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Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
Vocath’s Base The three-day trip from Aruun to Vocath is uneventful, and Commodore Krux spends much of the time catching up with his good friend, Warwyck. Characters who observe the two giff notice
that Warwyck’s mere presence raises Krux’s spirits, filling the commodore with hope and optimism. Vocath’s Base When the characters arrive at Vocath’s base, read: Floating above the luminous green
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
Vocath’s Base The three-day trip from Aruun to Vocath is uneventful, and Commodore Krux spends much of the time catching up with his good friend, Warwyck. Characters who observe the two giff notice
that Warwyck’s mere presence raises Krux’s spirits, filling the commodore with hope and optimism. Vocath’s Base When the characters arrive at Vocath’s base, read: Floating above the luminous green
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
Vocath’s Base The three-day trip from Aruun to Vocath is uneventful, and Commodore Krux spends much of the time catching up with his good friend, Warwyck. Characters who observe the two giff notice
that Warwyck’s mere presence raises Krux’s spirits, filling the commodore with hope and optimism. Vocath’s Base When the characters arrive at Vocath’s base, read: Floating above the luminous green
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
11. Hobgoblin Base Camp Hobgoblins have turned this 60-foot-high cavern into a base camp. The camp’s leader, the ruthless hobgoblin warlord Yargoth the Breaker, answers to a more powerful warlord
, aiming, and firing the flame cannons in that location. If the characters choose to parley with Yargoth, she suggests they combine forces and storm Zox’s fortress. Yargoth knows that the fortress doors
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
11. Hobgoblin Base Camp Hobgoblins have turned this 60-foot-high cavern into a base camp. The camp’s leader, the ruthless hobgoblin warlord Yargoth the Breaker, answers to a more powerful warlord
, aiming, and firing the flame cannons in that location. If the characters choose to parley with Yargoth, she suggests they combine forces and storm Zox’s fortress. Yargoth knows that the fortress doors
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
5a. Tower Base Wind moans through the open interior of the ancient tower attached to the manor. Stairs curve from the floor to circle the dark granite walls and vanish into a chamber high above
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
11. Hobgoblin Base Camp Hobgoblins have turned this 60-foot-high cavern into a base camp. The camp’s leader, the ruthless hobgoblin warlord Yargoth the Breaker, answers to a more powerful warlord
, aiming, and firing the flame cannons in that location. If the characters choose to parley with Yargoth, she suggests they combine forces and storm Zox’s fortress. Yargoth knows that the fortress doors
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
5a. Tower Base Wind moans through the open interior of the ancient tower attached to the manor. Stairs curve from the floor to circle the dark granite walls and vanish into a chamber high above
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
14. Base de Résistance These two chambers have been claimed by a drow mage named Rizzeryl, his summoned quasit minion, and eight wererats. At least for now, Rizzeryl and the wererats are staunch
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
1. Choose a Race Every character belongs to a race, one of the many intelligent humanoid species in the D&D world. The most common player character races are dwarves, elves, halflings, and humans
about these races. The race you choose contributes to your character’s identity in an important way, by establishing a general appearance and the natural talents gained from culture and ancestry. Your
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
1. Choose a Race Every character belongs to a race, one of the many intelligent humanoid species in the D&D world. The most common player character races are dwarves, elves, halflings, and humans
. Some races also have subraces, such as mountain dwarf or wood elf. The Races section provides more information about these races.
The race you choose contributes to your character’s identity in an
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
5a. Tower Base Wind moans through the open interior of the ancient tower attached to the manor. Stairs curve from the floor to circle the dark granite walls and vanish into a chamber high above
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
14. Base de Résistance These two chambers have been claimed by a drow mage named Rizzeryl, his summoned quasit minion, and eight wererats. At least for now, Rizzeryl and the wererats are staunch
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
14. Base de Résistance These two chambers have been claimed by a drow mage named Rizzeryl, his summoned quasit minion, and eight wererats. At least for now, Rizzeryl and the wererats are staunch
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
1. Create a Home Base See the “Settlements” section earlier in this chapter for guidance on building this settlement. A small town or village at the edge of the wilderness serves as a fine home base
at province scale (1 hex = 1 mile) with the home base near the center. Fill in the area within a day’s travel — about 25 to 30 miles — of the home base. Pepper it with two to four dungeons or similar
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
64. Base of the Waterfall Anything that falls from area 17 ends up here. The walls of this grotto are slick with slime, and the air reeks of decay. Filthy water tumbles down from a hole in the
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
1. Choose a Race Every character belongs to a race, one of the many intelligent humanoid species in the D&D world. The most common player character races are dwarves, elves, halflings, and humans
. Some races also have subraces, such as mountain dwarf or wood elf. The Races section provides more information about these races.
