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Classes
Player’s Handbook
multiverse. They often begin their search for magical power by delving into tomes of forbidden lore, dabbling in invocations meant to attract the power of extraplanar beings, or seeking places of power where
level 1 features, which are listed in the Warlock Features table. See the multiclassing rules to determine your available spell slots.
Warlock Features
Level
Proficiency Bonus
Class Features
Monsters
Keys from the Golden Vault
):
1/day each: arms of Hadar, charm person, mage armorMarkos Delphi grew up with an insatiable curiosity. Eventually, he had his fill of worldly knowledge and began delving into the arcane, eager to
.
This quest for understanding became Markos’s obsession. He sequestered himself and his fellow researchers in the remote Delphi Mansion. Markos used astrology-based magic to attempt to contact
Monsters
Waterdeep: Dungeon of the Mad Mage
, stoneskin and mage armor spells on itself before combat.Staff of Power. He wields a staff of power, with 20 charges, that grants him a +2 bonus to Armor Class, spell attack rolls, and saving throws. His
arts. Benevolent ones counsel kings and queens, while evil ones rule as tyrants and pursue lichdom. Those who are neither good nor evil sequester themselves in remote towers to practice their magic
Adult Silver Dragon
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
replaced by those of the new form, except any class features or legendary actions of that form.The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action
mines, silver dragons covet the lost outposts of humanoid civilization. An abandoned mountaintop citadel or a remote tower raised by a long-dead wizard is the sort of lair that every silver dragon
Ancient Silver Dragon
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
otherwise replaced by those of the new form, except any class features or legendary actions of that form.The dragon can take 3 legendary actions, choosing from the options below. Only one legendary
abandoned mines, silver dragons covet the lost outposts of humanoid civilization. An abandoned mountaintop citadel or a remote tower raised by a long-dead wizard is the sort of lair that every silver
Fighter
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Classes
Basic Rules (2014)
opponent’s sword flares with blue light an instant before she sends lightning flashing forth to smite him.
All of these heroes are fighters, perhaps the most diverse class of characters in the
use their training as adventurers. The dungeon delving, monster slaying, and other dangerous work common among adventurers is second nature for a fighter, not all that different from the life he or she
Backgrounds
Guildmasters’ Guide to Ravnica
light of the surface world, so your journey isn’t guaranteed to be safe.
Golgari Guild Spells
Prerequisite: Spellcasting or Pact Magic class feature
For you, the spells on the Golgari Guild
Spells table are added to the spell list of your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.)
Golgari Guild Spells
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Adventure Background Markos Delphi grew up with an insatiable curiosity. Eventually, he had his fill of worldly knowledge and began delving into the arcane, eager to understand the secrets of the
became Markos’s obsession. He sequestered himself and his fellow researchers in the remote Delphi Mansion. Markos used astrology-based magic to attempt to contact other planes, and something finally
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Flying Snake A flying snake is a brightly colored, winged serpent found in remote jungles. Tribespeople and cultists sometimes domesticate flying snakes to serve as messengers that deliver scrolls
wrapped in their coils. Flying Snake
Tiny beast, unaligned
Armor Class 14
Hit Points 5 (2d4)
Speed 30 ft., fly 60 ft., swim 30 ft.
STR
4 (−3)
DEX
18 (+4)
CON
11 (+0
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
treasure seekers, explorers, delvers, and investigators. In addition to improving your agility and stealth, you learn skills useful for delving into ancient ruins, reading unfamiliar languages, and
can improvise the use of items even when they are not intended for you. You ignore all class, race, and level requirements on the use of magic items. Thief’s Reflexes When you reach 17th level, you have
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
treasure seekers, explorers, delvers, and investigators. In addition to improving your agility and stealth, you learn skills useful for delving into ancient ruins, reading unfamiliar languages, and
you can improvise the use of items even when they are not intended for you. You ignore all class, race, and level requirements on the use of magic items. Thief’s Reflexes When you reach 17th level
Compendium
- Sources->Dungeons & Dragons->Giants of the Star Forge
Elemental Plane of Fire to pursue their own crafts and studies. A forgecaller is a walking furnace, clad head to toe in plate armor that seems to barely contain intense heat and billowing smoke. They
conjure waves of magma and can fly by jetting magical fire from their legs and body. Fire Giant Forgecaller Huge Giant (Cleric), Any Alignment
Armor Class 18 (plate)
Hit Points 312 (25d12 + 150
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
Champion One of the most remote locations inside White Plume Mountain is the hideout of a band of criminals led by the fallen champion Sir Bluto, an alleged mass murderer and a fugitive. Sir Bluto
and his companions will do everything in their power to ensure that anyone who happens upon their sanctum doesn’t live to tell of it. Champion Medium humanoid (any race), any alignment
Armor Class 18
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Elemental Plane of Fire to pursue their own crafts and studies. A forgecaller is a walking furnace, clad head to toe in plate armor that seems to barely contain intense heat and billowing smoke. They
conjure waves of magma and can fly by jetting magical fire from their legs and body. Fire Giant Forgecaller Huge Giant (Cleric), Any Alignment
Armor Class 18 (plate)
Hit Points 312 (25d12 + 150
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
extinguished. When a cinder hulk dies, it collapses into a billowing cloud of searing smoke. Cinder Hulk Large Elemental, Typically Chaotic Evil
Armor Class 16 (natural armor)
Hit Points 84 (8d10 + 40
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
after a Yeenoghu-worshiping war band achieves a great victory, emerging from a billowing, fetid cloud of smoke as it arrives from the Abyss. In battle, the demon wraps its slavering jaws around one
companionship—even the slavering, venomous, demonic puppy kind.
