaar leads an elite team of dungeon delvers to recover Dhakaani artifacts from ancient ruins. 2 A remarkably intelligent goblin
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Goblinoid NPCs Characters who approach the Heirs of Dhakaan expecting a ragtag band of goblinoids are in for a rude awakening. The Heirs of Dhakaan are well equipped and fight with precision and
ruthless. Goblinoid NPCs d8 NPC 1 A hobgoblin bard of the Kech Volaar leads an elite team of dungeon delvers to recover Dhakaani artifacts from ancient ruins. 2 A remarkably intelligent goblin
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Goblinoid NPCs Characters who approach the Heirs of Dhakaan expecting a ragtag band of goblinoids are in for a rude awakening. The Heirs of Dhakaan are well equipped and fight with precision and
ruthless. Goblinoid NPCs d8 NPC 1 A hobgoblin bard of the Kech Volaar leads an elite team of dungeon delvers to recover Dhakaani artifacts from ancient ruins. 2 A remarkably intelligent goblin
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
, when I followed a haunting song or a wisp of light among the roiling fogs of the Greycloaks, picked sweet berries in the hollows of the hills, and swam in the cold streams that flowed out of their
. Yet should such approach Evereska, its guardians mounted on giant eagles would ensure no ill befell the vale. Unlike cramped and crowded human cities, Evereska is composed of clusters of buildings
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
, when I followed a haunting song or a wisp of light among the roiling fogs of the Greycloaks, picked sweet berries in the hollows of the hills, and swam in the cold streams that flowed out of their
. Yet should such approach Evereska, its guardians mounted on giant eagles would ensure no ill befell the vale. Unlike cramped and crowded human cities, Evereska is composed of clusters of buildings
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
, when I followed a haunting song or a wisp of light among the roiling fogs of the Greycloaks, picked sweet berries in the hollows of the hills, and swam in the cold streams that flowed out of their
. Yet should such approach Evereska, its guardians mounted on giant eagles would ensure no ill befell the vale. Unlike cramped and crowded human cities, Evereska is composed of clusters of buildings
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
band of infantry has its leader, even if that person isn’t a officer. The Commander earns that position through some combination of high Charisma and Intelligence—the ability to inspire and the capacity
command by virtue of birth. A Commander might be a fighter, bard, cleric, paladin, or even wizard—as magic proves valuable in military engagements. Medic. Keeping soldiers alive is essential to military
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
band of infantry has its leader, even if that person isn’t a officer. The Commander earns that position through some combination of high Charisma and Intelligence—the ability to inspire and the capacity
command by virtue of birth. A Commander might be a fighter, bard, cleric, paladin, or even wizard—as magic proves valuable in military engagements. Medic. Keeping soldiers alive is essential to military
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
band of infantry has its leader, even if that person isn’t a officer. The Commander earns that position through some combination of high Charisma and Intelligence—the ability to inspire and the capacity
command by virtue of birth. A Commander might be a fighter, bard, cleric, paladin, or even wizard—as magic proves valuable in military engagements. Medic. Keeping soldiers alive is essential to military
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
).
Slave Pen. A stone enclosure in the northwest corner serves as a slave pen. Band music emanates from within.
The fountain is fed by a natural spring and provides the drow with a virtually endless supply
would like to return to the surface. They have little hope of reaching Waterdeep on their own and would appreciate an escort. Getting all five band members to the Yawning Portal alive completes this quest
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
).
Slave Pen. A stone enclosure in the northwest corner serves as a slave pen. Band music emanates from within.
The fountain is fed by a natural spring and provides the drow with a virtually endless supply
would like to return to the surface. They have little hope of reaching Waterdeep on their own and would appreciate an escort. Getting all five band members to the Yawning Portal alive completes this quest
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
).
Slave Pen. A stone enclosure in the northwest corner serves as a slave pen. Band music emanates from within.
