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Axe of the Dwarvish Lords
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Dungeon Master’s Guide (2014)
adventurers have made careers of chasing after rumors and plundering old vaults to find it.
Magic Weapon
The Axe of the Dwarvish Lords is a magic weapon that grants a +3 bonus to attack and damage
magic-items
Dungeon Master’s Guide
and the status it bestowed. Centuries later, the dwarves still search for the axe, and many adventurers have made careers of chasing after rumors and plundering old vaults to find it.
Magic Weapon
. The Axe of the Dwarvish Lords is a magic weapon that grants a +3 bonus to attack rolls and damage rolls made with it.
When you attack a creature with the axe and roll a 20 on the d20 for the attack
classes
of the universe. They spend their days chasing down their next meal or, if they’re fortunate enough to have that, their next drink, bedfellow, or flophouse. For Pugilists, becoming an
Core Pugilist Traits table.
Gain the Pugilist’s level 1 features, which are listed in the Pugilist Features table.
The Puglist
Level
Proficiency Bonus
Class Features
Fisticuffs
Monsters
Fizban's Treasury of Dragons
crystal dragon has ripped open holes to the Elemental Planes of Air and Water, creating flash glaciation that encroaches upon inhabited lands.
Connected Creatures
Crystal dragons are among the
statistics (other than its size). This transformation ends if the dragon is reduced to 0 hit points or uses a bonus action to end it.
Psychic Step. The dragon magically teleports to an unoccupied space it can see within 60 feet of it.
Monsters
Fizban's Treasury of Dragons
.
8
A crystal dragon has ripped open holes to the Elemental Planes of Air and Water, creating flash glaciation that encroaches upon inhabited lands.
Connected Creatures
Crystal dragons
any creature that is Medium or Small, while retaining its game statistics (other than its size). This transformation ends if the dragon is reduced to 0 hit points or uses a bonus action to end it.
Psychic Step. The dragon magically teleports to an unoccupied space it can see within 60 feet of it.
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
(−2)
Skills Athletics +8, Survival +6
Senses passive Perception 10
Languages —
Challenge 6 (2,300 XP) Proficiency Bonus +3
Actions
Multiattack. The b’rohg makes four Fist attacks or two
Dexterity saving throw or be grappled (escape DC 16). Until this grapple ends, the b’rohg can’t make Fist attacks or Rock attacks, and the target takes 49 (8d10 + 5) bludgeoning damage at the start of each of its turns. A creature reduced to 0 hit points by this damage is ripped into four pieces.
Demonomicon of Iggwilv
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Tasha’s Cauldron of Everything
recounts both the oldest and most current profanities of the Abyss and demons. Demons have attempted to censor the text, and while sections have been ripped from the book’s spine, the general
do so, you can add double your proficiency bonus to the check.
Fiendish Scourging. Your magic causes pain to fiends. While carrying the book, when you make a damage roll for a spell you cast against
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
(−2)
Skills Athletics +8, Survival +6
Senses passive Perception 10
Languages —
Challenge 6 (2,300 XP) Proficiency Bonus +3
Actions
Multiattack. The b’rohg makes four Fist attacks or two
Dexterity saving throw or be grappled (escape DC 16). Until this grapple ends, the b’rohg can’t make Fist attacks or Rock attacks, and the target takes 49 (8d10 + 5) bludgeoning damage at the start of each of its turns. A creature reduced to 0 hit points by this damage is ripped into four pieces.
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
(−2)
Skills Athletics +8, Survival +6
Senses passive Perception 10
Languages —
Challenge 6 (2,300 XP) Proficiency Bonus +3
Actions
Multiattack. The b’rohg makes four Fist attacks or two
Dexterity saving throw or be grappled (escape DC 16). Until this grapple ends, the b’rohg can’t make Fist attacks or Rock attacks, and the target takes 49 (8d10 + 5) bludgeoning damage at the start of each of its turns. A creature reduced to 0 hit points by this damage is ripped into four pieces.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
jaws. Rather than chasing prey, they use their supernatural gaze to turn creatures to stone and then consume these victims at their leisure. While basilisks are most comfortable in subterranean lairs
.
Bonus Actions
Petrifying Gaze (Recharge 4–6). Constitution Saving Throw: DC 12, each creature in a 30-foot Cone. If the basilisk sees its reflection in the Cone, the basilisk must make this save. First
Compendium
- Sources->Dungeons & Dragons->Monster Manual
jaws. Rather than chasing prey, they use their supernatural gaze to turn creatures to stone and then consume these victims at their leisure. While basilisks are most comfortable in subterranean lairs
.
