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Spells
Player’s Handbook
.
Using a Higher-Level Spell Slot. You animate or reassert control over two additional Undead creatures for each spell slot level above 3. Each of the creatures must come from a different corpse or pile of bones.
Choose a pile of bones or a corpse of a Medium or Small Humanoid within range. The target becomes an Undead creature: a Skeleton if you chose bones or a Zombie if you chose a corpse.
On each of your
Animate Dead
Legacy
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Spells
Basic Rules (2014)
using a spell slot of 4th level or higher, you animate or reassert control over two additional undead creatures for each slot level above 3rd. Each of the creatures must come from a different corpse or pile of bones.
This spell creates an undead servant. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead
Berbalang
Legacy
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Monsters
Mordenkainen’s Tome of Foes
information for powerful people traveling the planes. Berbalangs ignore petitioners, however, unless they come bearing a choice secret or the bones of a particularly interesting creature. Githyanki have
gathering secrets, both from the gods they inhabit and from the bones of dead creatures, they call forth the spirits of the dead and force them to divulge what they learned in life.
Speakers of the Dead
Monsters
Mordenkainen Presents: Monsters of the Multiverse
the planes. Berbalangs ignore petitioners, however, unless they come bearing a choice secret or the bones of a particularly interesting creature. Some githyanki have been able to strike deals with the
Astral Plane. Obsessed with gathering secrets, both from the gods they inhabit and from the bones of dead creatures, they call forth the spirits of the dead and force them to divulge what they learned in
Monsters
Mordenkainen Presents: Monsters of the Multiverse
territory. It remains motionless as it waits for prey to come close. When a target is within its reach, it peels itself away from the surface and wraps around its prey, crushing, smothering, and then
digesting it. Only a scattering of bones, metal, treasure, and other indigestible bits is left behind.
A trapper’s ability to alter the color and texture of its outer side enables it to blend in with
Wizard
Legacy
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Classes
Basic Rules (2014)
circle, bringing a whiff of brimstone from the otherworldly plane beyond.
Crouching on the floor in a dungeon intersection, a gnome tosses a handful of small bones inscribed with mystic symbols
the fey) that are steeped in magic.
The Lure of Knowledge
Wizards’ lives are seldom mundane. The closest a wizard is likely to come to an ordinary life is working as a sage or lecturer in a
Monsters
The Wild Beyond the Witchlight
Coven. People come to her to learn about their futures, which she spells out through grotesque theatrical pageants. As payment, she snatches away a portion of each client’s free will, preventing
, part mechanical theater, the outfit makes her look frighteningly tall; without it, she is a hunched and withered bag of bones. She shrouds her wrinkled features behind a gauzy “theater curtain
Shifter
Legacy
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Species
Eberron: Rising from the Last War
heightened senses. Geth’s gift from his lycanthrope ancestors was sheer toughness. Strength seeped into his bones and flooded his flesh. His skin hardened, and his hair became coarse like an
.
The Journey Yet to Come
Shifters have a strong presence in the Eldeen Reaches but can be found in rural areas across Khorvaire, where they often live among humans. While they form powerful bonds
Monsters
Icewind Dale: Rime of the Frostmaiden
Celestial. If it hears words of Celestial spoken, the vampire must try to attack the source of those spoken words on its next turn. If these words come from multiple sources and from opposite directions, the
leaving nothing behind but bones, gristle, and the victim’s blood-spattered belongings.
Gnoll vampires are indiscriminate feeders that prefer the flesh and blood of humanoids, including other
Monsters
Planescape: Adventures in the Multiverse
Gray Wastes of Hades. Their gray, desiccated skin stretches over their bones, and their heads resemble horned equine skulls with ember-like eyes. Sages endlessly debate the nature of baernaloths, and
primal evil power before other yugoloths or that they come from an epoch before the current manifestation of the planes. Baernaloths refuse to say, but most obsess over secrets and obscene lore regarding
Monsters
Mordenkainen Presents: Monsters of the Multiverse
elder brain reaches out with tendrils of thought, compelling creatures to come to it so that it can feed on them.
