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Magic Items
Guildmasters’ Guide to Ravnica
Soldiers of the Boros Legion consider it an honor to bear this shield, even knowing that it might be the last honor they receive. The front of the shield is sculpted to depict a grieving human face
creature you can see within 5 feet of you takes damage, you can use your reaction to take that damage, instead of the creature taking it. When you do so, the damage type changes to force.
Acolyte
Legacy
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Backgrounds
Basic Rules (2014)
the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you
the personal cost. (Good)
3
Change. We must help bring about the changes the gods are constantly working in the world. (Chaotic)
4
Power. I hope to one day rise to the top of my faith
Backgrounds
Guildmasters’ Guide to Ravnica
member you can receive free healing and care at a Selesnya enclave, though you must provide any material components needed for spells.
Selesnya Guild Spells
Prerequisite: Spellcasting or Pact Magic
I cherish a leaf from Vitu-Ghazi that changes color with the seasons, even though it is no longer attached to the tree.
6
Every member of the conclave is my kin, and I would fight for any one
Backgrounds
Baldur’s Gate: Descent into Avernus
an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing
about the changes the gods are constantly working in the world. (Chaotic)
4
Power. I hope to one day rise to the top of my faith’s religious hierarchy. (Lawful)
5
Faith. I trust that
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
17. Vertrand’s Room Vertrand. A bald, elderly man (Vertrand Shadowdusk) sits at a writing desk to the north, his back to the doorway.
Bed. A simple bed stands against the south wall.
Tapestry. A
changes: Vertrand is chaotic evil and speaks Abyssal, Common, Deep Speech, and Undercommon. He has blindsight out to a range of 60 feet, but is blind beyond this radius. He has the confusion spell
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
-finished clockwork inventions, and the air is thick with the smell of grease. Hundreds of books line every available inch of shelf space, and a tiny bed, likewise covered with books, stands in a corner of
philanthropists in the Styes, and he strives constantly to focus his research on caring for the local poor. Refrum uses the statistics of a male human priest, with these changes: Refrum is lawful good. His AC is 10, and he is unarmed. He has the speak with dead spell prepared instead of spirit guardians.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Dreaming Dark NPCs Agents of the Dreaming Dark are insidious villains that can appear anywhere, in almost any context. They receive orders from a cabal of powerful quori. The leader of the
dragonmarked houses, noble families, and other driving forces. Because Dreaming Dark agents can communicate and coordinate with one another in dreams, they never have to risk losing their cover to receive
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
(Melissara Shadowdusk) sits in an easy chair in the northeast corner, reading and muttering to herself.
Other Furnishings. A canopied bed and an armoire stand against the south wall, and a silk curtain
exile and chooses to remain in Shadowdusk Hold despite every instinct telling her to flee. Melissara is a human archmage, with these changes: Melissara is neutral. She speaks Common, Deep Speech, Draconic
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
, nonliving material they grasp or caress with their tentacles. The imprinting causes imperceptible surface changes to the object, and abrasion or degradation of the material can cause the inscription to
Qualith inscription, however, can receive fragmentary insight into the multilayered thoughts contained within it. A non-illithid that wants to understand a Qualith inscription can make an Intelligence
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Spirits Any characters inhabited by the spirits of Obo’laka or Wongo receive advice when entering this area: Cautious Obo’laka advises against anyone drinking from the fountain. Reckless Wongo
drinking the water loses the ability to speak for 8 hours. A lesser restoration spell or similar magic ends this effect. 3 The creature drinking the water magically changes sex. A greater restoration
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. The tapestry weighs 40 pounds and is worth 250 gp (assuming the characters can find a buyer who appreciates its disturbing imagery). 18b. Bedchamber Furnishings. A chest of drawers and a bed heaped
with pillows stand along the west wall. A sitting area with comfortable chairs is set up against the east wall.
