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Feats
Xanathar's Guide to Everything
Your study of high elven lore has unlocked fey power that few other elves possess, except your eladrin cousins. Drawing on your fey ancestry, you can momentarily stride through the Feywild to shorten
your path from one place to another. You gain the following benefits:
Increase your Intelligence or Charisma score by 1, to a maximum of 20.
You learn to speak, read, and write Sylvan.
You learn
Species
Eberron: Rising from the Last War
of Passage, but the house also licenses unmarked teamsters. The Courier’s Guild of House Orien delivers mail and packages and has a branch that handles more covert and dangerous deliveries
.
Orien has dominated transportation for centuries, but now the house is facing challenges. The Mournland is a dramatic obstacle for ground transportation, and Baron Kwanti d’Orien has had tremendous
Species
Spelljammer: Adventures in Space
Hadozees’ progenitors were mammals no bigger than house cats. Hunted by larger natural predators, they took to the trees and evolved wing-like flaps that enabled them to glide from branch to
branch.
Today, hadozees are sapient, bipedal beings eager to leave behind the fearsome predators of their home world and explore other worlds.
In addition to being natural climbers, hadozees have feet
Species
Mordenkainen Presents: Monsters of the Multiverse
birdfolk. Only when they roost on a branch or walk across the ground is their Humanoid nature clear. Standing upright, aarakocra are typically about 5 feet tall, and they have long, narrow legs that
increase. You can follow those suggestions or ignore them, but you can’t raise any of your scores above 20.
Languages
Your character can speak, read, and write Common and one other language that you
Species
Mordenkainen Presents: Monsters of the Multiverse
Neither bugs nor bears, bugbears are the hulking cousins of goblins and hobgoblins. With roots in the Feywild, early bugbears resided in hidden places, in hard-to-reach and shadowed spaces. Long ago
ignore them, but you can’t raise any of your scores above 20.
Languages
Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the
Species
Mordenkainen Presents: Monsters of the Multiverse
Distant cousins of giants, the first firbolgs wandered the primeval forests of the multiverse, and the magic of those forests entwined itself with the firbolgs’ souls. Centuries later, that
to increase. You can follow those suggestions or ignore them, but you can’t raise any of your scores above 20.
Languages
Your character can speak, read, and write Common and one other
Species
Mordenkainen Presents: Monsters of the Multiverse
Once members of a people who escaped servitude to mind flayers, githyanki split from their cousins, githzerai, and fled to the Astral Plane. In that timeless, silvery realm, githyanki honed their
above 20.
Languages
Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The Player’s Handbook offers a list of
Species
Mordenkainen Presents: Monsters of the Multiverse
hobgoblin legions have emerged, with ranks of devoted soldiers famed for their unity.
Hobgoblins are generally taller than their goblin cousins but not quite as big as bugbears. They have curved
above 20.
Languages
Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The Player’s Handbook offers a list of
Species
Mordenkainen Presents: Monsters of the Multiverse
Githzerai migrated to the Everchanging Chaos of Limbo after the ancient schism that split their ancestors from their cousins, githyanki. Limbo is a roiling maelstrom of matter and energy, collapsing
those suggestions or ignore them, but you can’t raise any of your scores above 20.
Languages
Your character can speak, read, and write Common and one other language that you and your DM agree
Species
Mordenkainen Presents: Monsters of the Multiverse
The saurian lizardfolk are thought by some sages to be distant cousins of dragonborn and kobolds. Despite their resemblance to those other scaled folk, however, lizardfolk are their own people and
follow those suggestions or ignore them, but you can’t raise any of your scores above 20.
