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Magic Items
Dungeon Master’s Guide
+1 bonus to attack rolls and damage rolls made with this magic weapon. Each rune beyond the first grants the Moonblade an additional property. The DM chooses each property or determines it randomly by
rolling on the Moonblade Properties table.
Minor Property. In addition to its aforementioned properties, each Moonblade has a minor property determined by rolling on the Magic Item’s Minor
Monsters
Forgotten Realms: Adventures in Faerûn
":"Explosive Core", "rollDamageType":"Fire"} Fire damage.
Rolling Mass. The spore doesn’t need to expend extra movement to move through Difficult Terrain.Multiattack. The spore makes four Tendril
, ancient forests, and miasmic lagoons touched by Abyssal evil.
A spore of Moander has no grand agenda beyond spreading death and sorrow. Still, cultists of Moander look on these terrible creatures
Spells
Xanathar's Guide to Everything
You attempt to bind a creature within an illusory cell that only it perceives. One creature you can see within range must make an Intelligence saving throw. The target succeeds automatically if it is
. Whatever form the illusion takes, the target can’t see or hear anything beyond it and is restrained for the spell’s duration. If the target is moved out of the illusion, makes a melee
Monsters
Van Richten’s Guide to Ravenloft
capable of considering more than their next meal. In these instants, nosferatu recollect glimpses of what they once were, beings who knew pride, intention, and a world beyond the shadows. They might even
momentarily be convinced to converse with other creatures. However, those who talk with nosferatu typically find them selfish, duplicitous creatures whose memories are faded and whose basic respect for life is long dead.Necrotic
Monsters
Mythic Odysseys of Theros
beyond one, it gets an extra reaction that can be used only to make opportunity attacks.
Siege Monster. Polukranos deals double damage to objects and structures.
Wakeful. While Polukranos sleeps, at
world, and so great were its size and strength that the gods Nylea and Heliod combined their power to bind the monster deep within the Nessian Wood. That incarnation was slain, but the eternal ideal
Backgrounds
The Wild Beyond the Witchlight
a sense of wonder. Perhaps greater adventures await you beyond the carnival’s gates.
Skill Proficiencies: Performance, Sleight of Hand
Tool Proficiencies: Disguise kit or one type of musical
instrument
Languages: One of your choice
Equipment: A disguise kit or a musical instrument of your choice, a deck of cards, a carnival uniform or costume, one trinket (determined by rolling on the
Sage
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Backgrounds
Basic Rules (2014)
situations.
8
I’m convinced that people are always trying to steal my secrets.
d6
Ideal
1
Knowledge. The path to power and self-improvement is through knowledge. (Neutral
)
2
Beauty. What is beautiful points us beyond itself toward what is true. (Good)
3
Logic. Emotions must not cloud our logical thinking. (Lawful)
4
No Limits. Nothing should fetter the
Monsters
Quests from the Infinite Staircase
staircase, Nafas is a benevolent host, welcoming his guests with feasts, musical performances, and charming tales over tea. However, those who abuse the djinni’s hospitality or seek to bind him
this role, Nafas sends adventurers to distant worlds to fulfill the wishes of creatures beyond his reach. Adventurers who return to Nafas successful receive gifts as rewards. As a noble genie, Nafas
Species
Mordenkainen Presents: Monsters of the Multiverse
Underdark and beyond.
Like other dwarves, duergar typically have a life span of 350 years.
Creating Your Character
At 1st level, you choose whether your character is a member of the human race or of a
one score by 2 and increase a different score by 1, or increase three different scores by 1. Follow this rule regardless of the method you use to determine the scores, such as rolling or point buy. The
Backgrounds
Baldur’s Gate: Descent into Avernus
… compared … to me.
7
I am horribly, horribly awkward in social situations.
8
I’m convinced that people are always trying to steal my secrets.
d6
Ideal
1
Knowledge. The path to power and self-improvement is through knowledge. (Neutral)
2
Beauty. What is beautiful points us beyond itself toward what is true. (Good)
3
Logic. Emotions must
Backgrounds
Sword Coast Adventurer's Guide
. . . everyone . . . is . . . compared . . . to me.
7
I am horribly, horribly awkward in social situations.
