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Monsters
Mordenkainen Presents: Monsters of the Multiverse
Hilt of a broken sword
3
Piece of stained glass from a shrine
4
Clay figurine of a ki-rin or another Celestial
5
Torch carved so that a hand appears to be holding the flame
6
Magic Items
Guildmasters’ Guide to Ravnica
Associated with a particular guild, a guild keyrune is a ceremonial, stylized key, about 1 foot long, made from carved stone. Not a literal key, the item is a badge of authority that gives its bearer
while touching it. When the creature reverts to its keyrune form, it can’t transform again until 36 hours have passed.
Azorius Keyrune (Rare). This keyrune is carved from white marble and lapis
magic-items
This three-foot warhorn, a revered artifact of Dhakaan, is carved from the tip of a red dragon’s horn, banded with adamantine, and covered with runes of power. An inscription in Goblin reads
use it as a Spellcasting Focus for your Bard spells. Bard spells cast using the warhorn gain the following benefits:
If the spell has a duration of 1 minute or longer, its duration is doubled, to a
Dwarf
Legacy
This doesn't reflect the latest rules and lore.
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Species
Basic Rules (2014)
friend. In spite of the added discomfort, the dwarf’s long, pointed, often-broken nose and gray-streaked though still-fiery red beard came as a welcome sight to Drizzt. “Knew I’d find
ye in trouble if I came out an’ looked for ye!”
— R. A. Salvatore, The Crystal Shard
Kingdoms rich in ancient grandeur, halls carved into the roots of mountains, the echoing of
Magic Items
Waterdeep: Dragon Heist
The Blackstaff is a sentient, rune-carved staff set with thin silver veins. It is the symbol of office for the Blackstaff, the highest-ranking wizard in Waterdeep. As the rightful owner of the
deactivated or if the staff is broken.
Dispel Magic. You can expend 1 of the staff’s charges as a bonus action to cast dispel magic on a creature, an object, or a magical effect that you touch
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Mending Transmutation Cantrip (Bard, Cleric, Druid, Sorcerer, Wizard) Casting Time: 1 minute
Range: Touch
Components: V, S, M (two lodestones)
Duration: Instantaneous
This spell repairs a
single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Mending Transmutation Cantrip (Bard, Cleric, Druid, Sorcerer, Wizard) Casting Time: 1 minute
Range: Touch
Components: V, S, M (two lodestones)
Duration: Instantaneous
This spell repairs a
single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Mending Transmutation Cantrip (Bard, Cleric, Druid, Sorcerer, Wizard) Casting Time: 1 minute
Range: Touch
Components: V, S, M (two lodestones)
Duration: Instantaneous
This spell repairs a
single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Mending Transmutation Cantrip (Bard, Cleric, Druid, Sorcerer, Wizard) Casting Time: 1 minute
Range: Touch
Components: V, S, M (two lodestones)
Duration: Instantaneous
This spell repairs a
single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Mending Transmutation Cantrip (Bard, Cleric, Druid, Sorcerer, Wizard) Casting Time: 1 minute
Range: Touch
Components: V, S, M (two lodestones)
Duration: Instantaneous
This spell repairs a
single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Mending Transmutation Cantrip (Bard, Cleric, Druid, Sorcerer, Wizard) Casting Time: 1 minute
Range: Touch
Components: V, S, M (two lodestones)
Duration: Instantaneous
This spell repairs a
single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
remembering the no-nonsense blacksmith with the tattoo of the black rose on his right shoulder or the badly dressed bard with the broken nose.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
has been carved on the floor of the passage leading to area 4.
Treasure Sixty pieces of blue quartz can be broken off the throne. Each piece is worth 10 gp.
3. Stone Throne Throne. To the south, a large protuberance of jagged rock has been carved into the form of a giant-sized throne. Blue quartz crystals grow out of the rock.
Warning Sign. A large X
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
remembering the no-nonsense blacksmith with the tattoo of the black rose on his right shoulder or the badly dressed bard with the broken nose.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
remembering the no-nonsense blacksmith with the tattoo of the black rose on his right shoulder or the badly dressed bard with the broken nose.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
broken stone braziers carved in the shape of spiders. The bones of interlopers slain by Muiral also litter the dungeon. The 15-foot-tall double doors found throughout this level are carved with web patterns, their features chipped and worn. View Player Version
latticework arches serving as buttresses and rafters. Many of these “web arches” are cracked and broken. Shattered pieces of these arches lie scattered across the floor, as well as the remains of
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
broken stone braziers carved in the shape of spiders. The bones of interlopers slain by Muiral also litter the dungeon. The 15-foot-tall double doors found throughout this level are carved with web patterns, their features chipped and worn. View Player Version
latticework arches serving as buttresses and rafters. Many of these “web arches” are cracked and broken. Shattered pieces of these arches lie scattered across the floor, as well as the remains of
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
has been carved on the floor of the passage leading to area 4.
Treasure Sixty pieces of blue quartz can be broken off the throne. Each piece is worth 10 gp.
3. Stone Throne Throne. To the south, a large protuberance of jagged rock has been carved into the form of a giant-sized throne. Blue quartz crystals grow out of the rock.
Warning Sign. A large X
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
has been carved on the floor of the passage leading to area 4.
Treasure Sixty pieces of blue quartz can be broken off the throne. Each piece is worth 10 gp.
3. Stone Throne Throne. To the south, a large protuberance of jagged rock has been carved into the form of a giant-sized throne. Blue quartz crystals grow out of the rock.
