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Spells
Player’s Handbook
You inscribe a harmful glyph either on a surface (such as a section of floor or wall) or within an object that can be closed (such as a book or chest). The glyph can cover an area no larger than 10
surface, common triggers include touching or stepping on the glyph, removing another object covering it, or approaching within a certain distance of it. For glyphs inscribed within an object, common
Spells
Player’s Handbook
You inscribe a glyph that later unleashes a magical effect. You inscribe it either on a surface (such as a table or a section of floor) or within an object that can be closed (such as a book or chest
a surface, common triggers include touching or stepping on the glyph, removing another object covering it, or approaching within a certain distance of it. For glyphs inscribed within an object, common
Classes
Player’s Handbook
Core Wizard Traits
Primary Ability
Intelligence
Hit Point Die
D6 per Wizard level
Saving Throw Proficiencies
Intelligence and Wisdom
Skill Proficiencies
Choose 2: Arcana
explosive fire, arcing lightning, subtle deception, and spectacular transformations. Their magic conjures monsters from other planes of existence, glimpses the future, or forms protective barriers. Their
Classes
Player’s Handbook
Core Warlock Traits
Primary Ability
Charisma
Hit Point Die
D8 per Warlock level
Saving Throw Proficiencies
Wisdom and Charisma
Skill Proficiencies
Choose 2: Arcana
Armor, Sickle, 2 Dagger;Daggers, orb;Arcane Focus (orb), Book (occult lore), Scholar's Pack, and 15 GP; or (B) 100 GP
Warlocks quest for knowledge that lies hidden in the fabric of the
Glyph of Warding
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
be closed (such as a book, a scroll, or a treasure chest) to conceal the glyph. The glyph can cover an area no larger than 10 feet in diameter. If the surface or object is moved more than 10 feet from
spell save DC to be found.
You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or standing on the glyph, removing
Symbol
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
When you cast this spell, you inscribe a harmful glyph either on a surface (such as a section of floor, a wall, or a table) or within an object that can be closed to conceal the glyph (such as a book
stepping on the glyph, removing another object covering it, approaching within a certain distance of it, or manipulating the object that holds it. For glyphs inscribed within an object, the most
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
choice, as appropriate to your factionLanguages: Two of your choiceEquipment: Badge or emblem of your faction, a copy of a seminal faction text (or a code-book for a covert faction), a set of common
Compendium
- Sources->Dungeons & Dragons->Flee, Mortals! Rule Primer
Pronouns The core rules often use the singular pronoun “it” to refer to a single creature. This book instead uses the singular “they” to clearly delineate between creatures and objects. Objects still use “it” as a singular pronoun.
Compendium
- Sources->Dungeons & Dragons->Flee, Mortals! Rule Primer
New Rules and Styles The creatures in this book generally follow the core rules, but we’ve made a few tweaks. These new rules and presentation styles are designed to make combat encounters easier to run, more fun, and more memorable.
Compendium
- Sources->Dungeons & Dragons->Flee, Mortals! Rule Primer
New Rules and Styles The creatures in this book generally follow the core rules, but we’ve made a few tweaks. These new rules and presentation styles are designed to make combat encounters easier to run, more fun, and more memorable.
Compendium
- Sources->Dungeons & Dragons->Flee, Mortals! Rule Primer
Pronouns The core rules often use the singular pronoun “it” to refer to a single creature. This book instead uses the singular “they” to clearly delineate between creatures and objects. Objects still use “it” as a singular pronoun.
Compendium
- Sources->Dungeons & Dragons->Flee, Mortals! Rule Primer
Pronouns The core rules often use the singular pronoun “it” to refer to a single creature. This book instead uses the singular “they” to clearly delineate between creatures and objects. Objects still use “it” as a singular pronoun.
Compendium
- Sources->Dungeons & Dragons->Flee, Mortals! Rule Primer
New Rules and Styles The creatures in this book generally follow the core rules, but we’ve made a few tweaks. These new rules and presentation styles are designed to make combat encounters easier to run, more fun, and more memorable.
