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Backgrounds
The Wild Beyond the Witchlight
a sense of wonder. Perhaps greater adventures await you beyond the carnival’s gates.
Skill Proficiencies: Performance, Sleight of Hand
Tool Proficiencies: Disguise kit or one type of musical
Feywild Trinkets table), and a pouch containing 8 gp
Carnival Companion
Over the years, you have earned the friendship of another carnival fixture. Roll a d8 and consult the Carnival Companion table
Monsters
Mordenkainen Presents: Monsters of the Multiverse
-shaping they provide.
Variant: Flesh Warping
Creatures that encounter a sibriex can be twisted beyond recognition. Whenever a creature fails a saving throw against the sibriex’s Warp Creature
effect, you can roll percentile dice and consult the Flesh Warping table to determine an additional effect, which vanishes when Warp Creature ends on the creature. If the creature transforms into a manes
Monsters
Curse of Strahd
(Costs 2 Actions). Strahd makes one bite attack.With his mind sharp and his heart dark, Strahd von Zarovich is a formidable foe. Courage and lives beyond measure have been lost to him. Reread chapter 1
attacks at the most advantageous moment and from the most advantageous position.
Strahd knows when he’s in over his head. If he begins taking more damage than he can regenerate, he moves beyond
Species
Mordenkainen Presents: Monsters of the Multiverse
Underdark and beyond.
Like other dwarves, duergar typically have a life span of 350 years.
Creating Your Character
At 1st level, you choose whether your character is a member of the human race or of a
fall into the same ranges of height and weight that humans have in our world. If you’d like to determine your character’s height or weight randomly, consult the Random Height and Weight
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
Conclusion The chapter concludes when the characters escape Curst. Once they do, consult the “Advancing in Level” section of chapter 4 and let the party determine their next destination. If Fellik is
with the characters, he tells them he plans to head to Excelsior. If the characters offer to escort him, he welcomes the help but can’t reward them. On reaching the gate-town, Fellik thanks the characters before departing to Mount Celestia.
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
Conclusion The chapter concludes when the characters escape Curst. Once they do, consult the “Advancing in Level” section of chapter 4 and let the party determine their next destination. If Fellik is
with the characters, he tells them he plans to head to Excelsior. If the characters offer to escort him, he welcomes the help but can’t reward them. On reaching the gate-town, Fellik thanks the characters before departing to Mount Celestia.
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
Conclusion The chapter concludes when the characters escape Curst. Once they do, consult the “Advancing in Level” section of chapter 4 and let the party determine their next destination. If Fellik is
with the characters, he tells them he plans to head to Excelsior. If the characters offer to escort him, he welcomes the help but can’t reward them. On reaching the gate-town, Fellik thanks the characters before departing to Mount Celestia.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
not a plane is remote or coterminous at a given time depends entirely on the needs of your story. Manifest Zones At certain places in the Material Plane, the barriers between worlds are thin, and
city of Sharn is located in a manifest zone linked to Syrania that keeps its towers reaching toward the sky and aids flight. Ghosts might linger in a manifest zone associated with Dolurrh, while a
Species
Spelljammer: Adventures in Space
blossom into hard feelings, loud arguments, and head-butting contests, but they rarely escalate beyond that.
Creating Your Character
When you create your D&D character, you decide whether your
determine your character’s height or weight randomly, consult the Random Height and Weight table in the Player’s Handbook, and choose the row in the table that best represents the build you imagine for your character.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
not a plane is remote or coterminous at a given time depends entirely on the needs of your story. Manifest Zones At certain places in the Material Plane, the barriers between worlds are thin, and
city of Sharn is located in a manifest zone linked to Syrania that keeps its towers reaching toward the sky and aids flight. Ghosts might linger in a manifest zone associated with Dolurrh, while a
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
not a plane is remote or coterminous at a given time depends entirely on the needs of your story. Manifest Zones At certain places in the Material Plane, the barriers between worlds are thin, and
city of Sharn is located in a manifest zone linked to Syrania that keeps its towers reaching toward the sky and aids flight. Ghosts might linger in a manifest zone associated with Dolurrh, while a
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
walls beyond your circle of light. The air is cold and damp, and you can hear a waterfall somewhere in the blackness, along with faint echoes of battle.
