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Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
rarity. This section presents a selection of magic items in alphabetical order. See the Dungeon Master’s Guide for the rules on using magic items. Some of the magic items in this chapter are symbiotic
objects created by the daelkyr. While not fully sentient, these symbiotic items are partially organic. Attuning to such an item reflects physically bonding with it. While these objects aren’t evil, some people might be disturbed upon seeing your living armor or tentacle whip!
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
rarity. This section presents a selection of magic items in alphabetical order. See the Dungeon Master’s Guide for the rules on using magic items. Some of the magic items in this chapter are symbiotic
objects created by the daelkyr. While not fully sentient, these symbiotic items are partially organic. Attuning to such an item reflects physically bonding with it. While these objects aren’t evil, some people might be disturbed upon seeing your living armor or tentacle whip!
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
rarity. This section presents a selection of magic items in alphabetical order. See the Dungeon Master’s Guide for the rules on using magic items. Some of the magic items in this chapter are symbiotic
objects created by the daelkyr. While not fully sentient, these symbiotic items are partially organic. Attuning to such an item reflects physically bonding with it. While these objects aren’t evil, some people might be disturbed upon seeing your living armor or tentacle whip!
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
, and discuss house rules, with the goal of ensuring the game is a fun experience for everyone involved. The “Ensuring Fun for All” section in chapter 1 covers some of the most important groundwork you
players are experienced, start the campaign at level 3 instead. (See the Player’s Handbook for rules on starting at higher levels.) Bringing the Party Together During session zero, help the players come
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
, and discuss house rules, with the goal of ensuring the game is a fun experience for everyone involved. The “Ensuring Fun for All” section in chapter 1 covers some of the most important groundwork you
players are experienced, start the campaign at level 3 instead. (See the Player’s Handbook for rules on starting at higher levels.) Bringing the Party Together During session zero, help the players come
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
edge of Doomspace in 21 days. Bonding with the Crew As they travel to Doomspace, the characters can engage with other crew members. Commodore Krux, Grimzod Gargenhale, and Topolah are particularly fun
the ante. The rules are as follows: Each player chooses any number of d6s and shakes them in a cup. Everyone rolls and reveals their dice at the same time. The player with the highest total wins, but
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
edge of Doomspace in 21 days. Bonding with the Crew As they travel to Doomspace, the characters can engage with other crew members. Commodore Krux, Grimzod Gargenhale, and Topolah are particularly fun
the ante. The rules are as follows: Each player chooses any number of d6s and shakes them in a cup. Everyone rolls and reveals their dice at the same time. The player with the highest total wins, but
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
, and discuss house rules, with the goal of ensuring the game is a fun experience for everyone involved. The “Ensuring Fun for All” section in chapter 1 covers some of the most important groundwork you
players are experienced, start the campaign at level 3 instead. (See the Player’s Handbook for rules on starting at higher levels.) Bringing the Party Together During session zero, help the players come
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
edge of Doomspace in 21 days. Bonding with the Crew As they travel to Doomspace, the characters can engage with other crew members. Commodore Krux, Grimzod Gargenhale, and Topolah are particularly fun
the ante. The rules are as follows: Each player chooses any number of d6s and shakes them in a cup. Everyone rolls and reveals their dice at the same time. The player with the highest total wins, but
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
-talking! Phase 2. During the second phase, the characters are in the spotlight, and they need to create a killer performance to win back the crowd. At least one character must sing, rap, chant, or otherwise
vocalize lyrics. Doing so in a crowd-pleasing way requires a successful DC 15 Charisma (Performance) check. The other characters can assist the performance. They can use any skill so long as it makes
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
-talking! Phase 2. During the second phase, the characters are in the spotlight, and they need to create a killer performance to win back the crowd. At least one character must sing, rap, chant, or otherwise
