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Classes
Player’s Handbook
Unearth Forbidden Lore of Ineffable Beings
When you choose this subclass, you might bind yourself to an unspeakable being from the Far Realm or an elder god—a being such as Tharizdun, the
Chained God; Zargon, the Returner; Hadar, the Dark Hunger; or Great Cthulhu. Or you might invoke several entities without yoking yourself to one. The motives of these beings are incomprehensible, and the
The Great Old One
Legacy
This doesn't reflect the latest rules and lore.
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Classes
Player’s Handbook (2014)
Your patron is a mysterious entity whose nature is utterly foreign to the fabric of reality. It might come from the Far Realm, the space beyond reality, or it could be one of the elder gods known
Lurks; Tharizdun, the Chained God; Dendar, the Night Serpent; Zargon, the Returner; Great Cthulhu; and other unfathomable beings.
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
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
Monsters
Monstrous Compendium Vol. 1: Spelljammer Creatures
. Immediately after taking damage, the lich, along with any equipment it is wearing or carrying, magically teleports up to 60 feet to an unoccupied space it can see.From beyond the stars, a Great Old
, the Night Serpent
4
Ghaunadaur
5
Zargon, the Returner
6
That Which Lurks
Necrotic, Poison
Monsters
Quests from the Infinite Staircase
save, it takes half as much damage.Zargon the Returner is an elder evil—an undying abomination from eons past with an insatiable appetite. A tentacled, slime-covered horror with a cyclopic red
another plane—or another reality entirely.
When Asmodeus ascended the infernal hierarchy, he and his legions wiped out most of the plane’s earlier inhabitants, but Zargon proved beyond even
Monsters
The Book of Many Things
worshipers to enact its will beyond the Abyss. The exact nature of the curse that binds Aurnozci to Xulregg is its cult’s most closely guarded secret, fully known only to the faith’s enigmatic
leader, a masked archmage called the Eye of Aurnozci.
Aurnozci’s followers believe the demon lord’s imprisonment is coming to an end, and soon the Caged Worm will shed its current form and
Eye and Hand of Vecna
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Dungeon Master’s Guide (2014)
power, Vecna couldn’t escape his own mortality. He began to fear death and take steps to prevent his end from ever coming about.
Orcus, the demon prince of undeath, taught Vecna a ritual that
would allow him to live on as a lich. Beyond death, he became the greatest of all liches. Even though his body gradually withered and decayed, Vecna continued to expand his evil dominion. So formidable
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
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Zargon the Returner Kevin Glint In the days of Cynidicea’s Fall, Zargon fed on the panicking masses, devouring any who denied it worship Zargon the Returner is an elder evil—an undying abomination
of the plane’s earlier inhabitants, but Zargon proved beyond even Asmodeus’ might. No matter what blistering wrath Asmodeus brought to bear on Zargon, the aberration continually re-formed from its horn
Druid
Legacy
This doesn't reflect the latest rules and lore.
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Classes
Basic Rules (2014)
nature, coming face to face with a giant eagle or dire wolf and surviving the experience. Maybe your character was born during an epic storm or a volcanic eruption, which was interpreted as a sign that
includes the worship of Nature as a primal force beyond personification, but also encompasses the worship of Beory, the Oerth Mother, as well as devotees of Obad-Hai, Ehlonna, and Ulaa.
In the worlds
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->Curse of Strahd
X1a. Narrow Fissure A natural fissure has opened in the mountainside west of the temple’s facade, creating a gap two feet wide, ten feet tall, and fifteen feet deep. You see light coming from a room
beyond, and you hear human voices there as well. The fissure leads to area X15. If the characters make a lot of noise outside, one of the creatures in that area investigates the disturbance.
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->Storm King's Thunder
gaping hole in the ceiling that leads outside. The hole lets in bright sunlight during the day and dim moonlight at night. The light doesn’t extend beyond the room. Iymrith uses this hole to enter
and exit her lair, and her enormous tracks can be seen coming and going from an even larger room to the north (area 3), from which chanting can be heard and torchlight seen.
compendium
- Sources->Dungeons & Dragons->Stranger Things: Welcome to the Hellfire Club
player, Lucas Sinclair.
D&D Beyond Character Downloadable PDFs
Level 1 Level 2 Level 3
Character Advancement
Level 2: Automatically gain Action Surge
Level 3: Choose the
in unexpected colors.
D&D Beyond Character Downloadable PDFs
Level 1 Level 2 Level 3
Character Advancement
Level 2: Choose a Skill for Expertise
Level 3: Choose the Evoker
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->Curse of Strahd
Stars This suit symbolizes the desire for personal power and control over things beyond the ken of mortals. It is the suit of arcane mages, sages, and intellectuals. It also represents the triumph of
knowledge One of stars Transmuter A new discovery; the coming of unexpected things; unforeseen consequences and chaos Two of stars Diviner The pursuit of knowledge tempered by wisdom; truth and honesty
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
graces, coming to believe that the fallen angel is destined for glory. In Fazrian they see the potential for great rewards — or, at least, compensation beyond the modest sum the Mad Mage promised them. The
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
magic if a detect magic spell is cast upon it. Sounds from Beyond. A character who listens with an ear to the door will hear far-off music and happy singing, obviously coming from the other side of the
destroy the door, read: As the door falls away, you can hear sounds of confusion and distress coming from the north. A faint glow, like that of a small flame, shines in the distance. The walls of the
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
characters of all levels, though unseasoned adventurers determined to face the Returner in combat are almost certainly doomed to fail. Characters killed by Zargon might be resurrected on the Infinite
chosen! Praise the Returner!” shouts the cultist on the altar with glee as they melt into an amorphous blob of chattering teeth and darting eyes.