The echoes of battle are always in the
darkness beyond the range of the characters’ light and darkvision. As characters move toward the apparent source, the echoes become more distant, as though originating somewhere else. Unless the characters
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
Bestiary (A-C) Across the worlds of the Material Plane and beyond, draconic creatures appear in myriad varieties. This chapter introduces the family of gem dragons, cousins to the chromatic and
in alphabetical order. For guidance on how to use a creature’s stat block, consult the introduction of the Monster Manual. A rampaging blue greatwyrm threatens a world’s existence,
and Bahamut stands alongside the world’s greatest heroes
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
walls beyond your circle of light. The air is cold and damp, and you can hear a waterfall somewhere in the blackness, along with faint echoes of battle.
The echoes of battle are always in the
darkness beyond the range of the characters’ light and darkvision. As characters move toward the apparent source, the echoes become more distant, as though originating somewhere else. Unless the characters
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
Bestiary (A-C) Across the worlds of the Material Plane and beyond, draconic creatures appear in myriad varieties. This chapter introduces the family of gem dragons, cousins to the chromatic and
in alphabetical order. For guidance on how to use a creature’s stat block, consult the introduction of the Monster Manual. A rampaging blue greatwyrm threatens a world’s existence,
and Bahamut stands alongside the world’s greatest heroes
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
Bestiary (A-C) Across the worlds of the Material Plane and beyond, draconic creatures appear in myriad varieties. This chapter introduces the family of gem dragons, cousins to the chromatic and
in alphabetical order. For guidance on how to use a creature’s stat block, consult the introduction of the Monster Manual. A rampaging blue greatwyrm threatens a world’s existence,
and Bahamut stands alongside the world’s greatest heroes
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
walls beyond your circle of light. The air is cold and damp, and you can hear a waterfall somewhere in the blackness, along with faint echoes of battle.
The echoes of battle are always in the
darkness beyond the range of the characters’ light and darkvision. As characters move toward the apparent source, the echoes become more distant, as though originating somewhere else. Unless the characters
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
experience points, they become more powerful, as do the threats they must overcome. This kind of campaign is easy to run, since it requires little effort beyond finding or creating adventures
appropriate for the party’s level. A campaign with a narrative lets the players feel as though their actions have far-reaching consequences. They’re not just racking up experience points. A few simple
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
experience points, they become more powerful, as do the threats they must overcome. This kind of campaign is easy to run, since it requires little effort beyond finding or creating adventures
appropriate for the party’s level. A campaign with a narrative lets the players feel as though their actions have far-reaching consequences. They’re not just racking up experience points. A few simple
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
To the Coast The journey to Dread Wolf Cove takes five days—fewer if the characters have Clystran’s guidance or other methods of conveyance. Consult the “Movement in the Wastes” section in chapter 5
from chapter 5 during the journey. Shortly before the characters reach the cove, run the following encounter. Dragonnel Down When the characters are about a day from reaching the Kalaman ships at the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
experience points, they become more powerful, as do the threats they must overcome. This kind of campaign is easy to run, since it requires little effort beyond finding or creating adventures
appropriate for the party’s level. A campaign with a narrative lets the players feel as though their actions have far-reaching consequences. They’re not just racking up experience points. A few simple
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
shamans who consult the spirits and choose the paths of migration. In the past, the tribes stood alone, but during the Last War, many halflings came together under Lathon Halpum to defend their land
. Halpum won recognition for the Plains as one of the Thronehold nations, though it’s still unclear what this means beyond increasing passage between the Plains and the outside world.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
shamans who consult the spirits and choose the paths of migration. In the past, the tribes stood alone, but during the Last War, many halflings came together under Lathon Halpum to defend their land
. Halpum won recognition for the Plains as one of the Thronehold nations, though it’s still unclear what this means beyond increasing passage between the Plains and the outside world.