Compendium
- Sources->Dungeons & Dragons->Flee, Mortals! Rule Primer
this book have immunity to the dazed condition. At the GM’s discretion, a creature published in the core rules or another supplement who has immunity to the paralyzed or stunned condition also has
Conditions Some of the creatures in this book inflict—or are immune to—the following new conditions. Dazed A dazed creature can only do one of the following things on their turn: move, use an action
Compendium
- Sources->Dungeons & Dragons->Flee, Mortals! Rule Primer
this book have immunity to the dazed condition. At the GM’s discretion, a creature published in the core rules or another supplement who has immunity to the paralyzed or stunned condition also has
Conditions Some of the creatures in this book inflict—or are immune to—the following new conditions. Dazed A dazed creature can only do one of the following things on their turn: move, use an action
Compendium
- Sources->Dungeons & Dragons->Flee, Mortals! Rule Primer
this book have immunity to the dazed condition. At the GM’s discretion, a creature published in the core rules or another supplement who has immunity to the paralyzed or stunned condition also has
Conditions Some of the creatures in this book inflict—or are immune to—the following new conditions. Dazed A dazed creature can only do one of the following things on their turn: move, use an action
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Wizard Core Wizard Traits Primary Ability Intelligence Hit Point Die D6 per Wizard level Saving Throw Proficiencies Intelligence and Wisdom Skill Proficiencies Choose 2: Arcana, History, Insight
transformations. Their magic conjures monsters from other planes of existence, glimpses the future, or forms protective barriers. Their mightiest spells change one substance into another, call meteors
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Wizard BILLY CHRISTIAN A Scholarly Magic-User of Arcane Power Core Wizard Traits Primary Ability Intelligence Hit Point Die D6 per Wizard level Saving Throw Proficiencies Intelligence and
fire, arcing lightning, subtle deception, and spectacular transformations. Their magic conjures monsters from other planes of existence, glimpses the future, or forms protective barriers. Their mightiest
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Wizard Core Wizard Traits Primary Ability Intelligence Hit Point Die D6 per Wizard level Saving Throw Proficiencies Intelligence and Wisdom Skill Proficiencies Choose 2: Arcana, History, Insight
transformations. Their magic conjures monsters from other planes of existence, glimpses the future, or forms protective barriers. Their mightiest spells change one substance into another, call meteors
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Wizard BILLY CHRISTIAN A Scholarly Magic-User of Arcane Power Core Wizard Traits Primary Ability Intelligence Hit Point Die D6 per Wizard level Saving Throw Proficiencies Intelligence and
fire, arcing lightning, subtle deception, and spectacular transformations. Their magic conjures monsters from other planes of existence, glimpses the future, or forms protective barriers. Their mightiest
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Wizard Core Wizard Traits Primary Ability Intelligence Hit Point Die D6 per Wizard level Saving Throw Proficiencies Intelligence and Wisdom Skill Proficiencies Choose 2: Arcana, History, Insight
transformations. Their magic conjures monsters from other planes of existence, glimpses the future, or forms protective barriers. Their mightiest spells change one substance into another, call meteors
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Wizard BILLY CHRISTIAN A Scholarly Magic-User of Arcane Power Core Wizard Traits Primary Ability Intelligence Hit Point Die D6 per Wizard level Saving Throw Proficiencies Intelligence and
fire, arcing lightning, subtle deception, and spectacular transformations. Their magic conjures monsters from other planes of existence, glimpses the future, or forms protective barriers. Their mightiest
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
lord’s keep. We’ve got those, and lots of ’em. But the foundation of the city is the core towers. The walls of these towers are so thick you could fit your lord’s castle in one.
You’ve got your outside
districts where you get the open air, built on the bridges and platforms that connect the core towers together. You’ve got the little turrets, built on the core tower walls and the bridges between
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
lord’s keep. We’ve got those, and lots of ’em. But the foundation of the city is the core towers. The walls of these towers are so thick you could fit your lord’s castle in one.
You’ve got your outside
districts where you get the open air, built on the bridges and platforms that connect the core towers together. You’ve got the little turrets, built on the core tower walls and the bridges between
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
lord’s keep. We’ve got those, and lots of ’em. But the foundation of the city is the core towers. The walls of these towers are so thick you could fit your lord’s castle in one.
