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Spells
Player’s Handbook
You create an Invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around
a corner, or in a grove of trees). The intangible, invulnerable sensor remains in place for the duration.
When you cast the spell, choose seeing or hearing. You can use the chosen sense through the
Monsters
Mordenkainen Presents: Monsters of the Multiverse
","rollAction":"Fist","rollDamageType":"bludgeoning"} bludgeoning damage.
Bolt Launcher. Ranged Weapon Attack: +3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Bolt Launcher"} to hit, range 120/480
bolts are so large that few ogres can carry more than a half dozen at a time, but bolt launchers have been known to uproot small trees or tear beams out of buildings and launch those when their ammunition
Monsters
Planescape: Adventures in the Multiverse
, range 90 ft., one target. Hit: 7 (1d8 + 3);{"diceNotation":"1d8+3", "rollType":"damage", "rollAction":"Flying Brick", "rollDamageType":"bludgeoning"} bludgeoning damage.
Grasping Ground (Recharge 6
Lady of Pain.
Dabus patrol the City of Doors to maintain public buildings, portals, and utilities. They use their innate ability to manipulate Sigil’s infrastructure not only to effect repairs
Clairvoyance
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
You create an invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around
a corner, or in a grove of trees). The sensor remains in place for the duration, and it can't be attacked or otherwise interacted with.
When you cast the spell, you choose seeing or hearing. You can
Spells
Xanathar's Guide to Everything
A fortress of stone erupts from a square area of ground of your choice that you can see within range. The area is 120 feet on each side, and it must not have any buildings or other structures on it
. Any creatures in the area are harmlessly lifted up as the fortress rises.
The fortress has four turrets with square bases, each one 20 feet on a side and 30 feet tall, with one turret on each corner
Monsters
Curse of Strahd
Feature"} or chosen by the DM:
1–3: Amphibious. The mongrelfolk can breathe air and water.4–9: Darkvision. The mongrelfolk has darkvision out to a range of 60 feet.10: Flight. The mongrelfolk
","rollAction":"Claw","rollDamageType":"slashing"} slashing damage.
Dagger. Melee or Ranged Weapon Attack: +3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Dagger"} to hit, reach 5 ft. or range 20
Monsters
Eberron: Rising from the Last War
Attack: +18;{"diceNotation":"1d20+18","rollType":"to hit","rollAction":"Eldritch Turret"} to hit, range 300 ft., one target. Hit: 18 (4d8);{"diceNotation":"4d8","rollType":"damage","rollAction
; (Colossus WX-12) squats in the Crawling Swamp, in the northwest corner of the Shadow Marches. How it got there, no one knows.
Hollow Structure. Although it can operate without a crew, a warforged colossus
Monsters
Princes of the Apocalypse
Attack: +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Boulder"} to hit, range 500 ft., one target. Hit: 46 (7d10 + 8);{"diceNotation":"7d10+8","rollType":"damage","rollAction":"Boulder
tremors are strong enough to destroy flimsy structures. After 10 days, they are strong enough to destroy ordinary wooden buildings. After 20 days, they can seriously damage or destroy reinforced or
Monsters
Icewind Dale: Rime of the Frostmaiden
":"Chromatic Orb"} to hit, range 90 ft., one creature. Hit: 13 (3d8);{"diceNotation":"3d8","rollType":"damage","rollAction":"Chromatic Orb","rollDamageType":"cold"} cold damage.Auril can take 3 legendary
, motionless sheets of ice. Umberlee brought Talos and Malar into an alliance against Auril, who retreated to the coldest corner of Toril to escape their fury.
After a world-shaking event known as the
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Circle of Power 5th-level abjuration Casting Time: 1 action Range: Self (30-foot radius) Components: V Duration: Concentration, up to 10 minutes Divine energy radiates from you, distorting and
diffusing magical energy within 30 feet of you. Until the spell ends, the sphere moves with you, centered on you. For the duration, each friendly creature in the area (including you) has advantage on saving
Monsters
Icewind Dale: Rime of the Frostmaiden
sleep.Multiattack. Auril uses Polar Ray twice.
Polar Ray. Ranged Spell Attack: +13;{"diceNotation":"1d20+13","rollType":"to hit","rollAction":"Polar Ray"} to hit, range 120 ft., one target. Hit: 14 (4d6
against Auril, who retreated to the coldest corner of Toril to escape their fury.