When a mind flayer perishes, the elder brain’s servants feed its brain to their
tempered by its relative immobility. Although its telepathic senses can reach for miles, moving anywhere is always a dangerous proposition. If forced outside its brine pool, an elder brain swiftly expires
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Coins Characters often find coins on their adventures and can spend those coins in shops, inns, and other businesses. Coins come in different denominations based on the relative worth of their
material. The Coin Values table lists coins and how much they’re worth relative to the Gold Piece, which is the game’s main coin. For example, 100 Copper Pieces are worth 1 Gold Piece. A coin weighs about a
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Coins Characters often find coins on their adventures and can spend those coins in shops, inns, and other businesses. Coins come in different denominations based on the relative worth of their
material. The Coin Values table lists coins and how much they’re worth relative to the Gold Piece, which is the game’s main coin. For example, 100 Copper Pieces are worth 1 Gold Piece. A coin weighs about a
Kenku
Legacy
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Species
Volo's Guide to Monsters
. Others strike out on their own in search of the secrets of flight, to master magic, or to uncover the secret of their curse and find a method to break it.
Kenku adventurers, despite their relative
kenku, constant attempts to mimic noises can come across as confusing or irritating rather than entertaining. You can just as easily describe the sounds your character makes and what they mean. Be clear
Backgrounds
Guildmasters’ Guide to Ravnica
Ideal
1
Guild. My guild is all that really matters. (Any)
2
Creativity. Half the world’s troubles come from stodgy thinking, stuck in the past. We need innovative
.
Izzet Contacts
d8
Contact
1
An older relative is a member of the guild’s board of directors.
2
I know a sprite who carries important messages among the guild’s
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
A13. East Guard Post The gnawed bones, torn armor fragments, and rusty battleaxes of two dead dwarf guards lie in the middle of the room. The guards were trapped here by ghouls, killed, and eaten. Two ballistas aimed at arrow slits in the west wall come equipped with five bolts apiece.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
creature knocked off a ledge goes tumbling down the inward-sloping rock walls to the bottom of the cavern (area 16b), which is strewn with rocks, bones, and the bodies of two dead umber hulks. At the
creature that is reduced to one-twelfth its normal size falls from the castle, it will travel over 600 relative feet before hitting the cavern floor due to the reducing effect around the castle, which
Orc
Legacy
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Species
Volo's Guide to Monsters
area is at risk. If orcs come upon a target that is too large to assault directly, they will lurk along supply routes, taking out their frustration on caravans and travelers. Left unchecked, a tribe can
; their loyalty by turning them into slaves.
If a tribe is defeated and driven from its lair, the survivors might come under the sway of a strong but dimwitted creature, such as a hill giant or an ogre
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
guards present on the second and subsequent visits.) The time has come to see what is afoot! If the party decides to retire between forays against the steading, they can retreat to the relative safety of
their stronghold. Adventure Start It is assumed that the party has safely arrived at a spot near the giants’ stronghold—a small cave, well hidden, where they can hide mounts and equipment. They come to
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
lake is a trivial matter. On reaching the water’s edge, the characters notice, strewn along the lake bed, thousands of bones crusted with mineral deposits. Many of the bones appear to have come from
various humanoid creatures. Lake of Bones The Lake of Bones is a hot spring 50 feet deep. Any creature that enters the scalding lake for the first time on a turn or starts its turn in the water takes
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Interesting Things About the Plains Gatherhold is one of the only cities in the Talenta Plains. All tribes come to Gatherhold to trade, hold councils, and settle disputes. House Ghallanda maintains
ancestral homeland. The dragonmarked bloodlines are spread throughout the tribes, and you can play a dragonmarked halfling from the Plains who doesn’t work for the houses. Stories speak of ancient ruins that date back to the first age of the world, and of a vast graveyard holding the bones of dragons.
