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Magic Items
Princes of the Apocalypse
batter it. The wind is strong enough to uproot weak trees and destroy light structures after at least 10 minutes of exposure. Otherwise, the rules for strong wind apply, as detailed in chapter 5 of the
effects, the spell is cast on the turn that the orb explodes.
Fire Orb. When this orb detonates, it creates a dry heat wave that lasts for 24 hours. Within the area of effect, the rules for extreme heat
Baphomet
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Out of the Abyss
, the Horned King and the Prince of Beasts. He rules over minotaur;minotaurs and others with savage hearts. He is worshiped by those who want to break the confines of civility and unleash their bestial
minotaur—considered the greatest gift of the Prince of Beasts.
Baphomet himself appears as a great, black-furred minotaur, 20 feet tall with six iron horns. An infernal light burns in his red eyes
Tabaxi
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
.
Fleeting Fancies
Wandering tabaxi are mercurial creatures, trading one obsession or passion for the next as the whim strikes. A tabaxi’s desire burns bright, but once met it disappears to be
result every few days that pass in the campaign to reflect your ever-changing curiosity.
Tabaxi Obsessions
d8
My curiosity is currently fixed on …
1
A god or planar entity
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
weapons. An infernal war machine’s engine roars a bass, growling rumble with an undertone of agonized screams as its furnace burns souls for fuel. This appendix includes stat blocks for infernal war machines, rules for running and repairing them, and guidelines for handling chases in Avernus.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Chapter 6: Equipment CAIO MONTEIRO In the skies of Eberron, the inventor Vi and her Fixers escape the
Lord of Blades and a plummeting airship that burns with green flame! The right equipment can
make the difference between success and failure for adventurers. This chapter provides rules and prices for weapons, armor, and other kinds of equipment that characters might purchase or find. The DM lets you know if a shop has an item for sale and whether it’s available at the listed price.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Chapter 6: Equipment CAIO MONTEIRO In the skies of Eberron, the inventor Vi and her Fixers escape the
Lord of Blades and a plummeting airship that burns with green flame! The right equipment can
make the difference between success and failure for adventurers. This chapter provides rules and prices for weapons, armor, and other kinds of equipment that characters might purchase or find. The DM lets you know if a shop has an item for sale and whether it’s available at the listed price.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Chapter 6: Equipment CAIO MONTEIRO In the skies of Eberron, the inventor Vi and her Fixers escape the
Lord of Blades and a plummeting airship that burns with green flame! The right equipment can
make the difference between success and failure for adventurers. This chapter provides rules and prices for weapons, armor, and other kinds of equipment that characters might purchase or find. The DM lets you know if a shop has an item for sale and whether it’s available at the listed price.
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
weapons. An infernal war machine’s engine roars a bass, growling rumble with an undertone of agonized screams as its furnace burns souls for fuel. This appendix includes stat blocks for infernal war machines, rules for running and repairing them, and guidelines for handling chases in Avernus.