The fountain is fed by a natural spring and provides the drow with a virtually endless supply
would like to return to the surface. They have little hope of reaching Waterdeep on their own and would appreciate an escort. Getting all five band members to the Yawning Portal alive completes this quest
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Kruphix’s Champions Alignment: Usually neutral Suggested Classes: Bard, cleric, druid, monk, ranger, wizard Suggested Cleric Domains: Knowledge, Trickery Suggested Backgrounds: Hermit, outlander
out of situations that seem morally straightforward, such as refusing to help a squad of hoplites finish off a band of vicious raiders. Kruphix’s Devotee Piety 3+ Kruphix trait As a devotee of Kruphix
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Kruphix’s Champions Alignment: Usually neutral Suggested Classes: Bard, cleric, druid, monk, ranger, wizard Suggested Cleric Domains: Knowledge, Trickery Suggested Backgrounds: Hermit, outlander
out of situations that seem morally straightforward, such as refusing to help a squad of hoplites finish off a band of vicious raiders. Kruphix’s Devotee Piety 3+ Kruphix trait As a devotee of Kruphix
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Kruphix’s Champions Alignment: Usually neutral Suggested Classes: Bard, cleric, druid, monk, ranger, wizard Suggested Cleric Domains: Knowledge, Trickery Suggested Backgrounds: Hermit, outlander
out of situations that seem morally straightforward, such as refusing to help a squad of hoplites finish off a band of vicious raiders. Kruphix’s Devotee Piety 3+ Kruphix trait As a devotee of Kruphix
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
beneath the streets of Sigil The following are just a few of the non-ascendant factions headquartered in Nowhere: The Coterie of Cakes (Cakers) is a destitute band of rosy-cheeked bullies who assert the
. This mishmash of misfits and outcasts vows to dismantle society. The Undivided (Deniers) is a faction composed wholly of creatures native to Sigil. They believe those who pass through planar portals are
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
beneath the streets of Sigil The following are just a few of the non-ascendant factions headquartered in Nowhere: The Coterie of Cakes (Cakers) is a destitute band of rosy-cheeked bullies who assert the
. This mishmash of misfits and outcasts vows to dismantle society. The Undivided (Deniers) is a faction composed wholly of creatures native to Sigil. They believe those who pass through planar portals are
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
beneath the streets of Sigil The following are just a few of the non-ascendant factions headquartered in Nowhere: The Coterie of Cakes (Cakers) is a destitute band of rosy-cheeked bullies who assert the
. This mishmash of misfits and outcasts vows to dismantle society. The Undivided (Deniers) is a faction composed wholly of creatures native to Sigil. They believe those who pass through planar portals are
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
to the fireplace is an unoccupied raised stage where a bard might strike up a tune. The bar is to your left, where a half-elf in a heavy leather duster receives a drink from a tall female elf wearing a
Whiskey (both N male human guards). The two are complete opposites: Sigil composed and pleasant, Whiskey uncouth and short-tempered. They have been in the inn’s restaurant for a long time. The outside
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
to the fireplace is an unoccupied raised stage where a bard might strike up a tune. The bar is to your left, where a half-elf in a heavy leather duster receives a drink from a tall female elf wearing a
Whiskey (both N male human guards). The two are complete opposites: Sigil composed and pleasant, Whiskey uncouth and short-tempered. They have been in the inn’s restaurant for a long time. The outside
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
to the fireplace is an unoccupied raised stage where a bard might strike up a tune. The bar is to your left, where a half-elf in a heavy leather duster receives a drink from a tall female elf wearing a
Whiskey (both N male human guards). The two are complete opposites: Sigil composed and pleasant, Whiskey uncouth and short-tempered. They have been in the inn’s restaurant for a long time. The outside
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
to attend Ispin’s funeral. She volunteered her band to take part in the annual reenactment of the Battle of High Hill—her attempt to lift the village’s spirits after their loss. During the day, Cudgel
in about 5 minutes. The local militia is largely composed of retired farmers and fishers who exhibit more zeal than skill in the village’s defense, but they all take the bell’s sounding very seriously
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
local militia, or accompanying the town guard on its patrols. Daily rulership is in the hands of the Council of Guilds, composed of the heads of the town’s informal trade groups. These guildmasters
portion of one’s purse than to lose everything to a band of brigands during a journey through the wilds. Visitors to Daggerford are advised both to avoid the tannery to the west and to swiftly cross
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
local militia, or accompanying the town guard on its patrols. Daily rulership is in the hands of the Council of Guilds, composed of the heads of the town’s informal trade groups. These guildmasters
portion of one’s purse than to lose everything to a band of brigands during a journey through the wilds. Visitors to Daggerford are advised both to avoid the tannery to the west and to swiftly cross
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
to attend Ispin’s funeral. She volunteered her band to take part in the annual reenactment of the Battle of High Hill—her attempt to lift the village’s spirits after their loss. During the day, Cudgel
in about 5 minutes. The local militia is largely composed of retired farmers and fishers who exhibit more zeal than skill in the village’s defense, but they all take the bell’s sounding very seriously
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
local militia, or accompanying the town guard on its patrols. Daily rulership is in the hands of the Council of Guilds, composed of the heads of the town’s informal trade groups. These guildmasters
portion of one’s purse than to lose everything to a band of brigands during a journey through the wilds. Visitors to Daggerford are advised both to avoid the tannery to the west and to swiftly cross