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
To the Coast The journey to Dread Wolf Cove takes five days—fewer if the characters have Clystran’s guidance or other methods of conveyance. Consult the “Movement in the Wastes” section in chapter 5
from chapter 5 during the journey. Shortly before the characters reach the cove, run the following encounter. Dragonnel Down When the characters are about a day from reaching the Kalaman ships at the
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
To the Coast The journey to Dread Wolf Cove takes five days—fewer if the characters have Clystran’s guidance or other methods of conveyance. Consult the “Movement in the Wastes” section in chapter 5
from chapter 5 during the journey. Shortly before the characters reach the cove, run the following encounter. Dragonnel Down When the characters are about a day from reaching the Kalaman ships at the
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
shamans who consult the spirits and choose the paths of migration. In the past, the tribes stood alone, but during the Last War, many halflings came together under Lathon Halpum to defend their land
. Halpum won recognition for the Plains as one of the Thronehold nations, though it’s still unclear what this means beyond increasing passage between the Plains and the outside world.
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
void. Reaching beyond the edge of the walkway confirms the absence of walls or ceiling. The atmosphere is thin and cold, but not uncomfortably so. At an opportune moment when one or more characters are
below the path. Just past the base of the stairs, a door framed by nothingness rises from the path. Fifty feet beyond that, the path meets an intersection, with another door straight ahead.
This
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
void. Reaching beyond the edge of the walkway confirms the absence of walls or ceiling. The atmosphere is thin and cold, but not uncomfortably so. At an opportune moment when one or more characters are
below the path. Just past the base of the stairs, a door framed by nothingness rises from the path. Fifty feet beyond that, the path meets an intersection, with another door straight ahead.
This
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
void. Reaching beyond the edge of the walkway confirms the absence of walls or ceiling. The atmosphere is thin and cold, but not uncomfortably so. At an opportune moment when one or more characters are
below the path. Just past the base of the stairs, a door framed by nothingness rises from the path. Fifty feet beyond that, the path meets an intersection, with another door straight ahead.
This
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
void. Reaching beyond the edge of the walkway confirms the absence of walls or ceiling. The atmosphere is thin and cold, but not uncomfortably so. At an opportune moment when one or more characters are
below the path. Just past the base of the stairs, a door framed by nothingness rises from the path. Fifty feet beyond that, the path meets an intersection, with another door straight ahead.
This
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
vessel to a larger breach in the front of its hull. Beyond, another sandy passage lined with barnacled walls continues to slope up and out of sight. Unlike other sunken ships embedded in the coral nearby
inside of the ship. Creatures and objects within or beyond the fog are heavily obscured. A creature that enters the freezing cloud for the first time on a turn or starts its turn there takes 10 (3d6
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
vessel to a larger breach in the front of its hull. Beyond, another sandy passage lined with barnacled walls continues to slope up and out of sight. Unlike other sunken ships embedded in the coral nearby
inside of the ship. Creatures and objects within or beyond the fog are heavily obscured. A creature that enters the freezing cloud for the first time on a turn or starts its turn there takes 10 (3d6
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
vessel to a larger breach in the front of its hull. Beyond, another sandy passage lined with barnacled walls continues to slope up and out of sight. Unlike other sunken ships embedded in the coral nearby
inside of the ship. Creatures and objects within or beyond the fog are heavily obscured. A creature that enters the freezing cloud for the first time on a turn or starts its turn there takes 10 (3d6
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
void. Reaching beyond the edge of the walkway confirms the absence of walls or ceiling. The atmosphere is thin and cold, but not uncomfortably so. At an opportune moment when one or more characters are
below the path. Just past the base of the stairs, a door framed by nothingness rises from the path. Fifty feet beyond that, the path meets an intersection, with another door straight ahead.
This
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
void. Reaching beyond the edge of the walkway confirms the absence of walls or ceiling. The atmosphere is thin and cold, but not uncomfortably so. At an opportune moment when one or more characters are
below the path. Just past the base of the stairs, a door framed by nothingness rises from the path. Fifty feet beyond that, the path meets an intersection, with another door straight ahead.
This