Tasha
Shoosuva
Large Fiend (Demon), Typically Chaotic Evil
Armor Class 14 (natural armor)
Hit Points 136 (16d10 + 48)
Speed
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
prey to the bitter end. When hell hounds feed, the flesh they consume stokes the infernal fires that burn within them. When a hell hound dies, that fire consumes the creature’s remains in a billowing
malevolent hunger, it quickly abandons or turns against its master. Hell Hound
Medium fiend, lawful evil
Armor Class 15 (natural armor)
Hit Points 45 (7d8 + 14)
Speed 50 ft.
STR
17 (+3
Compendium
- Sources->Dungeons & Dragons->Giants of the Star Forge
extinguished. When a cinder hulk dies, it collapses into a billowing cloud of searing smoke. Cinder Hulk Large Elemental, Typically Chaotic Evil
Armor Class 16 (natural armor)
Hit Points 84 (8d10 + 40
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
lichdom. Those who are neither good nor evil sequester themselves in remote towers to practice their magic without interruption. An archmage typically has one or more apprentice mages, and an archmage’s
abode has numerous magical wards and guardians to discourage interlopers. Archmage
Medium humanoid (any race), any alignment
Armor Class 12 (15 with mage armor)
Hit Points 99 (18d8 + 18
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
insubstantial nature enables it to pursue prey through the tiniest of openings. When first encountered, a vampiric mist appears as a billowing mass of light clouds. As the creature feeds, its coloration
vampiric mist doesn’t require air or sleep. Vampiric Mist Medium undead, chaotic evil
Armor Class 13
Hit Points 45 (6d8 + 18)
Speed 0 ft., fly 30 ft. (hover)
STR
6 (–2)
DEX
16 (+3
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
covered in thick, shaggy hide, often in vibrant colors, such as sky blue or deep violet. Giant Ox Huge Fey, Unaligned
Armor Class 12 (natural armor)
Hit Points 105 (10d12 + 40)
Speed 40 ft
primeval world tucked away in a remote valley or demiplane somewhere. “Look, that goose laid a golden egg!” “Look, that ox is blue!” “Look, this ram’s magic fleece is so soft!” Then a tick that’s
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
, and the relatively small stature of present-day humans is a mark of their degeneracy. Others imagine remote realms—cloud castles or lost continents—where Brobdingnagian people dwell, set apart from
live apart in remote steadings, undersea palaces, subterranean realms, and flying citadels. Bigby Presents: Glory of the Giants explores giants’ role in D&D and their realms across the worlds. It delves
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Roc Roc
Gargantuan monstrosity, unaligned
Armor Class 15 (natural armor)
Hit Points 248 (16d20 + 80)
Speed 20 ft., fly 120 ft.
STR
28 (+9)
DEX
10 (+0)
CON
20 (+5
elephant, a roc dives down to snatch its prey in its massive talons.
Remote and Alone. Rocs are solitary creatures that can live for centuries. They lair in nests made from trees, tents, broken ships
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
them. They emerge from gold, red, or amethyst dragon eggs, wingless but possessed of an arsenal of eldritch power. Like their dragon progenitors, masterminds have a breath weapon—a billowing cloud of
Armor Class 17 (natural armor)
Hit Points 67 (9d8 + 27)
Speed 35 ft.