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
course for the Rock of Bral. Now is the time for you to determine where the Rock of Bral is situated relative to the characters’ home world. Once you’ve determined the Rock of Bral’s location in
the Astral Adventurer’s Guide. Keep the deck plans for the space galleon and the star moth handy, because they will come into play.
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
, despite their relative independence, still have a tendency to seek out a companion to emulate and follow. A kenku loves to mimic the voice and words of its chosen companion. ROLEPLAYING A KENKU
If
you’re playing a kenku, constant attempts to mimic noises can come across as confusing or irritating rather than entertaining. You can just as easily describe the sounds your character makes and what
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
than animating a new creature. Using a Higher-Level Spell Slot. You animate or reassert control over two additional Undead creatures for each spell slot level above 3. Each of the creatures must come from a different corpse or pile of bones.
Choose a pile of bones or a corpse of a Medium or Small Humanoid within range. The target becomes an Undead creature: a Skeleton if you chose bones or a Zombie if you chose a corpse (see appendix B
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
spell rather than animating a new creature. Using a Higher-Level Spell Slot. You animate or reassert control over two additional Undead creatures for each spell slot level above 3. Each of the creatures must come from a different corpse or pile of bones.
Choose a pile of bones or a corpse of a Medium or Small Humanoid within range. The target becomes an Undead creature: a Skeleton if you chose bones or a Zombie if you chose a corpse (see “Creature
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
4th level or higher, you animate or reassert control over two additional undead creatures for each slot level above 3rd. Each of the creatures must come from a different corpse or pile of bones.
undead servant. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. The target
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
4th level or higher, you animate or reassert control over two additional undead creatures for each slot level above 3rd. Each of the creatures must come from a different corpse or pile of bones.
undead servant. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. The target
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
O2. Bone Mill Unless she has been lured elsewhere, Morgantha is encountered here. This is where she grinds children’s bones to make the powder for her dream pastries. A haggard, heavyset old woman
with a face as wrinkled as a boiled apple sweeps the floor, pushing around a few old bones and stirring up a cloud of white dust with her broom. She wears a bloodstained, flour-caked apron. A long
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
dreams of adventures to come. For instance, the character might view storm clouds swirling over Leilon, a galleon made from bones, or a glowing statue of a dwarf standing in a canyon. At the end of
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
rock that’s easy to climb. Dragon bones cover the bottom of the pit to a depth of 5 feet, making the floor of the pit difficult terrain. Cultists never come to the sinkhole; the only creatures that might spot infiltrators in this area are flying dragons.
Compendium
- Sources->Dungeons & Dragons->Divine Contention
has vague, prophetic dreams of adventures to come. For instance, the character might view storm clouds swirling over Leilon, a galleon made from bones, or a glowing statue of a dwarf standing in a
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
rock that’s easy to climb. Dragon bones cover the bottom of the pit to a depth of 5 feet, making the floor of the pit difficult terrain. Cultists never come to the sinkhole; the only creatures that might spot infiltrators in this area are flying dragons.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Traveler You come from somewhere else, a place others couldn’t begin to understand. Perhaps your home is a unique corner of the Land of the Mists or another world entirely. In any case, you and other
Ravenloft, such as those from a previous Curse of Strahd campaign, make good candidates for being your new character’s mentor or relative. Alternatively, the deed of your characters in past adventures
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
bones and debris. As you approach the wreck, the water becomes unnaturally cold, and the schools of fish that swarmed in the waters above are conspicuously absent.
Unhallowed Ground The evil energy
pulses from the depths of the hull.
The rotten tangles of timbers and bulkheads are weak after ten years underwater and can be pushed through with relative ease. A large hole in the buried stern of the
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
without a fight, claiming that vampires forced him to steal the bones. If the guards come at night, Henrik surrenders himself and tells the guards where the bones are hidden, but he won’t retrieve the
sacred bones buried under the church, the vampire spawn ordered him to steal the bones, which Henrik paid Milivoj the gravedigger (see area N1) to do. Every window of Henrik’s shop is a latticework of iron