vocalize lyrics. Doing so in a crowd-pleasing way requires a successful DC 15 Charisma (Performance) check. The other characters can assist the performance. They can use any skill so long as it makes
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
-talking! Phase 2. During the second phase, the characters are in the spotlight, and they need to create a killer performance to win back the crowd. At least one character must sing, rap, chant, or otherwise
vocalize lyrics. Doing so in a crowd-pleasing way requires a successful DC 15 Charisma (Performance) check. The other characters can assist the performance. They can use any skill so long as it makes
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Ability Checks An ability check represents a creature using talent and training to try to overcome a challenge, such as forcing open a stuck door, picking a lock, entertaining a crowd, or deciphering
a cipher. The DM and the rules often call for an ability check when a creature attempts something other than an attack that has a chance of meaningful failure. When the outcome is uncertain and
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Ability Checks An ability check represents a creature using talent and training to try to overcome a challenge, such as forcing open a stuck door, picking a lock, entertaining a crowd, or deciphering
a cipher. The DM and the rules often call for an ability check when a creature attempts something other than an attack that has a chance of meaningful failure. When the outcome is uncertain and
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Ability Checks An ability check represents a creature using talent and training to try to overcome a challenge, such as forcing open a stuck door, picking a lock, entertaining a crowd, or deciphering
a cipher. The DM and the rules often call for an ability check when a creature attempts something other than an attack that has a chance of meaningful failure. When the outcome is uncertain and
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Ability Checks An ability check represents a creature using talent and training to try to overcome a challenge, such as forcing open a stuck door, picking a lock, entertaining a crowd, or deciphering
a cipher. The DM and the rules often call for an ability check when a creature attempts something other than an attack that has a chance of meaningful failure. When the outcome is uncertain and
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Ability Checks An ability check represents a creature using talent and training to try to overcome a challenge, such as forcing open a stuck door, picking a lock, entertaining a crowd, or deciphering
a cipher. The DM and the rules often call for an ability check when a creature attempts something other than an attack that has a chance of meaningful failure. When the outcome is uncertain and
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Ability Checks An ability check represents a creature using talent and training to try to overcome a challenge, such as forcing open a stuck door, picking a lock, entertaining a crowd, or deciphering
a cipher. The DM and the rules often call for an ability check when a creature attempts something other than an attack that has a chance of meaningful failure. When the outcome is uncertain and
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
” section in chapter 3.
Scufflecup Rules Each participant fills a teacup with hot tea and places it on the table. The participants then roll initiative. At least one Scufflecup participant is a student who
teacup off the table, using the rules for shoving in the Player’s Handbook. A participant loses the game if their teacup drops to 0 hit points or if their teacup falls off the table.
Scufflecup
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
, fast-paced sport that draws a lively crowd. Characters can participate in the race as snail jockeys, but it costs 1 ticket punch to enter. On the Story Tracker, jot down the names of any characters who
1 step (see “Tracking Mood” earlier in the chapter). If anyone breaks the rules, the mood lowers by 1 step. Snails and Pixies Each of the eight giant snails (see appendix C) is assigned a crew of
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
” section in chapter 3.
Scufflecup Rules Each participant fills a teacup with hot tea and places it on the table. The participants then roll initiative. At least one Scufflecup participant is a student who
teacup off the table, using the rules for shoving in the Player’s Handbook. A participant loses the game if their teacup drops to 0 hit points or if their teacup falls off the table.
Scufflecup
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
” section in chapter 3.
Scufflecup Rules Each participant fills a teacup with hot tea and places it on the table. The participants then roll initiative. At least one Scufflecup participant is a student who
teacup off the table, using the rules for shoving in the Player’s Handbook. A participant loses the game if their teacup drops to 0 hit points or if their teacup falls off the table.