Languages
Your character can speak, read, and write Common and one other language that you and your
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
unmarked teamsters. The Courier’s Guild of House Orien delivers mail and packages and has a branch that handles more covert and dangerous deliveries. Orien has dominated transportation for centuries
, but now the house is facing challenges. The Mournland is a dramatic obstacle for ground transportation, and Baron Kwanti d’Orien has had tremendous difficulty securing funds to rebuild the lightning
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Fey Teleportation Prerequisite: Elf (high) Your study of high elven lore has unlocked fey power that few other elves possess, except your eladrin cousins. Drawing on your fey ancestry, you can
speak, read, and write Sylvan. You learn the misty step spell and can cast it once without expending a spell slot. You regain the ability to cast it in this way when you finish a short or long rest. Intelligence is your spellcasting ability for this spell.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Approaching the Vineyard A branch of the Old Svalich Road leads to the vineyard. If the characters approach along this path, read: After a half mile, the road becomes a muddy trail that meanders
through the woods, descending gradually until the trees part, revealing a mist-shrouded meadow. The trail splits. One branch heads west into the valley, and the other leads south into dark woods. A wooden
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
twenty years ago, Baron Elar d’Thuranni ordered the assassination of the entire Paelion line, one of the branches of House Phiarlan. Supposedly, he acted to prevent the Paelions from carrying out a
the new political powers of Khorvaire, and the division of Thuranni from Phiarlan embodies that new reality. From his enclave in Regalport (in the Lhazaar Principalities), Baron Elar d’Thuranni rules a
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Common) read as follows: BARON BRANTIFAX
Husband, Father, Hunter
“Let No Man Stand Above Another”
BRORN
Hound of Brantifax
Faithful to the End
HELUTHE
Our Pride and Joy
Lost Too
large fireplace suggests that a picture or a mirror once hung there.
Baron Brantifax liked to hunt. From time to time, the baron invited other hunters to join him and his hound on his merry hunts
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Approaching the Mansion A winding branch of the Old Svalich Road meanders up the forested slope of a mountain spur to the old mansion, which is perched on high ground overlooking the Svalich Woods
and the Luna River valley. When the characters first come within sight of Argynvostholt, read: High above the river valley juts a quiet promontory upon which looms a sepulchral mansion, its turrets
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
on the front doors, a maid (LG female human commoner) lets them in, escorts them to the den (area N3e), and leaves to fetch the baron. Map 5.3: Burgomaster’s Mansion (Area N3)View Player Version
Roleplaying the Vallakovich Family Use the following information to roleplay the burgomaster and his family. The Baron. The burgomaster, Baron Vargas Vallakovich (NE male human noble), is a ruthless heel
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Charisma saving throws against magic. Languages. You can speak, read, and write Common and Gnomish. The Gnomish language, which uses the Dwarvish script, is renowned for its technical treatises and its
of gnomes, the deep gnomes (or svirfneblin), live in small communities scattered in the Underdark. Unlike the duergar and the drow, svirfneblin are as good as their surface cousins. However, their
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Charisma saving throws against magic. Languages. You can speak, read, and write Common and Gnomish. The Gnomish language, which uses the Dwarvish script, is renowned for its technical treatises and its
of gnomes, the deep gnomes (or svirfneblin), live in small communities scattered in the Underdark. Unlike the duergar and the drow, svirfneblin are as good as their surface cousins. However, their
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
The Way of the Lion Read the following boxed text to describe the characters’ final day of travel to Candlekeep: Over the past four days, the weather on the Coast Way has gradually worsened. Dark
clouds remain. Ahead, you see a path branch from the wider road, heading to the sea. A raven perches solemnly on a leaning post bearing two signs that point like arms toward the west. One says “The Way
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Arriving at the Casino The characters can take the carriage offered to them by Verity or find their own way to the casino. At a branch in the road, they see a freshly painted and lacquered sign
declaring, “This way to the Afterlife!” in gaudy, gold lettering, with an arrow pointing down the narrower branch. Characters who follow this route for a short distance come to a cobbled turnaround and lot
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
rock gnomes and forest gnomes. They share their cousins’ obsession with privacy, and their homes below the surface of Faerûn are well guarded and deeply hidden. Owing to the hostility of their Underdark
. Your darkvision has a radius of 120 feet. Stone Camouflage. You have advantage on Dexterity (Stealth) checks to hide in rocky terrain. Extra Language. You can speak, read, and write Undercommon. DEEP
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
transport to Vecna’s Grasp appear in this chamber. Read the following to set the scene: You appear before a thirty-foot-wide mass of translucent purple crystals embedded in the floor of a large obsidian
cavern. Some of the crystal faces reflect distorted images of the cavern, while others flicker with scenes of the lich-god Vecna visiting destruction on distant worlds.
