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Spells
Player’s Handbook
saving throw, taking 2d6 Fire damage on a failed save or half as much damage on a successful one.
As a Bonus Action, you can move the sphere up to 30 feet, rolling it along the ground. If you move
the sphere into a creature’s space, that creature makes the save against the sphere, and the sphere stops moving for the turn.
When you move the sphere, you can direct it over barriers up to 5
Magic Items
Dungeon Master’s Guide
;typically an assortment of demons.
Ensnarement. While carrying the book, whenever you cast Magic Circle naming only Fiends or cast Planar Binding targeting a Fiend, the spell is cast at level 9
roll for a spell you cast against a Fiend, you use the maximum possible result instead of rolling.
Random Properties. The Artifact has the following random properties (see “Artifacts” in
Demonomicon of Iggwilv
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Magic Items
Tasha’s Cauldron of Everything
a fiend, you use the maximum possible result instead of rolling.
Ensnarement. While carrying the book, whenever you cast the magic circle spell naming only fiends, or the planar binding spell
how many pages are removed, and it longs to be more than mere reference material.
Random Properties. The artifact has the following random properties, which you can determine by rolling on the tables
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
, mercenary company, or newspaper is much more exciting than working for someone else. Founding your own organization offers a greater degree of autonomy, though potentially at the cost of support and reliable
to worry about; when you run your own mercenary company, for example, you need to stock your own armory rather than drawing on an existing organization’s stockpile. The organization brings in income
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
, mercenary company, or newspaper is much more exciting than working for someone else. Founding your own organization offers a greater degree of autonomy, though potentially at the cost of support and reliable
to worry about; when you run your own mercenary company, for example, you need to stock your own armory rather than drawing on an existing organization’s stockpile. The organization brings in income
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
, mercenary company, or newspaper is much more exciting than working for someone else. Founding your own organization offers a greater degree of autonomy, though potentially at the cost of support and reliable
to worry about; when you run your own mercenary company, for example, you need to stock your own armory rather than drawing on an existing organization’s stockpile. The organization brings in income
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
, taking 2d6 Fire damage on a failed save or half as much damage on a successful one. As a Bonus Action, you can move the sphere up to 30 feet, rolling it along the ground. If you move the sphere into a
creature’s space, that creature makes the save against the sphere, and the sphere stops moving for the turn. When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
, taking 2d6 Fire damage on a failed save or half as much damage on a successful one. As a Bonus Action, you can move the sphere up to 30 feet, rolling it along the ground. If you move the sphere into a
creature’s space, that creature makes the save against the sphere, and the sphere stops moving for the turn. When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
, taking 2d6 Fire damage on a failed save or half as much damage on a successful one. As a Bonus Action, you can move the sphere up to 30 feet, rolling it along the ground. If you move the sphere into a
creature’s space, that creature makes the save against the sphere, and the sphere stops moving for the turn. When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
trapped in stasis within the tomb as one of Acererak’s trophies. If the character is touched, the archlich’s binding magic ends. The replacement character is a clone of the fallen adventurer. The hags
clone has gear scavenged from dead adventurers. The new character is the sole survivor of a doomed adventuring company that breached the tomb in order to find and destroy the Soulmonger.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
trapped in stasis within the tomb as one of Acererak’s trophies. If the character is touched, the archlich’s binding magic ends. The replacement character is a clone of the fallen adventurer. The hags
clone has gear scavenged from dead adventurers. The new character is the sole survivor of a doomed adventuring company that breached the tomb in order to find and destroy the Soulmonger.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
, taking 2d6 Fire damage on a failed save or half as much damage on a successful one. As a Bonus Action, you can move the sphere up to 30 feet, rolling it along the ground. If you move the sphere into a
creature’s space, that creature makes the save against the sphere, and the sphere stops moving for the turn. When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
, taking 2d6 Fire damage on a failed save or half as much damage on a successful one. As a Bonus Action, you can move the sphere up to 30 feet, rolling it along the ground. If you move the sphere into a
creature’s space, that creature makes the save against the sphere, and the sphere stops moving for the turn. When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
trapped in stasis within the tomb as one of Acererak’s trophies. If the character is touched, the archlich’s binding magic ends. The replacement character is a clone of the fallen adventurer. The hags
clone has gear scavenged from dead adventurers. The new character is the sole survivor of a doomed adventuring company that breached the tomb in order to find and destroy the Soulmonger.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
, taking 2d6 Fire damage on a failed save or half as much damage on a successful one. As a Bonus Action, you can move the sphere up to 30 feet, rolling it along the ground. If you move the sphere into a
creature’s space, that creature makes the save against the sphere, and the sphere stops moving for the turn. When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
properties, which you can determine by rolling on the tables in the “Artifacts” section of the Dungeon Master’s Guide: Demonomicon of Iggwilv 2 minor beneficial properties 1 minor detrimental property 1
1 or more of its charges to cast one of the following spells (save DC 20) from it: magic circle (1 charge), magic jar (3 charges), planar ally (3 charges), planar binding (2 charges), plane shift (to
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
properties, which you can determine by rolling on the tables in the “Artifacts” section of the Dungeon Master’s Guide: Demonomicon of Iggwilv 2 minor beneficial properties 1 minor detrimental property 1
1 or more of its charges to cast one of the following spells (save DC 20) from it: magic circle (1 charge), magic jar (3 charges), planar ally (3 charges), planar binding (2 charges), plane shift (to
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
properties, which you can determine by rolling on the tables in the “Artifacts” section of the Dungeon Master’s Guide: Demonomicon of Iggwilv 2 minor beneficial properties 1 minor detrimental property 1
1 or more of its charges to cast one of the following spells (save DC 20) from it: magic circle (1 charge), magic jar (3 charges), planar ally (3 charges), planar binding (2 charges), plane shift (to