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
weapons. An infernal war machine’s engine roars a bass, growling rumble with an undertone of agonized screams as its furnace burns souls for fuel. This appendix includes stat blocks for infernal war machines, rules for running and repairing them, and guidelines for handling chases in Avernus.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
, Attitude, Condition, or Hazard—indicates that a rule is part of a family of rules. The tags also have glossary entries. “You.” The game’s rules—in this glossary and elsewhere—often talk about
that currently has that condition. “See Also.” Some glossary entries include a See also section that points to other entries in the glossary, to other sections, or both. No Obsolete Terms. The glossary
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
, Attitude, Condition, or Hazard—indicates that a rule is part of a family of rules. The tags also have glossary entries. “You.” The game’s rules—in this glossary and elsewhere—often talk about
that currently has that condition. “See Also.” Some glossary entries include a See also section that points to other entries in the glossary, to other sections, or both. No Obsolete Terms. The glossary
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
, Attitude, Condition, or Hazard—indicates that a rule is part of a family of rules. The tags also have glossary entries. “You.” The game’s rules—in this glossary and elsewhere—often talk about
that currently has that condition. “See Also.” Some glossary entries include a See also section that points to other entries in the glossary, to other sections, or both. No Obsolete Terms. The glossary
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
, Attitude, Condition, or Hazard—indicates that a rule is part of a family of rules. The tags also have glossary entries. “You.” The game’s rules—in this glossary and elsewhere—often talk about
that currently has that condition. “See Also.” Some glossary entries include a See also section that points to other entries in the glossary, to chapters in this book, or both. No Obsolete Terms. The
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
, Attitude, Condition, or Hazard—indicates that a rule is part of a family of rules. The tags also have glossary entries. “You.” The game’s rules—in this glossary and elsewhere—often talk about
that currently has that condition. “See Also.” Some glossary entries include a See also section that points to other entries in the glossary, to chapters in this book, or both. No Obsolete Terms. The
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
, Attitude, Condition, or Hazard—indicates that a rule is part of a family of rules. The tags also have glossary entries. “You.” The game’s rules—in this glossary and elsewhere—often talk about
that currently has that condition. “See Also.” Some glossary entries include a See also section that points to other entries in the glossary, to chapters in this book, or both. No Obsolete Terms. The
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Baphomet Civilization is weakness and savagery is strength in the credo of Baphomet, the Horned King and the Prince of Beasts. He rules over minotaurs and others with savage hearts. He is worshiped
six iron horns. An infernal light burns in his red eyes. Although he is filled with bestial blood lust, there lies within him a cruel and cunning intellect devoted to subverting all of civilization
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Baphomet Civilization is weakness and savagery is strength in the credo of Baphomet, the Horned King and the Prince of Beasts. He rules over minotaurs and others with savage hearts. He is worshiped
tall with six iron horns. An infernal light burns in his red eyes. Although filled with bestial bloodlust, there lies within a cruel and cunning intellect devoted to subverting all of civilization
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Baphomet Civilization is weakness and savagery is strength in the credo of Baphomet, the Horned King and the Prince of Beasts. He rules over minotaurs and others with savage hearts. He is worshiped
tall with six iron horns. An infernal light burns in his red eyes. Although filled with bestial bloodlust, there lies within a cruel and cunning intellect devoted to subverting all of civilization
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Baphomet Civilization is weakness and savagery is strength in the credo of Baphomet, the Horned King and the Prince of Beasts. He rules over minotaurs and others with savage hearts. He is worshiped
tall with six iron horns. An infernal light burns in his red eyes. Although filled with bestial bloodlust, there lies within a cruel and cunning intellect devoted to subverting all of civilization
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Baphomet Civilization is weakness and savagery is strength in the credo of Baphomet, the Horned King and the Prince of Beasts. He rules over minotaurs and others with savage hearts. He is worshiped
six iron horns. An infernal light burns in his red eyes. Although he is filled with bestial blood lust, there lies within him a cruel and cunning intellect devoted to subverting all of civilization
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Baphomet Civilization is weakness and savagery is strength in the credo of Baphomet, the Horned King and the Prince of Beasts. He rules over minotaurs and others with savage hearts. He is worshiped
six iron horns. An infernal light burns in his red eyes. Although he is filled with bestial blood lust, there lies within him a cruel and cunning intellect devoted to subverting all of civilization
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
prosperous and increasingly crowded, so buildings have been torn down and taller ones built — four stories high in some instances. A Waterbaron who rules for life leads Yartar. The current Waterbaron is
be missed — poor people and drunkards, mostly — and smuggling them out of the city. These missing Yartarrans are currently being held in area A12 of the Temple of Howling Hatred (see chapter 4