Three tunnels branch off the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
) Forty harnesses with silver buckles (10 gp each) 25. Hatchery The characters might be able to enter this area undetected by the occupants of area 24. If they do so, read: This long, narrow area
, read: This long, narrow area contains no furniture, but clusters of what look like large fish eggs float against the walls, five or six feet above the floor.
Two sahuagin wearing coral-colored
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
the players to introduce their characters and describe them to the group. Once they have completed their introductions, read or paraphrase the following boxed text: After swimming for half the day, you
sahuagin deep divers, and a giant shark are circling this area, giving the characters a wide berth. These creatures, which have darkvision, can see quite well into the “darkening.” While their baron
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
in. Otherwise, a character can use an action to try to force open the door, doing so with a successful DC 13 Strength (Athletics) check. When the characters peer inside, read: Standing just inside the
is a bullywug knight (neutral evil; see appendix C) named Illig, Baron of Muckstump. The other four bullywugs (neutral evil) are Illig loyalists named Glorig, Grundelkrantz, Gullibek, and Voolp
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
first arrive. She sits on a swing that hangs from the branch of a pear tree, plucking the strings on her lute while eyeing the characters. If the characters happen to mention their free tickets, she
Tumblestrum is necessary, since she won’t harm or hinder the characters and can’t be seriously harmed by them. Her thoughts are likewise hidden, since no magic can read them. Tumblestrum is meant to be an
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
characters are in the walking castle. There’s a boom and the castle sags, as if something heavy just landed on it. When a character investigates, read or paraphrase the following: Coiled atop the walking
castle is a mighty, pearl-colored dragon with branch-like horns. Its brilliant eyes fix on you. In a warm, slow voice that sounds as though it were coming from far away, it says, “My old friend. How good
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
dragon hunters, they catch up to them as the hunters conduct a stealthy—and slow—search. Paolo and his cousins are surprised to see the characters but aren’t deterred from their hunt. If a character
punoView Player Version Map 10.2 represents Pangil ng Buwan’s lair. When the characters arrive, read the following description: Charred roots the size of buildings surround an open clearing with a
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Barovia, owns and occupies a mansion in Vallaki. The house’s reigning governess, Fiona Wachter, is a loyal servant of Strahd. She seeks to supplant Baron Vallakovich as the town burgomaster. Map 5.4
would happily serve Strahd as burgomaster of Vallaki, but she knows that Baron Vargas Vallakovich won’t give up his birthright without a fight. Fiona conspired to wed her young daughter, Stella, to
Magic Items
Infernal Machine Rebuild
discovered the crash site removed the command console and brought it back to civilization, not understanding its true purpose or powers. In later years, the console came into the possession of Baron
used by Baron Lum, the Infernal Machine was known for its ability to unleash terrible monsters within the world. Specific combinations of its controls can still recreate the effects of various spells
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
leads to the caverns. When the party approaches the doors in the east end of the room, read: The door to your left appears normal, but the one ahead has a wooden bar across it, held in brackets on the
-looking bed in the northwest corner has a wooden locker at its foot.
A small wooden table stands against the east wall, with a padded leather chair beside it. On the table, a brass three-branch
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
, occupying three caves that branch off the warren’s central area to the northwest, southwest, and southeast. The passage opens into a long, low cavern that has three narrow, twisting passages leading off into
, scorching ray
If the characters make a lot of noise or tip off their presence in some other way, Kaarghaz begins this encounter invisible (see below). Otherwise, read: Behind the lizard, a hulking
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
transport. Crypt 4 Prince Ariel du Plumette (Ariel the Heavy) If the characters open the door to this crypt, read: The apparition of a large, rotund man forms within the dark crypt, its eyes wild with
can be triggered a total of four times before its supply of darts is depleted. If the door to the crypt is opened, read: This crypt smells of roses. The remains atop its marble slab have disintegrated
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
ice to enter the city. As the characters approach the end of the causeway, read: Green and purple lights cast an otherworldly glow upon the frost draping the silent city. Clawing spires, broken domes
tomb tapper looks like a faceless, misshapen giant. It turned to stone when it died, leaving behind its big sledgehammer. Y2. Wizard Spires Several crooked spires branch off the enclave’s perimeter wall