Monsters. A mutated humanoid (Berlain Shadowdusk) sits on the edge of the bed, patching
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
tossed over the back wall of the keep, or using the old tunnel that exits into the stream bed. This mission can be combined with another mission, such as saving the mill or rescuing villagers from the
bringing the information to the governor doesn’t count. The characters also receive standard XP for any monsters they defeat along the way.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Losser Mirklav is a lightfoot halfling mage, with these changes: He is chaotic evil and has 31 (9d6) hit points. He has these racial traits: He is Small, and his walking speed is 25 feet. He can move
padlocked door in area B8 and 4d10 gp in a pouch made of elf skin and cinched with a rope made of woven dwarf hair. Losser has made several changes to the complex: Area B6 contains three beds — two
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
tossed over the back wall of the keep, or using the old tunnel that exits into the stream bed. This mission can be combined with another mission, such as saving the mill or rescuing villagers from the
the information to the governor doesn’t count. The characters also receive standard XP for any monsters they defeat along the way.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
functions like a charm (see “Supernatural Gifts” in chapter 7, “Treasure,” of the Dungeon Master’s Guide). A creature doesn’t receive a dark gift if it is being manipulated or coerced, or if it declines
the gift. Once it receives a dark gift, a creature can never receive that same dark gift again.
The instant a dark gift is bestowed, the creature receiving it undergoes a transformation, gaining a
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
acquires stray memories from its victim and shares them with the other members of its colony. Mind flayers also receive a degree of sustenance from the physical substance of a brain, but subsist
. The tadpole grows as it devours the humanoid’s brain, attaching to the victim’s brain stem and becoming its new brain. Over the course of a week, the humanoid body changes form, and a new mind
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Inner Circles Various special quests in chapter 2 can lead adventurers to Moongleam Tower in the city of Everlund. If the characters receive none of these quests, you can still use this encounter by
should the party require it. Each spellcaster has the statistics of a mage, with the following changes: Each spellcaster speaks Common, Draconic, Dwarvish, and Elvish. Each spellcaster has the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
) lives here. Her ramshackle home contains an unmade bed, an alchemist’s laboratory, a small stove, a coat rack, a table, a stool, a stuffed chair in poor condition, a wash basin, and a locked wooden
to mention this to the characters for fear of scaring them off. Obliteros is a giant shark, with these changes: The shark’s alignment is chaotic evil. Its Intelligence score is 10 (+0), and it can speak and understand Aquan.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
was in life, lying nude on a bed of tentacles.)
Zalthar. Seated in a chair, facing the northern and western doors, is Zalthar Shadowdusk — a death knight in black armor. In his withered hands, he
considers their presence an affront. He is a death knight, with these changes: Zalthar wields a nine lives stealer longsword with 5 charges remaining. He has a +13 bonus to hit with the weapon. On a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
threats that must be destroyed. The creature is a duergar, with these changes: The creature has 40 hit points. It has advantage on Wisdom (Perception) checks and on saving throws against being
charmed, frightened, stunned, or knocked unconscious. As a bonus action, it can make an attack with its javelin. 2b. Duergar’s Crib The deformed creature in area 2a sleeps here on a bed of spongy black mold
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
unused furniture draped in cobwebs, including a canopied bed and a claw-footed armoire. A headless wooden mannequin in the southwest corner wears a dusty yellow ball gown more than a century out of
characters enter the room, she says, “The stars turn, and a time presents itself.” She then draws her sword and attacks, aided by the wraiths. Dezmyr is a death knight, with these changes: As a bonus
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
to its distance traveled. If this added distance changes a ranged weapon attack from normal to long range, the attack roll is made with disadvantage. An object that enters the curtain and can travel
Plane of Water. The characters find Ichthyglug’s promised reward at the bottom of the drained pool. Characters who complete Ichthyglug’s quest should receive XP as if they had defeated the marid and the
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
poster map. This token moves right or left along the track as the carnival’s atmosphere changes for better or worse. The text informs you when to raise or lower the mood. When the token is to the right
(see “Meeting Witch and Light” toward the end of the chapter). Characters who attend the Big Top Extravaganza can also receive an invitation to meet with the owners, even if the carnival’s mood isn’t in
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
receive a cold welcome. Daggerwatch, Upper Dura Moraggan’s A posh tavern specializing in strong Mror spirits. Food and drink are wealthy in quality and cost. Highhold, Upper Dura The Mystic Market A
safest establishments in Lower Dura. Callestan, Lower Dura The Broken Mirror A curious tavern owned by a family of changelings, the Broken Mirror changes its appearance and theme every week. It’s
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
all other creatures in the room. Roll initiative for each statue separately. While animated, the statues are archmages, with these changes: The statues are unaligned constructs that speak only when
unconscious. The first time the adventurers defeat a particular animated archmage statue, they receive XP for it as with any creature defeated in combat. Subsequent victories against that statue don’t provide
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
beds with straw-stuffed mattresses.