You’ve got your outside
districts where you get the open air, built on the bridges and platforms that connect the core towers together. You’ve got the little turrets, built on the core tower walls and the bridges between
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Warlock Core Warlock Traits Primary Ability Charisma Hit Point Die D8 per Warlock level Saving Throw Proficiencies Wisdom and Charisma Skill Proficiencies Choose 2: Arcana, Deception, History
), Book (occult lore), Scholar’s Pack, and 15 GP; or (B) 100 GP Warlocks quest for knowledge that lies hidden in the fabric of the multiverse. They often begin their search for magical power by
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Warlock Core Warlock Traits Primary Ability Charisma Hit Point Die D8 per Warlock level Saving Throw Proficiencies Wisdom and Charisma Skill Proficiencies Choose 2: Arcana, Deception, History
), Book (occult lore), Scholar’s Pack, and 15 GP; or (B) 100 GP Warlocks quest for knowledge that lies hidden in the fabric of the multiverse. They often begin their search for magical power by
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Warlock Core Warlock Traits Primary Ability Charisma Hit Point Die D8 per Warlock level Saving Throw Proficiencies Wisdom and Charisma Skill Proficiencies Choose 2: Arcana, Deception, History
), Book (occult lore), Scholar’s Pack, and 15 GP; or (B) 100 GP Warlocks quest for knowledge that lies hidden in the fabric of the multiverse. They often begin their search for magical power by
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Running the Adventure To run this adventure, you need the D&D fifth edition core rulebooks: Player’s Handbook, Dungeon Master’s Guide, and Monster Manual. The Monster Manual contains stat blocks for
block in appendix A or in the Monster Manual. If a stat block appears in appendix A of this book, the text tells you so. Spells and equipment mentioned in the adventure are described in the Player’s
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Running the Adventure To run this adventure, you need the D&D fifth edition core rulebooks: Player’s Handbook, Dungeon Master’s Guide, and Monster Manual. The Monster Manual contains stat blocks for
block in appendix A or in the Monster Manual. If a stat block appears in appendix A of this book, the text tells you so. Spells and equipment mentioned in the adventure are described in the Player’s
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Running the Adventure To run this adventure, you need the D&D fifth edition core rulebooks: Player’s Handbook, Dungeon Master’s Guide, and Monster Manual. The Monster Manual contains stat blocks for
block in appendix A or in the Monster Manual. If a stat block appears in appendix A of this book, the text tells you so. Spells and equipment mentioned in the adventure are described in the Player’s
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Warlock NÉSTOR OSSANDON LEAL An Occultist Empowered by Otherworldly Pacts Core Warlock Traits Primary Ability Charisma Hit Point Die D8 per Warlock level Saving Throw Proficiencies Wisdom and
Choose A or B: (A) Leather Armor, Sickle, 2 Daggers, Arcane Focus (orb), Book (occult lore), Scholar’s Pack, and 15 GP; or (B) 100 GP Warlocks quest for knowledge that lies hidden in the fabric of the
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Warlock NÉSTOR OSSANDON LEAL An Occultist Empowered by Otherworldly Pacts Core Warlock Traits Primary Ability Charisma Hit Point Die D8 per Warlock level Saving Throw Proficiencies Wisdom and
Choose A or B: (A) Leather Armor, Sickle, 2 Daggers, Arcane Focus (orb), Book (occult lore), Scholar’s Pack, and 15 GP; or (B) 100 GP Warlocks quest for knowledge that lies hidden in the fabric of the
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Warlock NÉSTOR OSSANDON LEAL An Occultist Empowered by Otherworldly Pacts Core Warlock Traits Primary Ability Charisma Hit Point Die D8 per Warlock level Saving Throw Proficiencies Wisdom and
Choose A or B: (A) Leather Armor, Sickle, 2 Daggers, Arcane Focus (orb), Book (occult lore), Scholar’s Pack, and 15 GP; or (B) 100 GP Warlocks quest for knowledge that lies hidden in the fabric of the
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
. (The book speculates that this divine intervention is courtesy of Selûne, who has been waiting for Malar’s plan to come to fruition so that she might demonstrate to him the utter futility of his
. A short distance away along the bank of the pool is a narrow, spring-fed outlet stream that leads north toward the river. The purifying effect continues to flow into and along the stream, removing






