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Mordenkainen Presents: Monsters of the Multiverse
court of the Queen of Air and Darkness, one of the Feywild’s archfey. Goblins thrived in her dangerous domain thanks to a special boon from her—a supernatural knack for finding the weak
spots in foes larger than themselves and for getting out of trouble. Goblins brought this fey boon with them to worlds across the Material Plane, even if they don’t remember the fey realm they
Warlock
Legacy
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Classes
Basic Rules (2014)
(such as the ability to see in darkness or to read any language) to access to powerful spells. Unlike bookish wizards, warlocks supplement their magic with some facility at hand-to-hand combat. They
Patron, Pact Magic 2 2 1 1st — 2nd +2 Eldritch Invocations 2 3 2 1st 2 3rd +2 Pact Boon 2 4 2
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
Spells Known of 1st-Level and Higher (p. 98) In the final sentence of this subsection, the closing phrase has changed to read as follows: “… unless you’re replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.”
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
Spells Known of 1st-Level and Higher (p. 98) In the final sentence of this subsection, the closing phrase has changed to read as follows: “… unless you’re replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.”
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
Spells Known of 1st-Level and Higher (p. 98) In the final sentence of this subsection, the closing phrase has changed to read as follows: “… unless you’re replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.”
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
a card from the Elder Runes Deck (see appendix B) to determine which rune waits beyond the doors. This rune targets all creatures in the room with the same effect (bane or boon, determined randomly
prismatic spray spell (save DC 22). Once this effect is resolved, the elder rune on the wall disappears, and the doors slam shut unless they are held open or otherwise prevented from closing. When the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
a card from the Elder Runes Deck (see appendix B) to determine which rune waits beyond the doors. This rune targets all creatures in the room with the same effect (bane or boon, determined randomly
prismatic spray spell (save DC 22). Once this effect is resolved, the elder rune on the wall disappears, and the doors slam shut unless they are held open or otherwise prevented from closing. When the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
a card from the Elder Runes Deck (see appendix B) to determine which rune waits beyond the doors. This rune targets all creatures in the room with the same effect (bane or boon, determined randomly
prismatic spray spell (save DC 22). Once this effect is resolved, the elder rune on the wall disappears, and the doors slam shut unless they are held open or otherwise prevented from closing. When the
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Crypt of the Hellriders Zariel’s fallen companions cannot rest. Nobody can in this nightmare hellscape. — The Cartographer When the characters arrive at this location, read or paraphrase the
following boxed text to the players: Acrid smog swirls around a barren hill, rising from which like giant tombstones are a pair of leaning monoliths, each soaring more than fifty feet into the smoky red sky
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
reality of Oerth, where Vecna has captured and imprisoned his archrival, Kas the Betrayer. Read the following to describe the scene: Your feet sink into the mucky basin of a sprawling wasteland. The
shattered remains of trees, roads, and whole mountain ranges dot the barren landscape. In the distance, a lone castle is silhouetted against the crimson horizon. Two hulking figures wander around the
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Crypt of the Hellriders Zariel’s fallen companions cannot rest. Nobody can in this nightmare hellscape. — The Cartographer When the characters arrive at this location, read or paraphrase the
following boxed text to the players: Acrid smog swirls around a barren hill, rising from which like giant tombstones are a pair of leaning monoliths, each soaring more than fifty feet into the smoky red sky
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
reality of Oerth, where Vecna has captured and imprisoned his archrival, Kas the Betrayer. Read the following to describe the scene: Your feet sink into the mucky basin of a sprawling wasteland. The
shattered remains of trees, roads, and whole mountain ranges dot the barren landscape. In the distance, a lone castle is silhouetted against the crimson horizon. Two hulking figures wander around the
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
reality of Oerth, where Vecna has captured and imprisoned his archrival, Kas the Betrayer. Read the following to describe the scene: Your feet sink into the mucky basin of a sprawling wasteland. The
shattered remains of trees, roads, and whole mountain ranges dot the barren landscape. In the distance, a lone castle is silhouetted against the crimson horizon. Two hulking figures wander around the
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Crypt of the Hellriders Zariel’s fallen companions cannot rest. Nobody can in this nightmare hellscape. — The Cartographer When the characters arrive at this location, read or paraphrase the
following boxed text to the players: Acrid smog swirls around a barren hill, rising from which like giant tombstones are a pair of leaning monoliths, each soaring more than fifty feet into the smoky red sky
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
Approaching Rigus As the characters approach Rigus, read or paraphrase the following description: From a flat, dusty plain rises a seven-tiered hill girded by ring after ring of iron battlements
.”