An empty footlocker rests at the foot of each bed. Tidy servants’ uniforms hang from hooks in the adjoining closet (area D7b). Dumbwaiter. A small door in the
pushes open to reveal a cobweb-filled wooden staircase leading to the attic. D12a–D12c: Master Suite Burgundy drapes cover the windows of this large bedroom. The furnishings include a four-poster bed
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
full moons, when all Moonstalkers lock themselves in the guildhall, most convene in this spacious chamber. 2: Commons This common room is where Moonstalkers mingle, prepare for missions and receive
his key to area 7 and the key to his chest in the mouth of a mounted deer head whenever these keys aren’t on his person. Chest. A wooden chest sits beneath the bed in this room. It can be unlocked with
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
door opens into a bedchamber. 26A. North Bedchamber Duke Zalto and Duchess Brimskarda sleep here, in an enormous bed with a frame made from crisscrossing iron sword blades welded together. Dangling
above the bed are large chains and manacles, the purpose of which is known only to the duke and the duchess. A 15-foot-diameter shield made from adult black dragon scales is displayed on the north wall
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Possible Visions The following are the most relevant visions the characters can receive as answers to their questions. Elaborate upon or modify these as needed, and improvise visions for other
questions the characters ask based on the information in the adventure. Gromph’s Folly If the characters inquire about Gromph Baenre or the arrival of the demon lords, they receive a vision of how
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
of mismatched wooden furniture, including a bed with posts carved to resemble mermaids, a nightstand, a wardrobe, a writing desk with a fur-draped chair, and a small dining table surrounded by four
plain chairs. Near the foot of the bed rests an ornately carved sea chest sealed with a padlock.
Laraelra hides the key to the chest in the adjacent bedpost, whose top unscrews to reveal the hidden
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
on the east wall above the counter. A third hook is bare.
When the office is staffed, a visitor can secure an upstairs bed for 5 cp per night (5 sp for a private room). Accommodations can also be
wooden trunk at the foot of Laris’s bed contains folded clothing and personal effects. Treasure. On a nightstand, next to a set of keys to the stables, is a coin pouch containing 5 gp, 13 sp, and 25 cp
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
inhabited by the spirits of I’jin or Kubazan receive advice when entering this area: Fickle I’jin suggests waiting for the sarcophagus to turn gold before trying to open it. (Gold is I’jin’s favorite color
constantly changes to ensure that characters within it remain separated and unable to find each other. Visibility within the maze is limited to 20 feet because of the churning fog. Spells that are altered
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
very fashionable. Most tiny Fey would be grateful to receive one as a gift. Feywild mushrooms, from left to right:
butterfly saddle, eldercap, executioner’s hood, hummingbrella, and pricklenoggin
Plant Beds. Many plants grow in Granny Nightshade’s garden—licorice, sugarcane, marshmallow, and more. Characters who examine the plant beds discover a dark secret: each bed is nourished by the buried
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
” below).
Other Furnishings. Against the northwest wall stands a low double bed. In the middle of the room, a locked iron strongbox rests atop a low marble table flanked by two stone chairs
.
Valtagar Steelshadow Valtagar wears a black robe with a cowl that obscures his face. Suspicious and volatile, he is a duergar archmage, with these changes: Valtagar is lawful evil. He has the Otiluke’s
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
each. Advice from the Spirits Any characters inhabited by the spirits of Obo’laka or Papazotl receive advice when entering this area: Cautious Obo’laka advises her host to not disturb the throne or pick
changes: Instead of darkvision, each artist has blindsight out to a range of 30 feet. The artists are blind beyond this radius and immune to the blinded condition. They have no effective attacks and are






