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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
the influence of these beings can be felt. In no time, each Warlock is drawn into a binding pact with a powerful patron. Drawing on the ancient knowledge of beings such as angels, archfey, demons
monsters
replenish their forest’s soil and promote the growth of their beloved fir trees. Over the centuries, villagers and townsfolk have learned to live in peace with these largely benevolent beings
.
People who live near a great fir drake’s lair can visit its forest home and leave the drake small shiny tokens under trees they wish to cut down. If the people return the next day to find the
Monsters
Bigby Presents: Glory of the Giants
’s Guide for rules on extreme cold). If the climate in the area already features extreme cold, the cold is numbing—creatures in the area without immunity or resistance to cold damage have
” in chapter 3 for additional inspiration.)
Scions of giants’ gods are enormously powerful beings who infuse the world around them with primeval magic. In many worlds, they slumber and have
Species
Mordenkainen Presents: Monsters of the Multiverse
A winged people who originated on the Elemental Plane of Air, aarakocra soar through the sky wherever they wander. The first aarakocra served the Wind Dukes of Aaqa—mighty beings of air&mdash
At 1st level, you choose whether your character is a member of the human race or of a fantastical race. If you select a fantastical race, follow these additional rules during character creation
Monsters
Bigby Presents: Glory of the Giants
envelops the land within 6 miles of the scion (see the Dungeon Master’s Guide for rules on extreme cold). If the climate in the area already features extreme cold, the cold is numbing—creatures
the substance of the world together. (See “Giants of Myth” in chapter 3 for additional inspiration.)
Scions of giants’ gods are enormously powerful beings who infuse the world around
Species
Spelljammer: Adventures in Space
Giff are tall, broad-shouldered folk with hippo-like features. Some have smooth skin, while others have short bristles on their faces and the tops of their heads. As beings of impressive size and
divine beings who created giff have likewise been forgotten. Their titanic petrified bodies drift on the Astral Sea, isolated and unrecognizable in their current forms.
Although they don’t realize
Species
Mordenkainen Presents: Monsters of the Multiverse
cultivated over eons in the Astral Plane. Now all githyanki can use their psychic bond with that plane to access splinters of knowledge left behind by beings who travel, live, and die among the silver
race. If you select a fantastical race, follow these additional rules during character creation.
Ability Score Increases
When determining your character’s ability scores, increase one score
Species
Spelljammer: Adventures in Space
branch.
Today, hadozees are sapient, bipedal beings eager to leave behind the fearsome predators of their home world and explore other worlds.
In addition to being natural climbers, hadozees have feet
of the game’s fantastical races. If you create a character using a race option presented here, follow these additional rules during character creation.
Ability Score Increases
When
Species
Van Richten’s Guide to Ravenloft
shades, long hair that regrows if cut, and an irremovable living crown. Along with these marks, hexbloods manifest hag-like traits, such as darkvision and a variety of magical methods to beguile the senses
might come to accept over the course of centuries. Once a hexblood undergoes this irreversible ritual, they emerge as a hag NPC no longer under the control of the hexblood’s player, unless the DM rules otherwise.
Deep Dragon Wyrmling
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Fizban's Treasury of Dragons
other dragons, but we are superior beings and should not lower ourselves to direct conflict.
4
I have no interest in going to the surface world. It’s where one sends one’s servants
it to the surface world. Lost and confused, the wyrmling has been captured by a group of cruel adventurers.
3
A deep dragon wyrmling whimsically rules over a worshipful group of kobolds, sending
Ability Scores
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Rules
training and competence in activities related to that ability.
A score of 10 or 11 is the normal human average, but adventurers and many monsters are a cut above average in most abilities. A score of 18
is the highest that a person usually reaches. Adventurers can have scores as high as 20, and monsters and divine beings can have scores as high as 30.
Each ability also has a modifier, derived from
Magic Items
Baldur’s Gate: Descent into Avernus
following tables. These traits override any conflicting personality trait, ideal, bond, or flaw.
Personality Traits
D8
PERSONALITY TRAIT
1
I treat all beings, even enemies, with respect
.
2
I won’t tell a lie.