Treasure. The twelve cultists each wear a gold mask of
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
walls beyond your circle of light. The air is cold and damp, and you can hear a waterfall somewhere in the blackness, along with faint echoes of battle.
The echoes of battle are always in the
darkness beyond the range of the characters’ light and darkvision. As characters move toward the apparent source, the echoes become more distant, as though originating somewhere else. Unless the characters
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
don’t want to attract attention while coming or going from the entrance tunnel. The stone door to the east has no lock. It slides open smoothly. Beyond it, a passage of dressed stone slopes downward
coffer is a heap of damp sand from which the ends of torches protrude.
Beyond the wooden door, the tunnel continues ten feet before opening into the quarry behind Albaeri Mellikho’s house. The damp
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
abilities on a par with those of a raging barbarian or a superbly trained fighter. Monks embrace this seeming contradiction, for it speaks to the core of all monastic study. By coming to know oneself
elsewhere. Adventuring monks are a rare breed of an already rare type of character, taking their quest for perfection beyond the walls of the monastery into the world at large. Playing a monk
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
,” the actor proclaims. “Leap, my kindred! For our true home lies just beyond the darkness!”
The thirty audience members (commoners) in the theater assume the characters are simply latecomers and ignore
of secular rule. The Silent Roar secretly performs The First Queen in different spaces throughout the city. There’s another performance coming up this evening. The evening performance of The First
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Cosmic Horror Villains When the cosmic horror villains are mortal, they’re wretched creatures, perpetrating unimaginable horrors in the hope of an outcome they can’t properly articulate. Beyond them
drives listeners to murder
2 A priest obsessed with creating a shelter that will preserve her through the coming apocalypse
3 The mayor of a town who will do anything to make sure the citizens
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
spires. The wind’s howling increases as Strahd turns his gaze back to the village. Far below, yet not beyond his ken, a party of adventurers has just entered his domain. Strahd’s face forms a twisted
smile as his dark plan unfolds. He knew they were coming, and he knows why they have come—all according to his plan. He, the master of Ravenloft, will attend to them. Another lightning flash rips
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
and its prison. It lairs within a grotesque hive dangling from a mountain-size tree of tar and flame called Gorewood. Aurnozci relies on demonic proxies and mortal worshipers to enact its will beyond
Aurnozci. Aurnozci’s followers believe the demon lord’s imprisonment is coming to an end, and soon the Caged Worm will shed its current form and transform into an even more powerful shape. Once it
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
branches twist together to form a humanoid-looking body with a head and limbs. Twig blights seek out campsites and watering holes, rooting there to set up ambushes for potential victims coming to drink
)
WIS
8 (−1)
CHA
3 (−4)
Skills Stealth +3
Damage Vulnerabilities fire
Condition Immunities blinded, deafened
Senses blindsight 60 ft. (blind beyond this radius), passive
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
eastern end are a pair of arched bronze doors of ornate design. These doors can be pulled open to reveal area K40 beyond. Most of the hall is full of giant spider webs (see “Dungeon Hazards” in chapter 5
this door coming from area K38, it closes and locks behind them if they don’t take measures to prop it open. A narrow secret door at the western end of the south wall is hidden behind a mass of webs
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
room has exits in the west and north walls. Chanting can be heard coming from the west.
The statue depicts Strahd, to whom the cultists made sacrifices in the vain hope that he might reveal his darkest
) pursue those who flee beyond the room’s confines. The skeletons on the wall are harmless decor. Concealed Door Characters searching the room for secret doors find a concealed door in the middle of the east
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
characters to the stars and beyond, and there might be no coming back afterward! Orientation throws the characters right into the action. To maximize the impact of part 1 of the adventure, you might
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
nearby woods. 2 A pixie beckons you to follow her, promising you a sight beyond your wildest dreams. 3 A man stumbles from the forest. He doesn’t speak, but his arms are full of delicious-looking fruit. 4
The party hears chattering voices and the music of panpipes coming from a secluded area. 5 In the distance, the party sees a descending dragon pulling a caravan of wagons. 6 A dragon’s gentle voice
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
-Powered Constructs. A scarecrow is animated by the bound spirit of a slain evil creature, granting it purpose and mobility. It is this uncanny presence from beyond death that allows a scarecrow to
inspire fear in those it gazes upon. Hags and witches often bind scarecrows with the spirits of demons, but any evil spirit will do. Although aspects of the spirit’s personality might surface, a
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
) A morose, rail-thin figure, Rennick is cautious and wise beyond their years. They respect their fellow wereravens but are deeply mistrustful of others. Rennick frightens away unwanted visitors by
use their powers of mimicry to frighten strangers. They can also throw their voices to make it seem like the sounds are coming from other parts of the chalet. If you’re not sure how to handle this






