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Classes
Player’s Handbook
Core Druid Traits
Primary Ability
Wisdom
Hit Point Die
D8 per Druid level
Saving Throw Proficiencies
Intelligence and Wisdom
Skill Proficiencies
Choose 2: Animal Handling
Starting Equipment
Choose A or B: (A) Leather;Leather Armor, Shield, Sickle, Druidic Focus (Quarterstaff), Explorer's Pack, Herbalism Kit, and 9 GP; or (B) 50 GP
Druids belong to ancient
Guild Artisan / Guild Merchant
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Backgrounds
Player’s Handbook (2014)
connections might require the donation of money or magic items to the guild’s coffers.
You must pay dues of 5 gp per month to the guild. If you miss payments, you must make up back dues to remain
in the guild’s good graces.
Variant Guild Artisan: Guild Merchant
Instead of an artisans’ guild, you might belong to a guild of traders, caravan masters, or shopkeepers. You don&rsquo
Monsters
The Wild Beyond the Witchlight
Witchlight Carnival, where they belong.
Alignment. Chaotic good.
Personality Trait. “I’m shy except when I’m on stage or under the Big Top.”
Ideal. “Everyone should be free to
twins, alongside Gleam, her shy twin. Glister is content to remain Endelyn’s “guest” in Motherhorn if it means her sibling is safe from the hag’s wickedness.
Alignment
Backgrounds
Ghosts of Saltmarsh
value on friendship. (Any)
6
Daring. I am most happy when risking everything. (Any)
D6
BOND
1
My vessel was stolen from me, and I burn with the desire to
recover it.
2
I intend to become the leader of the network of smugglers that I belong to.
3
I owe a debt that cannot be repaid in gold.
4
After one last job, I will retire from the
Monsters
Storm King's Thunder
storm giants and add it to her trove.
The disguised dragon put Mirran and Nym in contact with representatives of Slarkrethel, a legendary kraken that haunts the Trackless Sea. These small folk belong to
abate within 1d10;{"diceNotation":"1d10","rollType":"roll"} days. Any sinkholes remain where they are.Lightning
Lizardfolk
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
plans, or cultivating other methods to progress beyond their simple existence as hunters and gatherers.
Hapless Soft Ones
At their core, lizardfolk view other humanoids with an indifference verging on
(secret), Jhank (hammer), Kepesk (storm), Kethend (gem), Korth (danger), Kosj (small), Kothar (demon), Litrix (armor), Mirik (song), Othokent (smart), Sauriv (eye), Throden (many), Thurkear (night), Usk (iron), Valignat (burn), Vargach (battle), Verthica (mountain), Vutha (black), Vyth (steel)
Backgrounds
Sword Coast Adventurer's Guide
use by the faction’s operatives), haven keepers, and message drop minders, to name a few. At the core of every faction are those who don’t merely fulfill a small function for that
: Founded more than a millennium ago, disbanded and reorganized several times, the Harpers remain a powerful, behind-the-scenes agency, which acts to thwart evil and promote fairness through
Shifter
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Eberron: Rising from the Last War
Geth’s ancient heritage rose up from deep within him, spreading out from the core of his being. Some shifters manifested terrible claws, others massive fangs, still others astounding speed or
shifter might be a massive brute built like a bear. While a shifter’s appearance might remind an onlooker of an animal, they remain clearly identifiable as shifters even when at their most feral
Monsters
Mythic Odysseys of Theros
the webs can be anchored between two solid masses (such as walls or trees). The webs are flammable. Any webs exposed to fire burn away in 1 round. Any destroyed webs are magically repaired at the
next dawn.
If Arasta dies, the spiders and insects lose their supernatural link to her. The webs remain, but they dissolve within 1d10;{"diceNotation":"1d10","rollType":"roll"} days.Acid
Backgrounds
Baldur’s Gate: Descent into Avernus
money or magic items to the guild’s coffers.
You must pay dues of 5 gp per month to the guild. If you miss payments, you must make up back dues to remain in the guild’s good graces.
Baldur
your district.
Variant Guild Artisan: Guild Merchant
Instead of an artisans’ guild, you might belong to a guild of traders, caravan masters, or shopkeepers. You don’t craft items yourself
Orc
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
for survival in the material world, but to keep Maglubiyet at bay in the conflict on the planes. Her children will remain in her care, and if need be she wouldn’t hesitate to take to the field
or less intact, the orcs leave themselves the option of returning to raid the community over and over.