3
I enjoy sharing my philosophical worldview and experiences with others.
4
I cut right to the chase in every conversation.
5
I often quote (or
Species
Mordenkainen Presents: Monsters of the Multiverse
Underdark near the lairs of the earliest dragons. In some lands, kobolds serve chromatic or metallic dragons—even worshiping them as divine beings. In other places, kobolds know too well how
race, follow these additional rules during character creation.
Ability Score Increases
When determining your character’s ability scores, increase one score by 2 and increase a different score
Compendium
- Sources->Dungeons & Dragons->Flee, Mortals! Rule Primer
Retainers Retainers are sapient beings who adventure alongside the player characters. Each retainer is a less experienced adventurer who a player character can take under their wing. Retainers are
never meant to achieve the same power level as the player characters. Rules for retainers first appeared in Strongholds & Followers. This book contains updated rules for these followers.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
a particular type. Lists of monsters organized by creature type appear in appendix B. The game includes the following creature types, which have no rules of their own: Aberrations are utterly alien
beings, such as aboleths, beholders, flumphs, and mind flayers. Beasts are non-Humanoid natural creatures, like horses and wolves, as well as most giant animals. Celestials are magical creatures, such
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
a particular type. The game includes the following creature types, which have no rules of their own: Aberrations are utterly alien beings, such as aboleths, beholders, flumphs, and mind flayers
magically created creatures such as homunculi, modrons, and shield guardians. Dragons are scaly beings of ancient origin, such as red dragons and wyverns. Elementals are beings from the Elemental
Species
Spelljammer: Adventures in Space
Autognomes are mechanical beings built by rock gnomes. Sometimes, because of a malfunction or a unique circumstance, an autognome becomes separated from its creator and strikes out on its own.
An
fantastical races. If you create a character using a race option presented here, follow these additional rules during character creation.
Ability Score Increases
When determining your character’s
Species
Spelljammer: Adventures in Space
Plasmoids are amorphous beings with no typical shape. In the presence of other folk, they often adopt a similar shape, but there’s little chance of mistaking a plasmoid for anything else. They
presented here, follow these additional rules during character creation.
Ability Score Increases
When determining your character’s ability scores, increase one of those scores by 2 and increase a
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Power of Secrets The individuals the characters meet in Avernus are primarily Fiends and other unpleasant beings. As a rule, these creatures lack the remorse, guilt, and shame that would give their
secrets power if revealed to the characters. The characters don’t learn any secrets applicable to the rules in “The Power of Secrets” section found in this book’s introduction, though they can spend secrets during this chapter normally.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
any destructible object. Use common sense when determining a character's success at damaging an object. Can a fighter cut through a section of a stone wall with a sword? No, the sword is likely to break
before the wall does. For the purpose of these rules, an object is a discrete, inanimate item like a window, door, sword, book, table, chair, or stone, not a building or a vehicle that is composed of many other objects.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
any destructible object. Use common sense when determining a character’s success at damaging an object. Can a fighter cut through a section of a stone wall with a sword? No, the sword is likely to break
before the wall does. For the purpose of these rules, an object is a discrete, inanimate item like a window, door, sword, book, table, chair, or stone, not a building or a vehicle that is composed of many other objects.
Compendium
- Sources->Dungeons & Dragons->Unearthed Arcana
spellcasters, and commune with eldritch beings that seek to return from death. This document presents four subclasses for the Monk (Warrior of the Mystic Arts), the Paladin (Oath of the Spellguard), the Rogue
(Magic Stealer), and the Warlock (Vestige Patron). The material uses the rules in the Player's Handbook. Learn more about this playtest directly from the designers in this article!