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
prosperous and increasingly crowded, so buildings have been torn down and taller ones built — four stories high in some instances. A Waterbaron who rules for life leads Yartar. The current Waterbaron is
be missed — poor people and drunkards, mostly — and smuggling them out of the city. These missing Yartarrans are currently being held in area A12 of the Temple of Howling Hatred (see chapter 4
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
prosperous and increasingly crowded, so buildings have been torn down and taller ones built — four stories high in some instances. A Waterbaron who rules for life leads Yartar. The current Waterbaron is
be missed — poor people and drunkards, mostly — and smuggling them out of the city. These missing Yartarrans are currently being held in area A12 of the Temple of Howling Hatred (see chapter 4
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
is currently in the up position and has the word “Crush” inscribed above it. Moving this lever to the down position causes the pit’s east and west walls to close together, crushing anything between
lever is currently in the down position and has the word “Lift” inscribed above it. Moving this lever to the up position raises the stone floor of the pit to the level of the floor in the room. Neither
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
is currently in the up position and has the word “Crush” inscribed above it. Moving this lever to the down position causes the pit’s east and west walls to close together, crushing anything between
lever is currently in the down position and has the word “Lift” inscribed above it. Moving this lever to the up position raises the stone floor of the pit to the level of the floor in the room. Neither
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
is currently in the up position and has the word “Crush” inscribed above it. Moving this lever to the down position causes the pit’s east and west walls to close together, crushing anything between
lever is currently in the down position and has the word “Lift” inscribed above it. Moving this lever to the up position raises the stone floor of the pit to the level of the floor in the room. Neither
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
whose ideologies have since entered a period of decline. The following are three examples of minor factions currently in Sigil. Free League Who Prize the Individual Foremost Factol: None Headquarters
absorbing magic and mastering its rules, one can rewrite reality. Ring Givers Who Give as Much as They Get Factol: Jeremo the Natterer Headquarters: None Aligned Plane: Ysgard Members: Altruists
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
whose ideologies have since entered a period of decline. The following are three examples of minor factions currently in Sigil. Free League Who Prize the Individual Foremost Factol: None Headquarters
absorbing magic and mastering its rules, one can rewrite reality. Ring Givers Who Give as Much as They Get Factol: Jeremo the Natterer Headquarters: None Aligned Plane: Ysgard Members: Altruists
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
links’ magic tears Kas’s last great secret from his mind: Vecna is currently in the Cave of Shattered Reflection. If the characters are on the verge of killing Kas, the vampire tells the characters
Vecna’s location in an attempt to save his life. It’s up to the characters what happens to Kas next. Learning Vecna’s location counts as a secret for the purposes of the Power of Secrets rules, and it allows the characters to move on to the next chapter of the adventure.
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
links’ magic tears Kas’s last great secret from his mind: Vecna is currently in the Cave of Shattered Reflection. If the characters are on the verge of killing Kas, the vampire tells the characters
Vecna’s location in an attempt to save his life. It’s up to the characters what happens to Kas next. Learning Vecna’s location counts as a secret for the purposes of the Power of Secrets rules, and it allows the characters to move on to the next chapter of the adventure.
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
whose ideologies have since entered a period of decline. The following are three examples of minor factions currently in Sigil. Free League Who Prize the Individual Foremost Factol: None Headquarters
absorbing magic and mastering its rules, one can rewrite reality. Ring Givers Who Give as Much as They Get Factol: Jeremo the Natterer Headquarters: None Aligned Plane: Ysgard Members: Altruists
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
links’ magic tears Kas’s last great secret from his mind: Vecna is currently in the Cave of Shattered Reflection. If the characters are on the verge of killing Kas, the vampire tells the characters
Vecna’s location in an attempt to save his life. It’s up to the characters what happens to Kas next. Learning Vecna’s location counts as a secret for the purposes of the Power of Secrets rules, and it allows the characters to move on to the next chapter of the adventure.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Limbo Limbo is a plane of pure chaos, a roiling soup of impermanent matter and energy. Stone melts into water that freezes into metal, then turns into diamond that burns up into smoke that becomes
Intelligence check to alter a nonmagical object that isn’t being worn or carried. The same rules for distance apply, and the DC is based on the object’s size: DC 10 for Tiny, DC 15 for Small, DC 20 for
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
upon impact. A candle taken from its niche becomes an ordinary candle that doesn’t float and burns down as any normal candle would. 26b. Empty Closet Behind this door is an empty, 10-foot-square room
the graven image of a human wizard wielding a wand. The rules of this gate are as follows: The gate opens for 1 minute when the mirror is touched with a magic wand that has at least 1 charge remaining