Scufflecup
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
, fast-paced sport that draws a lively crowd. Characters can participate in the race as snail jockeys, but it costs 1 ticket punch to enter. On the Story Tracker, jot down the names of any characters who
1 step (see “Tracking Mood” earlier in the chapter). If anyone breaks the rules, the mood lowers by 1 step. Snails and Pixies Each of the eight giant snails (see appendix C) is assigned a crew of
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
, fast-paced sport that draws a lively crowd. Characters can participate in the race as snail jockeys, but it costs 1 ticket punch to enter. On the Story Tracker, jot down the names of any characters who
1 step (see “Tracking Mood” earlier in the chapter). If anyone breaks the rules, the mood lowers by 1 step. Snails and Pixies Each of the eight giant snails (see appendix C) is assigned a crew of
Compendium
- Sources->Dungeons & Dragons->Flee, Mortals! Rule Primer
Creature Roles Each creature has a role listed next to their challenge rating. Roles are descriptive and most don’t follow special rules—they simply help you build encounters and use the creature
adventures. For more information, see the “Companion Creatures” section. Controller Controllers debuff, move, and obstruct their enemies. They often have crowd-control actions that apply a debilitating
Compendium
- Sources->Dungeons & Dragons->Flee, Mortals! Rule Primer
Creature Roles Each creature has a role listed next to their challenge rating. Roles are descriptive and most don’t follow special rules—they simply help you build encounters and use the creature
adventures. For more information, see the “Companion Creatures” section. Controller Controllers debuff, move, and obstruct their enemies. They often have crowd-control actions that apply a debilitating
Compendium
- Sources->Dungeons & Dragons->Flee, Mortals! Rule Primer
Creature Roles Each creature has a role listed next to their challenge rating. Roles are descriptive and most don’t follow special rules—they simply help you build encounters and use the creature
adventures. For more information, see the “Companion Creatures” section. Controller Controllers debuff, move, and obstruct their enemies. They often have crowd-control actions that apply a debilitating
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
human garbed in a garish red-and-green uniform, welcomes characters who seek to participate in the Aroon Family Pepper Challenge. The assistant outlines the rules: Participants sit at a table with a
prior to the competition. If the characters agree to the rules, the assistant asks them to wait a few moments for the next event to begin. If four or more characters choose to participate, they are the
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
sweetest tricks. What better way to try it out than a contest?
“There are bets going around, and the crowd is sure to take your side! Want to pull off some wild moves?”
The wand the student is
wielding is one of several scattered throughout the crowd. These wands are ordinary spellcasting foci imbued with minor magical effects. Strixhaven’s instructors use them to help students practice their wand
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
human garbed in a garish red-and-green uniform, welcomes characters who seek to participate in the Aroon Family Pepper Challenge. The assistant outlines the rules: Participants sit at a table with a
prior to the competition. If the characters agree to the rules, the assistant asks them to wait a few moments for the next event to begin. If four or more characters choose to participate, they are the
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
human garbed in a garish red-and-green uniform, welcomes characters who seek to participate in the Aroon Family Pepper Challenge. The assistant outlines the rules: Participants sit at a table with a
prior to the competition. If the characters agree to the rules, the assistant asks them to wait a few moments for the next event to begin. If four or more characters choose to participate, they are the
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
sweetest tricks. What better way to try it out than a contest?
“There are bets going around, and the crowd is sure to take your side! Want to pull off some wild moves?”
The wand the student is
wielding is one of several scattered throughout the crowd. These wands are ordinary spellcasting foci imbued with minor magical effects. Strixhaven’s instructors use them to help students practice their wand
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
sweetest tricks. What better way to try it out than a contest?
“There are bets going around, and the crowd is sure to take your side! Want to pull off some wild moves?”
The wand the student is
wielding is one of several scattered throughout the crowd. These wands are ordinary spellcasting foci imbued with minor magical effects. Strixhaven’s instructors use them to help students practice their wand
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
zombies succeed on their saving throws. Seeing a larger crowd of zombies in the distance, the Wizard casts Fireball. The spell covers a 20-foot-radius Sphere. The Targets in Area of Effect table
suggests that area covers ten zombies, but the DM rules that they’re densely packed together and adds 1d3, rolling a 2. So the spell engulfs twelve zombies in its area. The zombies’ Dexterity saving throw
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
create a team of four. No rules forbid magic during this event. Characters who participate are invited to don yellow aprons that match those of Sid and Sid’s assistants. The next challenge begins shortly
following description as the characters enter: Excited onlookers crowd the bleachers within this vast, open tent. One half of the space is crowded with cooking tools: a pair of oversized woks and two