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
delving into tomes of forbidden lore, dabbling in invocations meant to attract the power of extraplanar beings, or seeking places of power where the influence of these beings can be felt. In no time, each
Warlock is drawn into a binding pact with a powerful patron. Drawing on the ancient knowledge of beings such as angels, archfey, demons, devils, hags, and alien entities of the Far Realm, Warlocks
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Friends and Foes As they so often do, destruction and creation intermingled. As Purphoros cut into Nyx, he rattled the celestial creatures that populated the night sky. He accidentally dislodged
—legendary beings intended to serve as peerless threats. It also includes lore relevant to monsters from the Monster Manual that appear on Theros.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
encompasses a creature’s training and competence in activities related to that ability. A score of 10 or 11 is the normal human average, but adventurers and many monsters are a cut above average in
most abilities. A score of 18 is the highest that a person usually reaches. Adventurers can have scores as high as 20, and monsters and divine beings can have scores as high as 30. Each ability also has
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
encompasses a creature's training and competence in activities related to that ability. A score of 10 or 11 is the normal human average, but adventurers and many monsters are a cut above average in
most abilities. A score of 18 is the highest that a person usually reaches. Adventurers can have scores as high as 20, and monsters and divine beings can have scores as high as 30. Each ability also has
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Preserve of the Ancestors The Preserve of the Ancestors is a sprawling, domed wilderness cut into the heart of the Auroral Diamond. Lush vegetation grows directly out of the diamond, and the expanse
jewels and assemble into amalgamations known as Incarnates. Some are small collections of spirits, but the greatest—related to the citadel’s founding civilizations—are larger-than-life beings that embody the wisdom of ages (see the “Incarnates” section for details).
Compendium
- Sources->Dungeons & Dragons->The Radiant Citadel
Preserve of the Ancestors The Preserve of the Ancestors is a sprawling, domed wilderness cut into the heart of the Auroral Diamond. Lush vegetation grows directly out of the diamond, and the expanse
jewels and assemble into amalgamations known as Incarnates. Some are small collections of spirits, but the greatest—related to the citadel’s founding civilizations—are larger-than-life beings that embody the wisdom of ages (see the “Incarnates” section for details).
Compendium
- Sources->Dungeons & Dragons->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 the influence of these beings can be felt. In no time, each Warlock is drawn into a binding pact with a powerful patron. Drawing on the ancient knowledge of beings such as angels, archfey
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
avoid contact with those they see as lesser creatures. They are obsessed with the Draconic Prophecy, which is a map of possible futures rather than a clear-cut prediction. Its paths are revealed in
don’t consider the impact of their actions on lesser beings; if a Chamber dragon must destroy a human village to foil the plans of a demon, it will do so without hesitation.
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
garden, they likely meet the Gardener, the archfey who rules the domain; this is especially likely if they clash with any denizens of the garden, which abounds with eccentric Fey creatures. Various
beings can offer cryptic clues to the missing lovers’ whereabouts in a hidden palace within the garden. While in the garden, the characters might learn of a fountain that cures almost any ailment but
Compendium
- Sources->Dungeons & Dragons->Monster Manual
time. Should their resting places be violated, these beings, known as mummies, reanimate their deteriorating bodies to restore the sanctity of their tombs and punish those who disturbed their rest
curse can be healed only by the Remove Curse spell or similar magic. Rule 7: Before opening a sarcophagus, light a torch.
—X the Mystic’s
Rules of Dungeon Survival
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
, suggestions for ways to use this adversary in your campaign, and its stat block. In addition, each Fiend is accompanied by new rules elements that you can use on their own or in tandem with the Fiend
.
A character who draws the Flames card from a Deck of Many Things attracts the ire of a powerful Fiend. The three malevolent beings described in this chapter can each fill that role, but you can
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Drow Chase If the adventurers flee from the drow, use the chase rules in chapter 8 of the Dungeon Master’s Guide to play out the pursuit. The drow are on foot. If she gets close enough to do so
, Ilvara tries to cut off the party’s escape by casting web across the tunnel ahead. In addition to giving chase, the drow in the pursuit party pepper the characters with poisoned crossbow bolts, hoping to
Compendium
- Sources->Dungeons & Dragons->Divine Contention
first needs to acquire a means of transportation: Characters who played the “Icingdeath and Twinkle” quest can call on either captain to help them. For a cut of 20% of the 8,000 gp reward, the captain
offers the services of his ship and crew. The characters can hire or buy a ship from the shipyards of Neverwinter. Chapter 5 of the Dungeon Master’s Guide contains rules for maritime vessels and a