Bonus Actions
Petrifying Gaze (Recharge 4–6). Constitution Saving Throw: DC 12, each creature in a 30-foot Cone. If the basilisk sees its reflection in the Cone, the basilisk must make this save. First
Compendium
- Sources->Dungeons & Dragons->Monster Manual
jaws. Rather than chasing prey, they use their supernatural gaze to turn creatures to stone and then consume these victims at their leisure. While basilisks are most comfortable in subterranean lairs
.
Bonus Actions
Petrifying Gaze (Recharge 4–6). Constitution Saving Throw: DC 12, each creature in a 30-foot Cone. If the basilisk sees its reflection in the Cone, the basilisk must make this save. First
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
chasing after rumors and plundering old vaults to find it. Magic Weapon. The Axe of the Dwarvish Lords is a magic weapon that grants a +3 bonus to attack rolls and damage rolls made with it. When you
, understands your languages, obeys your commands, and takes its turn immediately after you on your Initiative count. The elemental disappears after 24 hours, when it dies, or when you dismiss it as a Bonus
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
chasing after rumors and plundering old vaults to find it. Magic Weapon. The Axe of the Dwarvish Lords is a magic weapon that grants a +3 bonus to attack rolls and damage rolls made with it. When you
, understands your languages, obeys your commands, and takes its turn immediately after you on your Initiative count. The elemental disappears after 24 hours, when it dies, or when you dismiss it as a Bonus
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
through it, or by eating pygmywort mushrooms first to move through without disturbing the other fungi present. If the characters are chasing Droki, he uses the thicket to his advantage, eating a
” with Zuggtmoy’s gift must make a Constitution saving throw, with a save DC of 8 + the myconid’s Constitution modifier + the myconid’s proficiency bonus. A creature that forgoes or fails the saving throw
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
through it, or by eating pygmywort mushrooms first to move through without disturbing the other fungi present. If the characters are chasing Droki, he uses the thicket to his advantage, eating a
” with Zuggtmoy’s gift must make a Constitution saving throw, with a save DC of 8 + the myconid’s Constitution modifier + the myconid’s proficiency bonus. A creature that forgoes or fails the saving throw
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
through it, or by eating pygmywort mushrooms first to move through without disturbing the other fungi present. If the characters are chasing Droki, he uses the thicket to his advantage, eating a
” with Zuggtmoy’s gift must make a Constitution saving throw, with a save DC of 8 + the myconid’s Constitution modifier + the myconid’s proficiency bonus. A creature that forgoes or fails the saving throw
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
chasing after rumors and plundering old vaults to find it. Magic Weapon. The Axe of the Dwarvish Lords is a magic weapon that grants a +3 bonus to attack rolls and damage rolls made with it. When you
, understands your languages, obeys your commands, and takes its turn immediately after you on your Initiative count. The elemental disappears after 24 hours, when it dies, or when you dismiss it as a Bonus
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
power and the status it bestowed. Centuries later, the dwarves still search for the axe, and many adventurers have made careers of chasing after rumors and plundering old vaults to find it. Magic
Weapon. The Axe of the Dwarvish Lords is a magic weapon that grants a +3 bonus to attack and damage rolls made with it. The axe also functions as a belt of dwarvenkind, a dwarven thrower, and a sword of
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
radiance and the power of their gods’ discerning vision, charged with chasing away lies and burning away darkness. Light Domain Spells Cleric Level
Spells
1st burning hands, faerie fire 3rd
flaming sphere, scorching ray 5th daylight, fireball 7th guardian of faith, wall of fire 9th flame strike, scrying Bonus Cantrip When you choose this domain at 1st level, you gain the light cantrip if
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
radiance and the power of their gods’ discerning vision, charged with chasing away lies and burning away darkness. Light Domain Spells Cleric Level
Spells
1st burning hands, faerie fire 3rd
flaming sphere, scorching ray 5th daylight, fireball 7th guardian of faith, wall of fire 9th flame strike, scrying Bonus Cantrip When you choose this domain at 1st level, you gain the light cantrip if
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
power and the status it bestowed. Centuries later, the dwarves still search for the axe, and many adventurers have made careers of chasing after rumors and plundering old vaults to find it. Magic
Weapon. The Axe of the Dwarvish Lords is a magic weapon that grants a +3 bonus to attack and damage rolls made with it. The axe also functions as a belt of dwarvenkind, a dwarven thrower, and a sword of
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
radiance and the power of their gods’ discerning vision, charged with chasing away lies and burning away darkness. Light Domain Spells Cleric Level
Spells
1st burning hands, faerie fire 3rd