After a world-shaking event known as the Sundering, most of the gods withdrew from Toril, leaving mortals to govern
Monsters
The Book of Many Things
":"poison"} poison damage.
Wrathful Strike. Ranged Spell Attack: +12;{"diceNotation":"1d20+12", "rollType":"spell", "rollAction":"Wrathful Strike"} to hit, range 120 ft., one creature. Hit: 22 (3d10 + 6
creatures when viewed from the corner of the eye or through dim light or fog.
Gathered Knowledge. Within the lair, creatures have advantage on ability checks made to discover or recall information
Monsters
Icewind Dale: Rime of the Frostmaiden
Attack: +7;{"diceNotation":"1d20+7","rollType":"to hit","rollAction":"Ice Dart"} to hit, range 20/60 ft., one target. Hit: 5 (1d4 + 3);{"diceNotation":"1d4+3","rollType":"damage","rollAction":"Ice
frigid cold transformed her chaotic, unpredictable tides into rigid, motionless sheets of ice. Umberlee brought Talos and Malar into an alliance against Auril, who retreated to the coldest corner of
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
city without incident, but the festivities are unignorable. Colorful flowers and paper decorations hang between buildings, and delicious scents waft from the food stalls at every street corner. Locals
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
erupts from a square area of ground of your choice that you can see within range. The area is 120 feet on each side, and it must not have any buildings or other structures on it. Any creatures in the
Mighty Fortress 8th-level conjuration Casting Time: 1 minute Range: 1 mile Components: V, S, M (a diamond worth at least 500 gp, which the spell consumes) Duration: Instantaneous A fortress of stone
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
lumberjacks gathered in simple buildings amid a forested landscape. Locals are hardworking and polite, acknowledging you with a smile or a nod as you make your way through the village.
As you round a
corner, a plume of black smoke catches your eye! It rises from a squat log building near the edge of the woods. As flames engulf the wooden roof, the stench of burnt sugar fills the air, and a faint
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Commune with Nature 5th-level divination (ritual) Casting Time: 1 minute Range: Self Components: V, S Duration: Instantaneous You briefly become one with nature and gain knowledge of the surrounding
to the area: terrain and bodies of water prevalent plants, minerals, animals, or peoples powerful celestials, fey, fiends, elementals, or undead influence from other planes of existence buildings For
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Clairvoyance Level 3 Divination (Bard, Cleric, Sorcerer, Wizard) Casting Time: 10 minutes
Range: 1 mile
Components: V, S, M (a focus worth 100+ GP, either a jeweled horn for hearing or a glass
eye for seeing)
Duration: Concentration, up to 10 minutes
You create an Invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
of schools and colleges and the businesses that support them. Temples line the appropriately named Street of Temples in the southeast corner of the district. Foreign Quarter. The Foreign Quarter is
. Thieves’ Quarter. The buildings of the Thieves’ Quarter are slightly less run down than their Slum Quarter equivalents, and its people are marginally better off.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Commune with Nature 5th-level divination (ritual) Casting Time: 1 minute Range: Self Components: V, S Duration: Instantaneous You briefly become one with nature and gain knowledge of the surrounding
to the area: terrain and bodies of water prevalent plants, minerals, animals, or peoples powerful celestials, fey, fiends, elementals, or undead influence from other planes of existence buildings For
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Clairvoyance Level 3 Divination (Bard, Cleric, Sorcerer, Wizard) Casting Time: 10 minutes
Range: 1 mile
Components: V, S, M (a focus worth 100+ GP, either a jeweled horn for hearing or a glass
eye for seeing)
Duration: Concentration, up to 10 minutes
You create an Invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
The Pudding Court The Pudding King set up his court in the northwest corner of Blingdenstone, slipping through the wererat warrens with his beloved “children,” Princess Ebonmire and Prince Livid (see
black pudding with an Intelligence of 6 (−2) and the ability to hurl blobs of its substance as a ranged weapon attack out to a range of 30 feet. This attack has the same attack bonus, damage, and effect
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
walk through buildings, trample people underfoot, and generally cause as much chaos as possible. They often armor themselves with pieces of buildings and wield columns or other architectural elements
Attack: +10 to hit, reach 15 ft., one target. Hit: 24 (4d8 + 6) bludgeoning damage.