When orcs fight elves, all of that changes. The enmity between the two races cuts to the core
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Druid ALEXANDER MOKHOV A Nature Priest of Primal Power Core Druid Traits Primary Ability Wisdom Hit Point Die D8 per Druid level Saving Throw Proficiencies Intelligence and Wisdom Skill
Shields Starting Equipment Choose A or B: (A) Leather Armor, Shield, Sickle, Druidic Focus (Quarterstaff), Explorer’s Pack, Herbalism Kit, and 9 GP; or (B) 50 GP Druids belong to ancient orders that
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Druid Core Druid Traits Primary Ability Wisdom Hit Point Die D8 per Druid level Saving Throw Proficiencies Intelligence and Wisdom Skill Proficiencies Choose 2: Arcana, Animal Handling, Insight
) Leather Armor, Shield, Sickle, Druidic Focus (Quarterstaff), Explorer’s Pack, Herbalism Kit, and 9 GP; or (B) 50 GP Druids belong to ancient orders that call on the forces of nature. Harnessing the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
-ring — stands to the east. By the stone door, a couple well-used cloaks and a waterskin are on the floor.
The waterskin is half full of water. The cloaks are quite plain. They belong to Believers who
torches were extinguished by being thrust into the sand. They are hard to light but readily burn if lit with an existing fire. The coffer contains flint and steel, as well as six dry torches.
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
V5: Arcadian Springs Wildfires have engulfed the forest, spreading for miles across the mountainsides and choking the sky with smoke. Raging fires burn right down to the edges of a beautiful alpine
fought Xabazhut elsewhere. The dragon tries to remain hidden in the smoky air until he can breathe fire down on the party from above. If the dragon realizes the characters survived, he stays and fights them until he becomes Bloodied; then he returns to his lair to recover.
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
out of infernal politics. Since the ritual that spread the curse of Asmodeus a century ago, tieflings have been born on Faerûn that belong to other infernal bloodlines, but those that bear the mark of
the archdevil (and their descendants) remain the most numerous examples of their kind by far. Tieflings in Faerûn generally have the racial traits of tieflings in the Player’s Handbook, except that
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
possess. Gnoll/Cultist Physical Features d12 Physical Feature 1 Missing an arm 2 Infested with maggots 3 Fur matted with dried blood 4 Missing an eye 5 Walks with a severe limp 6 Covered in burn
Ideal 1 Strength. I must remain strong to survive. (Any) 2 Slaughter. If I destroy the weak, I please Yeenoghu. (Evil) 3 Destruction. Yeenoghu will return when only those worthy of his fury remain
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
prey to the bitter end. When hell hounds feed, the flesh they consume stokes the infernal fires that burn within them. When a hell hound dies, that fire consumes the creature’s remains in a billowing
eruption of smoke and blazing embers, leaving nothing behind but scorched tufts of black fur. Evil to the Core. Hell hounds are smarter than mundane beasts, and their lawful nature makes them good at
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
belong to an established religious hierarchy, but many do not. The gods choose whomever they will, and sometimes a devoted worshiper is blessed with all the abilities of a cleric, despite not being a
a person to embrace a dark path or whether the person was rejected because the gods foresaw the potential for darkness in the person’s future. The gods remain silent on the matter. Some clerics are
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
dragonmarks, Siberys dragonmarks remain a complete mystery to them. The magic of these powerful marks clearly relates—visually and thematically—to the other marks in one’s house. But a dragonmarked heir may
doesn’t conceal the dragonmark’s ability or remain firmly aligned with the dragonmarked house is likely to become the target of assassins.
The Boon of Siberys, described in the “Feats” section later
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
steal from a friend, an enemy, or a stranger. To take something that doesn’t belong to you without the rightful owner’s permission is a crime and an unforgivable breach of etiquette. Rule of
happen immediately. When Zybilna ruled Prismeer, few of her subjects dared to violate her rules. Those who did often disappeared without a trace. Now, with the Hourglass Coven in charge, the rules remain
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Yellowcrest Manor The former Yellowcrest Manor is easily located, either by using Sarah’s directions from the diary or asking in Waterdeep. Though no members of the Yellowcrest family remain in the
the countryside. A few tanneries, leatherworkers’ shops, and cobblers’ shops in the Trades Ward reportedly still belong to Lord Viallis, but if he has ever returned to Waterdeep, Arnulf doesn’t know about it.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
The Mists Characters who remain outside the house can see the mists close in around them, swallowing up the rest of the village. As more buildings disappear into the mists, the characters are left
working oil lamps or fireplaces.