Warning Sign. A large X
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
broken stone braziers carved in the shape of spiders. The bones of interlopers slain by Muiral also litter the dungeon. The 15-foot-tall double doors found throughout this level are carved with web patterns, their features chipped and worn. View Player Version
latticework arches serving as buttresses and rafters. Many of these “web arches” are cracked and broken. Shattered pieces of these arches lie scattered across the floor, as well as the remains of
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
Ravine The Old Road passes to the east of a narrow ravine. At the road’s closest approach to the cleft, several broken pillars jut from the earth where the ravine widens. Two of the pillars stand
straight, but most lean atop sloped earth. Others are broken, and several have apparently fallen into the dark depths. A few similar pillars are visible on the opposite side of the ravine.
A sturdy
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
Ravine The Old Road passes to the east of a narrow ravine. At the road’s closest approach to the cleft, several broken pillars jut from the earth where the ravine widens. Two of the pillars stand
straight, but most lean atop sloped earth. Others are broken, and several have apparently fallen into the dark depths. A few similar pillars are visible on the opposite side of the ravine.
A sturdy
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
Ravine The Old Road passes to the east of a narrow ravine. At the road’s closest approach to the cleft, several broken pillars jut from the earth where the ravine widens. Two of the pillars stand
straight, but most lean atop sloped earth. Others are broken, and several have apparently fallen into the dark depths. A few similar pillars are visible on the opposite side of the ravine.
A sturdy
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
of the statue will determine that a large gem (a 100 gp blue quartz fits perfectly) will fit in a carved depression in each of the three remaining hands, while the broken one has no such concavity. If
11. The Three-Armed Statue This small room holds what appears to be a statue of a gargoyle, eight feet tall, with four arms. One of the arms is broken off and lies on the floor in front of the statue
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
of the statue will determine that a large gem (a 100 gp blue quartz fits perfectly) will fit in a carved depression in each of the three remaining hands, while the broken one has no such concavity. If
11. The Three-Armed Statue This small room holds what appears to be a statue of a gargoyle, eight feet tall, with four arms. One of the arms is broken off and lies on the floor in front of the statue
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
of the statue will determine that a large gem (a 100 gp blue quartz fits perfectly) will fit in a carved depression in each of the three remaining hands, while the broken one has no such concavity. If
11. The Three-Armed Statue This small room holds what appears to be a statue of a gargoyle, eight feet tall, with four arms. One of the arms is broken off and lies on the floor in front of the statue
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
a lute carved of pale wood. The instrument has been smashed beyond repair. A silver-inlaid Elvish inscription on its broken neck reads “Korynn.”
and trails them instead, waiting until one or more characters are near death before attacking them in an attempt to finish them off. 2b. Broken Lute Hidden under the fog in this 10-foot-high alcove is
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
21. Esclarotta’s Tomb This icy cyst has no obvious means of entry or egress. However, a creature can teleport to this buried chamber via area 17. You appear in an oval cave carved from solid glacial
ice, with no passages leading out. The ceiling is 30 feet high and lined with icicles, and bits of broken ice surround a massive white marble sarcophagus situated in the middle of the floor. The lid
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
16. Arch Gate to Level 15 Ceiling. This chamber soars to a height of 30 feet.
Arch. A stone arch set into the south wall is decorated with gold-inlaid images of dragons in flight. Carved into the
wall above the arch are the following words in Draconic: “Only a dragon can unlock this gate.”
Fountains. Alcoves to the west and east contain stone fountains, each carved to look like a perched
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
present. The building also has the features detailed in the “Lighting and Plumbing” sidebar. 19a. Ransacked Quarters The walls of this room are carved to look like natural rock, giving the chamber a
canoe are four oars.
19b. Vacant Bathroom This room contains a working sink, toilet, and bathtub, all carved from stone and fitted with rusty iron fixtures. 19c. Trashed Quarters This room is strewn
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
a lute carved of pale wood. The instrument has been smashed beyond repair. A silver-inlaid Elvish inscription on its broken neck reads “Korynn.”
and trails them instead, waiting until one or more characters are near death before attacking them in an attempt to finish them off. 2b. Broken Lute Hidden under the fog in this 10-foot-high alcove is
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
16. Arch Gate to Level 15 Ceiling. This chamber soars to a height of 30 feet.
Arch. A stone arch set into the south wall is decorated with gold-inlaid images of dragons in flight. Carved into the
wall above the arch are the following words in Draconic: “Only a dragon can unlock this gate.”
Fountains. Alcoves to the west and east contain stone fountains, each carved to look like a perched
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
present. The building also has the features detailed in the “Lighting and Plumbing” sidebar. 19a. Ransacked Quarters The walls of this room are carved to look like natural rock, giving the chamber a
canoe are four oars.
19b. Vacant Bathroom This room contains a working sink, toilet, and bathtub, all carved from stone and fitted with rusty iron fixtures. 19c. Trashed Quarters This room is strewn
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
21. Esclarotta’s Tomb This icy cyst has no obvious means of entry or egress. However, a creature can teleport to this buried chamber via area 17. You appear in an oval cave carved from solid glacial
ice, with no passages leading out. The ceiling is 30 feet high and lined with icicles, and bits of broken ice surround a massive white marble sarcophagus situated in the middle of the floor. The lid
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
16. Arch Gate to Level 15 Ceiling. This chamber soars to a height of 30 feet.
Arch. A stone arch set into the south wall is decorated with gold-inlaid images of dragons in flight. Carved into the
wall above the arch are the following words in Draconic: “Only a dragon can unlock this gate.”
Fountains. Alcoves to the west and east contain stone fountains, each carved to look like a perched