8
I’m convinced that people are always trying to steal my secrets
.
d6
Ideal
1
Knowledge. The path to power and self-improvement is through knowledge. (Neutral)
2
Beauty. What is beautiful points us beyond itself toward what is true. (Good
Backgrounds
Guildmasters’ Guide to Ravnica
always straining to peer into another reality that seems to be just beyond my senses.
5
I’m uneasy if I can’t see plants growing or feel soil beneath my feet.
6
Seeing illness
.
3
I enjoy comfort and quiet, and prefer to avoid extra effort.
4
I have a fierce temper that doesn’t reflect the inner calm I seek.
5
I’m convinced that everyone else in the
Species
Spelljammer: Adventures in Space
blossom into hard feelings, loud arguments, and head-butting contests, but they rarely escalate beyond that.
Creating Your Character
When you create your D&D character, you decide whether your
. Follow this rule regardless of the method you use to determine the scores, such as rolling or point buy.
The “Quick Build” section for your character’s class offers suggestions on which
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
masonry. The chains are similar to the ones that bind Elturel. Characters who examine a chain can tell that some intense, supernatural force caused one or more of its links to sunder. Although the cause
of the damage can’t be ascertained, characters can conclude that breaking the chains of Elturel is not beyond the realm of possibility.
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
story evolve beyond the suggested endings outlined in this chapter. If the characters don’t want to save Elturel, they don’t need to. However, if they intend to save Elturel, the players should be
aware that this is a twofold task: Elturel must be freed from the chains that bind it to Avernus. Elturel must be returned to the Material Plane. Though some of the actions the characters can take will accomplish both these tasks at once, others will solve only half the problem.
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
story evolve beyond the suggested endings outlined in this chapter. If the characters don’t want to save Elturel, they don’t need to. However, if they intend to save Elturel, the players should be
aware that this is a twofold task: Elturel must be freed from the chains that bind it to Avernus. Elturel must be returned to the Material Plane. Though some of the actions the characters can take will accomplish both these tasks at once, others will solve only half the problem.
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
masonry. The chains are similar to the ones that bind Elturel. Characters who examine a chain can tell that some intense, supernatural force caused one or more of its links to sunder. Although the cause
of the damage can’t be ascertained, characters can conclude that breaking the chains of Elturel is not beyond the realm of possibility.
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
story evolve beyond the suggested endings outlined in this chapter. If the characters don’t want to save Elturel, they don’t need to. However, if they intend to save Elturel, the players should be
aware that this is a twofold task: Elturel must be freed from the chains that bind it to Avernus. Elturel must be returned to the Material Plane. Though some of the actions the characters can take will accomplish both these tasks at once, others will solve only half the problem.
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
masonry. The chains are similar to the ones that bind Elturel. Characters who examine a chain can tell that some intense, supernatural force caused one or more of its links to sunder. Although the cause
of the damage can’t be ascertained, characters can conclude that breaking the chains of Elturel is not beyond the realm of possibility.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Rolling Initiative Combat starts when—and only when—you say it does. Some characters have abilities that trigger on an Initiative roll; you, not the players, decide if and when Initiative is rolled
character Advantage on their Initiative roll. For example, if a conversation with an NPC is cut short because the Sorcerer is convinced that NPC is a doppelganger and targets it with a Chromatic Orb
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Rolling Initiative Combat starts when—and only when—you say it does. Some characters have abilities that trigger on an Initiative roll; you, not the players, decide if and when Initiative is rolled
character Advantage on their Initiative roll. For example, if a conversation with an NPC is cut short because the Sorcerer is convinced that NPC is a doppelganger and targets it with a Chromatic Orb
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Rolling Initiative Combat starts when—and only when—you say it does. Some characters have abilities that trigger on an Initiative roll; you, not the players, decide if and when Initiative is rolled
character Advantage on their Initiative roll. For example, if a conversation with an NPC is cut short because the Sorcerer is convinced that NPC is a doppelganger and targets it with a Chromatic Orb
Magic Items
Tasha’s Cauldron of Everything
;potentially for the final time.