Characters can burn the house to the ground if they want, but any destruction to the house is temporary. After 1d10 days, the house begins to repair itself. Ashes sweep
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
customer. Cannith and Vadalis. Though they have much in common as producers of goods, House Cannith and House Vadalis remain philosophically, temperamentally, and morally opposed. Members of House Vadalis
. Phiarlan and Thuranni. The two houses that carry the Mark of Shadow separated less than thirty years ago, and tensions remain high between them. They generally avoid open conflict by operating in
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
able to escape. She asks the characters for help, telling them that the yuan-ti have been eating their eggs and tormenting the few grippli who remain in the village. Nothing has been heard from the
post’s coffers (200 gp) for clearing out the village and safeguarding the eggs. She points out that the characters are also entitled to keep any items of value that don’t belong to the villagers. The
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
worse. This chapter explores these core themes and the ways that they can affect the stories or characters you create in Eberron. Here’s a quick overview of what lies ahead. A Magical World. From
light may have things they regret. The Last War. Eberron has just emerged from a century-long civil war, and the scars of that bitter conflict remain. How did the war affect your character, and how will
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
conquered the wilds and founded great civilizations. Bronze is still the most used metal on Theros—and will remain so, at least until Purphoros decides that more than a few are ready for the secret
kept the earth warm and fertile. So, Purphoros quenched the world’s core. For a year, a lifeless winter gripped the world, with neither the sun nor the seasons warming the corpse-chill earth
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Rage of Demons Once the dark heart talisman is placed and the characters signal Vizeran, there’s no turning back. The waiting is the hard part. Time seems to drag as you remain alert, weapons drawn
, every nerve singing with the tension in the air all around you.
Finally, a swirling light begins to flare in the darkness. A barely audible humming shakes you to the core, rising and falling like a
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
peacefully, they can point the way to Entémoch’s Boon (see “Blingdenstone Outskirts” later in this chapter). Fiendish Giant Spiders Former servants of the drow, these spiders burn with baleful energy
described in the Monster Manual) 4 1d2 ochre jellies Svirfneblin Wererats These wererats belong to Clan Goldwhisker and are searching for new places to settle within the ruins of the former city
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
dark robes. Sarusanda kneels in one corner, wrapping a linen bandage around her leg. She startles at your intrusion, then relaxes.
The robed bodies belong to two priests of Osybus (see appendix A
Death House. Séance Robson Michel Sarusanda interrogates a deceased cult member to learn more about the activities in Death House Pungent sticks of incense burn around this room’s perimeter. Sarusanda
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
many lies, I place a high value on friendship. (Any) 6 Daring. I am most happy when risking everything. (Any) Smuggler Bonds d6 Bond 1 My vessel was stolen from me, and I burn with the desire to
recover it. 2 I intend to become the leader of the network of smugglers that I belong to. 3 I owe a debt that cannot be repaid in gold. 4 After one last job, I will retire from the business. 5 I was
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
character might belong to one of these groups or another ideological faction, perhaps one of your own creation. The primary factions of Sigil, which are further detailed in chapter 2, adhere to the
include the following details:
A core philosophy centered on an assumption or fundamental truth about the multiverse or its workings
A building that serves as the faction’s headquarters in the
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
both. Temples and Shrines The core religious institutions of Faerûn are temples and shrines. Whether a small, out-of-the-way building, or a complex made up of multiple structures and tracts of land
prominent wall with a space nearby to burn a candle or some incense. Communing with the Gods Though many tales are told of times past when the gods appeared in physical form and walked the land
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
collapse any time soon. Membership. The core membership of the Boromar Clan—comprising about one in six of its members—is an extended family of halflings descended from immigrants who came to Sharn from
the Talenta Plains. Another third of the members are unrelated halflings, and the rest belong to other species. The syndicate employs a wide variety of bookkeepers and administrators as well as
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
platform rises from the edge of the pool, supporting a larger-than-life quartz statue of an elf priest with outstretched arms.
The ruins here belong to an elven tribe that once dwelled in this region. They
is indifferent to the characters and attempts to hide from them if they remain on deck. It tries to flee if cornered within its den. Treasure. Bones and scraps of hide litter the displacer beast’s