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Binding targeting a Fiend, the spell is cast at level 9, regardless of what level spell slot you used, if any. Additionally, the Fiend has Disadvantage on its saving throw against the spell. Fiendish
Scourging. While carrying the book, when you make a damage roll for a spell you cast against a Fiend, you use the maximum possible result instead of rolling. Random Properties. The Artifact has the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Binding targeting a Fiend, the spell is cast at level 9, regardless of what level spell slot you used, if any. Additionally, the Fiend has Disadvantage on its saving throw against the spell. Fiendish
Scourging. While carrying the book, when you make a damage roll for a spell you cast against a Fiend, you use the maximum possible result instead of rolling. Random Properties. The Artifact has the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Binding targeting a Fiend, the spell is cast at level 9, regardless of what level spell slot you used, if any. Additionally, the Fiend has Disadvantage on its saving throw against the spell. Fiendish
Scourging. While carrying the book, when you make a damage roll for a spell you cast against a Fiend, you use the maximum possible result instead of rolling. Random Properties. The Artifact has the
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
physical might with psi-infused weapon strikes, telekinetic lashes, and barriers of mental force. Many githyanki train to become such warriors, as do some of the most disciplined high elves. In the world of
Psionic Energy die, rolling it and dealing force damage to the target equal to the number rolled plus your Intelligence modifier. Telekinetic Movement. You can move an object or a creature with your mind
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
physical might with psi-infused weapon strikes, telekinetic lashes, and barriers of mental force. Many githyanki train to become such warriors, as do some of the most disciplined high elves. In the world of
Psionic Energy die, rolling it and dealing force damage to the target equal to the number rolled plus your Intelligence modifier. Telekinetic Movement. You can move an object or a creature with your mind
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
physical might with psi-infused weapon strikes, telekinetic lashes, and barriers of mental force. Many githyanki train to become such warriors, as do some of the most disciplined high elves. In the world of
Psionic Energy die, rolling it and dealing force damage to the target equal to the number rolled plus your Intelligence modifier. Telekinetic Movement. You can move an object or a creature with your mind
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Captured by the Yuan-ti Characters captured by the yuan-ti are stripped of their gear, fitted with manacles (one set binding the wrists and another binding the ankles), and confined to the pits in
Nsi. To determine whether they can be trusted, she assigns them to work under Overseer Issar (area 19). Issar assigns each character a labor, determined by rolling percentile dice and consulting the
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Captured by the Yuan-ti Characters captured by the yuan-ti are stripped of their gear, fitted with manacles (one set binding the wrists and another binding the ankles), and confined to the pits in
Nsi. To determine whether they can be trusted, she assigns them to work under Overseer Issar (area 19). Issar assigns each character a labor, determined by rolling percentile dice and consulting the
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Captured by the Yuan-ti Characters captured by the yuan-ti are stripped of their gear, fitted with manacles (one set binding the wrists and another binding the ankles), and confined to the pits in
Nsi. To determine whether they can be trusted, she assigns them to work under Overseer Issar (area 19). Issar assigns each character a labor, determined by rolling percentile dice and consulting the
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
well as helpful company for the ranger. Some Swarmkeepers are outcasts or hermits, keeping to themselves and their attendant swarms rather than dealing with the discomfort of others. Other
flying and skittering around you within your space. You determine its appearance, or you generate its appearance by rolling on the Swarm Appearance table. Swarm Appearance d4 Appearance 1 Swarming
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
banshee-like. She abhors the company of other humanoids except her brother. She is in a relaxing trance when the characters first arrive. Normally indifferent toward adventurers, she turns hostile if she
confound grave robbers). Lifting the lid or tapping on the sarcophagus causes 1d4 rats to emerge in a panic. The detritus in the nest includes two random trinkets, determined by rolling on the Trinkets
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
banshee-like. She abhors the company of other humanoids except her brother. She is in a relaxing trance when the characters first arrive. Normally indifferent toward adventurers, she turns hostile if she
confound grave robbers). Lifting the lid or tapping on the sarcophagus causes 1d4 rats to emerge in a panic. The detritus in the nest includes two random trinkets, determined by rolling on the Trinkets
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
well as helpful company for the ranger. Some Swarmkeepers are outcasts or hermits, keeping to themselves and their attendant swarms rather than dealing with the discomfort of others. Other
flying and skittering around you within your space. You determine its appearance, or you generate its appearance by rolling on the Swarm Appearance table. Swarm Appearance d4 Appearance 1 Swarming
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
banshee-like. She abhors the company of other humanoids except her brother. She is in a relaxing trance when the characters first arrive. Normally indifferent toward adventurers, she turns hostile if she
confound grave robbers). Lifting the lid or tapping on the sarcophagus causes 1d4 rats to emerge in a panic. The detritus in the nest includes two random trinkets, determined by rolling on the Trinkets
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
well as helpful company for the ranger. Some Swarmkeepers are outcasts or hermits, keeping to themselves and their attendant swarms rather than dealing with the discomfort of others. Other
flying and skittering around you within your space. You determine its appearance, or you generate its appearance by rolling on the Swarm Appearance table. Swarm Appearance d4 Appearance 1 Swarming
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
creatures in area 15. 15. Mustering Hall The walls of this room bear frescoes that depict fire giants forging armor and weapons, marching to war, and binding red dragons in chains. Four basalt pillars
mundane items, determined by rolling on the Items in a Giant’s Bag table in the introduction. Among this junk are 11,000 cp, 3,500 sp, 220 gp, and the bronze-plated skull of a slain adult red dragon (worth
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Finding Torg’s You can randomly determine the location of the merchant company by rolling a d10 and consulting the Starting Town table (see "Starting Town"). Roll again if the result is the