Rock. Ranged Weapon Attack: +10 to hit, range 60/240 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage. If the
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Clairvoyance 3rd-level divination Casting Time: 10 minutes Range: 1 mile Components: V, S, M (a focus worth at least 100 gp, either a jeweled horn for hearing or a glass eye for seeing) Duration
: Concentration, up to 10 minutes You create an invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
3. Guardhouses Two windowless stone guardhouses with peaked, slate-tiled rooftops stand in the middle of the forest where several elevated walkways converge. The buildings were built on higher ground
northeast corner is a dead halfling in leather armor, his face twisted into a mask of horror.
The halfling adventurer, Haddon Fleetfoot, refused to serve the will-o’-wisp in area 2d and barricaded himself
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
buildings in a city usually have four sides and a sloped or staggered pyramid-like exterior. It is customary for stone buildings to have a series of tiles or carvings of snakes encircling the ground level
outpost of an evil empire bent on cannibalism and world domination, but it usually has a sacrificial slab tucked away in a corner for special events. Particularly in their cities, yuan-ti rely on poison
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. LIGHTING AND PLUMBING
All of the buildings in Wyllowwood’s village (areas 18–24) are equipped with wall-mounted, glass-bottled gas lamps fueled by natural gas vents under the village, along with
stuffed owlbear stands on its hind legs in the south corner, glaring ferociously.
Empty Closet. A narrow door in the eastern corner of the room leads to a small chamber, the walls of which are
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Clairvoyance 3rd-level divination Casting Time: 10 minutes Range: 1 mile Components: V, S, M (a focus worth at least 100 gp, either a jeweled horn for hearing or a glass eye for seeing) Duration
: Concentration, up to 10 minutes You create an invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
, it is still used daily for training and for lesser athletic events. Many of the buildings surrounding the stadium are dedicated to serving it: smaller training facilities, providers of athletic gear
, stables, and other shops. Citadel The uppermost tier of the city, perched on a rocky outcropping at the southwestern corner of the Kolophon, is the great citadel. The Oromai (the “watchers” who
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
out of buildings and launch those when their ammunition runs low. Ogre Bolt Launcher
Large giant, chaotic evil
Armor Class 13 (hide armor)
Hit Points 59 (7d10 + 21)
Speed 40 ft.
STR
19(+4
)
Actions
Fist. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) bludgeoning damage.
Bolt Launcher. Ranged Weapon Attack: +3 to hit, range 120/480 ft., one target. Hit: 17 (3d10 + 1) piercing damage.
[Tooltip Not Found]
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
such potions for sale. Settlements by Size Settlement Population Range Max. GP Value Village Up to 500 20 GP Town 501–5,000 2,000 GP City 5,001 and higher 200,000 GP Do I Need a Settlement Map
?
A settlement doesn’t always require a map. Simply describing the settlement to your players is usually sufficient. But if it’s important for the players to know where certain buildings or other
compendium
- Sources->Dungeons & Dragons->One-Shot Wonders: Holiday Adventure Pack
treehouses and stilted buildings form a bustling settlement in the swamp. Cornbrook - The culinary highlight of the Mellow Valley. There are many delicacies to be found within this large town’s
busy roads, this wealthy town has a rich equestrian history. Swanport - A range of food, people, cultures and goods travel in and out of this small, but lively, coastal city. Smugglers also make use of
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Auvryndar assumed control of it. The cavern has the following features: Ruins. The 30-foot-high cavern is a deathly quiet maze of crumbling stone buildings, many of which have partially collapsed. The
buildings’ walls are 10 feet high, and their roofs have mostly caved in.
Webs and Spiders. Webs are strung between the buildings, but they’re not thick enough to inhibit movement. Nine giant spiders roam
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
in one corner, and flickering lanterns resting here and there. Five performers occupy the room. Two of them pace nervously while the others weep.
The actors here perform their roles reluctantly and
commoners (neutral), and the nonhuman ones have darkvision out to a range of 60 feet. They are as follows: Elemic the Excellent (a male human from the world of Toril) sobs in his bunk. Diamanda Mistriddle
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Humans Humans dwell in every corner of Toril and encompass a full range of cultures and ethnicities. Along the Sword Coast and across the North, humans are the most pervasive of the races and in