Random Properties. The artifact has the following random properties, which you can determine by rolling on the tables in the "Artifacts" section of the Dungeon Master
sought revelations beyond the multiverse long ago. The Crook dissolves if immersed in the god’s tear for a year and a day. If washed in the tear daily for 30 days, the Crook loses its Failing Matrix property.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Silken Path Encounters For every 500 feet the party travels through the webs, check for a random encounter by rolling a d6. An encounter occurs on a roll of 1 unless one or more party members are
through the web-filled chasm. It communicates with the characters telepathically, warning them about “demons rising in the dark.” The creature becomes increasingly paranoid and convinced that the
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Silken Path Encounters For every 500 feet the party travels through the webs, check for a random encounter by rolling a d6. An encounter occurs on a roll of 1 unless one or more party members are
through the web-filled chasm. It communicates with the characters telepathically, warning them about “demons rising in the dark.” The creature becomes increasingly paranoid and convinced that the
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Silken Path Encounters For every 500 feet the party travels through the webs, check for a random encounter by rolling a d6. An encounter occurs on a roll of 1 unless one or more party members are
through the web-filled chasm. It communicates with the characters telepathically, warning them about “demons rising in the dark.” The creature becomes increasingly paranoid and convinced that the
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Mental Prison 6th-level illusion Casting Time: 1 action Range: 60 feet Components: S Duration: Concentration, up to 1 minute You attempt to bind a creature within an illusory cell that only it
the target to perceive itself as being surrounded by fire, floating razors, or hideous maws filled with dripping teeth. Whatever form the illusion takes, the target can’t see or hear anything beyond it
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Starting Area The Starting Area table produces a chamber or a set of corridors at the entrance to your dungeon. When rolling for a random starting area, pick one of the doors or passages leading into
each extend 10 feet beyond the starting area. After that point, check on the Passage table for each passage to determine what lies beyond. Use the Beyond a Door table to determine what lies behind doors
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Starting Area The Starting Area table produces a chamber or a set of corridors at the entrance to your dungeon. When rolling for a random starting area, pick one of the doors or passages leading into
each extend 10 feet beyond the starting area. After that point, check on the Passage table for each passage to determine what lies beyond. Use the Beyond a Door table to determine what lies behind doors
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Starting Area The Starting Area table produces a chamber or a set of corridors at the entrance to your dungeon. When rolling for a random starting area, pick one of the doors or passages leading into
each extend 10 feet beyond the starting area. After that point, check on the Passage table for each passage to determine what lies beyond. Use the Beyond a Door table to determine what lies behind doors
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Mental Prison 6th-level illusion Casting Time: 1 action Range: 60 feet Components: S Duration: Concentration, up to 1 minute You attempt to bind a creature within an illusory cell that only it
the target to perceive itself as being surrounded by fire, floating razors, or hideous maws filled with dripping teeth. Whatever form the illusion takes, the target can’t see or hear anything beyond it
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Mental Prison 6th-level illusion Casting Time: 1 action Range: 60 feet Components: S Duration: Concentration, up to 1 minute You attempt to bind a creature within an illusory cell that only it
the target to perceive itself as being surrounded by fire, floating razors, or hideous maws filled with dripping teeth. Whatever form the illusion takes, the target can’t see or hear anything beyond it
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
Erlanthar was also in town. Through diligent research and interviews conducted during his travels between Berdusk and Candlekeep, Leosin became convinced that the cult is engaged in a big operation
that winds lazily across the rolling grasslands of the Greenfields. Sundown is approaching when you top a rise and see the town of Greenest just a few short miles away. But instead of the pleasant
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
Erlanthar was also in town. Through diligent research and interviews conducted during his travels between Berdusk and Candlekeep, Leosin became convinced that the cult is engaged in a big operation
that winds lazily across the rolling grasslands of the Greenfields. Sundown is approaching when you top a rise and see the town of Greenest just a few short miles away. But instead of the pleasant
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
beyond the Material Plane. Halaster’s face is chillingly calm despite the violent chaos around him, and his piercing gaze seems to follow anyone who views the portrait. Any creature that beholds the
painting must succeed on a DC 17 Wisdom saving throw or suffer a random form of long-term madness, determined by rolling on the Long-Term Madness table in chapter 8 of the Dungeon Master’s Guide. On a failed save, a creature can be affected by the painting again, but not until its current madness ends.