flaming sphere, scorching ray 5th daylight, fireball 7th guardian of faith, wall of fire 9th flame strike, scrying Bonus Cantrip When you choose this domain at 1st level, you gain the light cantrip if
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
power and the status it bestowed. Centuries later, the dwarves still search for the axe, and many adventurers have made careers of chasing after rumors and plundering old vaults to find it. Magic
Weapon. The Axe of the Dwarvish Lords is a magic weapon that grants a +3 bonus to attack and damage rolls made with it. The axe also functions as a belt of dwarvenkind, a dwarven thrower, and a sword of
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
and expressive showcases, thrumming with creative energy. Harnessing the elemental forces of their magic requires precision and grace, and some students dedicate themselves to chasing the ideal of
) Proficiency Bonus +2
Actions
Elemental Strike. Melee or Ranged Spell Attack: +4 to hit, reach 5 ft. or range 60 ft., one target. Hit: 10 (3d6) fire or cold damage (the apprentice’s choice
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
and expressive showcases, thrumming with creative energy. Harnessing the elemental forces of their magic requires precision and grace, and some students dedicate themselves to chasing the ideal of
) Proficiency Bonus +2
Actions
Elemental Strike. Melee or Ranged Spell Attack: +4 to hit, reach 5 ft. or range 60 ft., one target. Hit: 10 (3d6) fire or cold damage (the apprentice’s choice
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
and expressive showcases, thrumming with creative energy. Harnessing the elemental forces of their magic requires precision and grace, and some students dedicate themselves to chasing the ideal of
) Proficiency Bonus +2
Actions
Elemental Strike. Melee or Ranged Spell Attack: +4 to hit, reach 5 ft. or range 60 ft., one target. Hit: 10 (3d6) fire or cold damage (the apprentice’s choice
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
have been ripped from the book’s spine, the general chapters remain, ever revealing demonic secrets. And the book holds more than blasphemies. Caged behind lines of script roils a secret piece of the
information about demons or a Wisdom (Survival) check related to the Abyss. When you do so, you can add double your proficiency bonus to the check. Fiendish Scourging. Your magic causes pain to fiends. While
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
have been ripped from the book’s spine, the general chapters remain, ever revealing demonic secrets. And the book holds more than blasphemies. Caged behind lines of script roils a secret piece of the
information about demons or a Wisdom (Survival) check related to the Abyss. When you do so, you can add double your proficiency bonus to the check. Fiendish Scourging. Your magic causes pain to fiends. While
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
have been ripped from the book’s spine, the general chapters remain, ever revealing demonic secrets. And the book holds more than blasphemies. Caged behind lines of script roils a secret piece of the
information about demons or a Wisdom (Survival) check related to the Abyss. When you do so, you can add double your proficiency bonus to the check. Fiendish Scourging. Your magic causes pain to fiends. While
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
wield this power are enlightened souls infused with radiance and the power of their deities’ discerning vision, charged with chasing away lies and burning away darkness. JODIE MUIR Light Domain
Door 9 Dominate Person, Modify Memory
Level 3: Invoke Duplicity As a Bonus Action, you can expend one use of your Channel Divinity to create a perfect visual illusion of yourself in an unoccupied
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
wield this power are enlightened souls infused with radiance and the power of their deities’ discerning vision, charged with chasing away lies and burning away darkness. JODIE MUIR Light Domain
Door 9 Dominate Person, Modify Memory
Level 3: Invoke Duplicity As a Bonus Action, you can expend one use of your Channel Divinity to create a perfect visual illusion of yourself in an unoccupied
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
wield this power are enlightened souls infused with radiance and the power of their deities’ discerning vision, charged with chasing away lies and burning away darkness. JODIE MUIR Light Domain
Door 9 Dominate Person, Modify Memory
Level 3: Invoke Duplicity As a Bonus Action, you can expend one use of your Channel Divinity to create a perfect visual illusion of yourself in an unoccupied
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Maze of Mists Encounters d4 Encounter 1 Four phase spiders 2 Two invisible stalkers 3 Eight ghouls 4 Two minotaurs chasing a scared human bandit who belongs to the Hands of Plenty (see area P16
narrow ledge. The skeleton of a dwarf in chain mail is pinned to the ceiling. The dwarf’s pack was ripped open by one of the spears, spilling a pile of jewels on the floor.
Characters can pass through
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Maze of Mists Encounters d4 Encounter 1 Four phase spiders 2 Two invisible stalkers 3 Eight ghouls 4 Two minotaurs chasing a scared human bandit who belongs to the Hands of Plenty (see area P16
narrow ledge. The skeleton of a dwarf in chain mail is pinned to the ceiling. The dwarf’s pack was ripped open by one of the spears, spilling a pile of jewels on the floor.
Characters can pass through