STR
13 (+1)
DEX
14 (+2)
CON
16 (+3)
INT
15 (+2)
WIS
11 (+0)
CHA
17 (+3
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Vampiric Mist In billowing clouds of fog lurk vampiric mists, the wretched remnants of vampires that were prevented from finding rest. Indistinguishable from the mists they lurk within, they strike
sleep. Vampiric Mist
Medium undead, chaotic evil
Armor Class 13
Hit Points 30 (4d8 + 12)
Speed 0 ft., fly 30 ft. (hover)
STR
6(-2)
DEX
16(+3)
CON
16(+3)
INT
6(−2
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
-difficulty fight, perhaps against the adventure’s primary villain or another threat. Vary Threats. Build encounters using different threats. If the characters are delving into a kuo-toa temple and
seriously. Random Encounters Olly Lawson Mysterious lights glimmer in a remote mountain lake, drawing adventurers to explore Random encounters are randomly determined encounters that don’t occur in a
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
around them. 3 Hired to guard a caravan heading to a remote mountain town, adventurers find the pass blocked with rockslides caused by stone giants at play. 4 A group of giants (perhaps members of the
and a dragon are oblivious to the destruction they’re causing Delve into the Past The best reason for delving into the past is to discover a path to a better future.
—Diancastra
In the world of
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
curse, the more savage and bestial they become. Wereboars live in small family groups in remote forest areas, building ramshackle huts or dwelling in caves. They are suspicious of strangers but
sometimes ally themselves with orcs. Wereboar
Medium humanoid (human, shapechanger), neutral evil
Armor Class 10 in humanoid form, 11 (natural armor) in boar or hybrid form
Hit Points 78 (12d8 + 24
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
foes, providing him with the opportunity to escape or reducing his enemies to discolored corpses. Lohezet
Medium Humanoid (Human, Wizard), Neutral Evil
Armor Class 12 (15 with mage armor)
Hit
.
Miasma (Recharge 4–6). Lohezet magically conjures a billowing cloud of purple fog in a 20-foot-radius sphere centered on a point within 120 feet of himself. The area within the sphere is heavily
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Vampiric Mist In billowing clouds of fog lurk vampiric mists, the wretched remnants of vampires that were prevented from finding rest. Indistinguishable from the mists they lurk within, they strike
battle, a mist focuses its attacks on injured targets, since open wounds are a more ready source of blood. Vampiric Mist
Medium Undead, Typically Chaotic Evil
Armor Class 13
Hit Points 30 (4d8
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Class 16
Hit Points 341 (22d20 + 110)
Speed 50 ft.
STR
21 (+5)
DEX
22 (+6)
CON
20 (+5)
INT
10 (+0)
WIS
10 (+0)
CHA
19 (+4)
Saving Throws Con
effect lasts until the end of Maegera’s next turn.
Smoke Cloud (Costs 2 Actions). Maegera exhales a billowing cloud of hot smoke and embers that fills a 60-foot cube. Each creature in that area
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
strongly resembles a fire elemental, while a black dragon’s is similar to a water elemental, but viscous and foul-looking. A green dragon’s animated poison breath looks like billowing clouds of green gas
lightning, and it can suddenly vanish from one place to reappear in another, striking like a bolt from the blue. Animated Breath
Large Elemental, Typically Neutral Evil
Armor Class 15 (natural
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
babau’s baleful glare can weaken a creature. Babau
Medium fiend (demon), chaotic evil
Armor Class 16 (natural armor)
Hit Points 82 (11d8 + 33)
Speed 40 ft.
STR
19(+4)
DEX
16(+3
accompany the war band and attack whatever creatures the gnolls fall upon. Maw Demon
Medium fiend (demon), chaotic evil
Armor Class 13 (natural armor)
Hit Points 33 (6d8 + 6)
Speed 30 ft.
STR
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
, approaches a child in a remote place, and gives them an iron token (described below), through which the child can magically confide in the hag. Over time, “Granny” or “Grampy” convinces the child that it’s
, Typically Chaotic Evil
Armor Class 17 (natural armor)
Hit Points 90 (12d10 + 24)
Speed 40 ft.
STR
21 (+5)
DEX
12 (+1)
CON
14 (+2)
INT
13 (+1)
WIS
14 (+2
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
can be found in remote, gloomy areas of the surface world, warring against Lolth’s enemies. The cult of Lolth still creates chitines as the need arises. Outside the presence of a choldrith, chitines
traps and cover them with fragile webbing disguised with loose dirt to appear as a solid surface. Chitine
Small Monstrosity, Typically Chaotic Evil
Armor Class 14 (hide armor)
Hit Points 18