The race you choose contributes to your character’s identity in an
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
1. Choose a Race Every character belongs to a race, one of the many intelligent humanoid species in the D&D world. The most common player character races are dwarves, elves, halflings, and humans
about these races. The race you choose contributes to your character’s identity in an important way, by establishing a general appearance and the natural talents gained from culture and ancestry. Your
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
1. Choose a Race Every character belongs to a race, one of the many intelligent humanoid species in the D&D world. The most common player character races are dwarves, elves, halflings, and humans
. Some races also have subraces, such as mountain dwarf or wood elf. The Races section provides more information about these races.
The race you choose contributes to your character’s identity in an
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
64. Base of the Waterfall Anything that falls from area 17 ends up here. The walls of this grotto are slick with slime, and the air reeks of decay. Filthy water tumbles down from a hole in the
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
1. Choose a Race Every character belongs to a race, one of the many intelligent humanoid species in the D&D world. The most common player character races are dwarves, elves, halflings, and humans
about these races. The race you choose contributes to your character’s identity in an important way, by establishing a general appearance and the natural talents gained from culture and ancestry. Your
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
1. Create a Home Base See the “Settlements” section earlier in this chapter for guidance on building this settlement. A small town or village at the edge of the wilderness serves as a fine home base
at province scale (1 hex = 1 mile) with the home base near the center. Fill in the area within a day’s travel — about 25 to 30 miles — of the home base. Pepper it with two to four dungeons or similar
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
1. Create a Home Base See the “Settlements” section earlier in this chapter for guidance on building this settlement. A small town or village at the edge of the wilderness serves as a fine home base
at province scale (1 hex = 1 mile) with the home base near the center. Fill in the area within a day’s travel — about 25 to 30 miles — of the home base. Pepper it with two to four dungeons or similar
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
64. Base of the Waterfall Anything that falls from area 17 ends up here. The walls of this grotto are slick with slime, and the air reeks of decay. Filthy water tumbles down from a hole in the
Spells
Player’s Handbook
You touch a willing creature who isn’t wearing armor. Until the spell ends, the target’s base AC becomes 13 plus its Dexterity modifier. The spell ends early if the target dons armor.
Magic Items
Dungeon Master’s Guide
This elegant garment is made from exquisite cloth and adorned with runes.
You gain these benefits while wearing the robe.
Armor. If you aren’t wearing armor, your base Armor Class is 15 plus
Equipment
An animal pulling a carriage, cart, chariot, sled, or wagon can move weight up to five times its base carrying capacity, including the weight of the vehicle. If multiple animals pull the same vehicle, add their carrying capacities together.
Equipment
An animal pulling a carriage, cart, chariot, sled, or wagon can move weight up to five times its base carrying capacity, including the weight of the vehicle. If multiple animals pull the same vehicle, add their carrying capacities together.
Equipment
An animal pulling a carriage, cart, chariot, sled, or wagon can move weight up to five times its base carrying capacity, including the weight of the vehicle. If multiple animals pull the same vehicle, add their carrying capacities together.
Spells
Player’s Handbook
spell’s base damage is 12d6, and the damage increases by 1d6 whenever your turn ends and the spell hasn’t ended.
If a creature touches the glowing bead before the spell ends, that creature
’s space or collides with a solid object, the spell ends, and the bead explodes.
When the bead explodes, flammable objects in the explosion that aren’t being worn or carried start burning.
Using a Higher-Level Spell Slot. The base damage increases by 1d6 for each spell slot level above 7.
Equipment
An animal pulling a carriage, cart, chariot, sled, or wagon can move weight up to five times its base carrying capacity, including the weight of the vehicle. If multiple animals pull the same vehicle, add their carrying capacities together.
Magic Items
Dungeon Master’s Guide
These crystal lenses fit over the eyes. While wearing them, your vision improves significantly out to a range of 1 foot, granting you Darkvision within that range and Advantage on Intelligence
Equipment
An animal pulling a carriage, cart, chariot, sled, or wagon can move weight up to five times its base carrying capacity, including the weight of the vehicle. If multiple animals pull the same vehicle, add their carrying capacities together.
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
Would a temporary stat bump fulfill a multiclass prerequisite, or does the base score have to meet the requirement? Your base score, not a temporary score, has to meet a multiclassing prerequisite.
Spells
Player’s Handbook
lasts until you choose a different effect or the spell ends. The whirlpool is 5 feet wide at the base, up to 50 feet wide at the top, and 25 feet tall. Any creature in the water and within 25 feet of
Until the spell ends, you control any water inside an area you choose that is a Cube up to 100 feet on a side, using one of the following effects. As a Magic action on your later turns, you can