–Captain Timoroth Brezd, Rigus soldier
The sight of a walking castle closing on the gate-town puts all of Rigus on alert. Blaring horns precede every gate into town closing and patrols outside
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
Approaching Rigus As the characters approach Rigus, read or paraphrase the following description: From a flat, dusty plain rises a seven-tiered hill girded by ring after ring of iron battlements
.”
–Captain Timoroth Brezd, Rigus soldier
The sight of a walking castle closing on the gate-town puts all of Rigus on alert. Blaring horns precede every gate into town closing and patrols outside
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
Approaching Rigus As the characters approach Rigus, read or paraphrase the following description: From a flat, dusty plain rises a seven-tiered hill girded by ring after ring of iron battlements
.”
–Captain Timoroth Brezd, Rigus soldier
The sight of a walking castle closing on the gate-town puts all of Rigus on alert. Blaring horns precede every gate into town closing and patrols outside
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Getting the Quest When the characters arrive at the Blue Clam, read: Outside the tavern, you see two bundled-up humanoids talking to one another. When they see you, one waves to you in a friendly
town speaker and replace him with one of their own in a special election. They’re convinced that the closing of the mine and the resulting economic woes will turn Masthew’s political supporters against him.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Getting the Quest When the characters arrive at the Blue Clam, read: Outside the tavern, you see two bundled-up humanoids talking to one another. When they see you, one waves to you in a friendly
town speaker and replace him with one of their own in a special election. They’re convinced that the closing of the mine and the resulting economic woes will turn Masthew’s political supporters against him.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Getting the Quest When the characters arrive at the Blue Clam, read: Outside the tavern, you see two bundled-up humanoids talking to one another. When they see you, one waves to you in a friendly
town speaker and replace him with one of their own in a special election. They’re convinced that the closing of the mine and the resulting economic woes will turn Masthew’s political supporters against him.
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Vistani Lore Characters who read the Book of the Raven learn the following information about the Vistani: The Vistani are planar travelers often encountered in the Shadowfell, and they seem to be
Domains of Dread, where creatures born in darkness dwell. This “gift” was thrust upon them by mysterious entities called the Dark Powers, as a boon for their kindness toward strangers. The Vistani
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Vistani Lore Characters who read the Book of the Raven learn the following information about the Vistani: The Vistani are planar travelers often encountered in the Shadowfell, and they seem to be
Domains of Dread, where creatures born in darkness dwell. This “gift” was thrust upon them by mysterious entities called the Dark Powers, as a boon for their kindness toward strangers. The Vistani
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Vistani Lore Characters who read the Book of the Raven learn the following information about the Vistani: The Vistani are planar travelers often encountered in the Shadowfell, and they seem to be
Domains of Dread, where creatures born in darkness dwell. This “gift” was thrust upon them by mysterious entities called the Dark Powers, as a boon for their kindness toward strangers. The Vistani
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
mouths and their respective elements. Share that map with your players. To begin, read the following boxed text aloud: You pass through a dense forest of gnarled trees with grasping roots, the woods
you hungrily from barren branches.
Where do you want to go?
The Caves of Chaos table summarizes the caves in the order they appear within this. Each cave provides approximately 60–90 minutes of
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
information.) When the characters come within sight of the island, read: The sun makes the waves sparkle as Firewatch Island comes fully into view. Three barren hills are its most noticeable landmarks, rising
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
information.) When the characters come within sight of the island, read: The sun makes the waves sparkle as Firewatch Island comes fully into view. Three barren hills are its most noticeable landmarks, rising
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
mouths and their respective elements. Share that map with your players. To begin, read the following boxed text aloud: You pass through a dense forest of gnarled trees with grasping roots, the woods
you hungrily from barren branches.
Where do you want to go?
The Caves of Chaos table summarizes the caves in the order they appear within this. Each cave provides approximately 60–90 minutes of
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
mouths and their respective elements. Share that map with your players. To begin, read the following boxed text aloud: You pass through a dense forest of gnarled trees with grasping roots, the woods
you hungrily from barren branches.
Where do you want to go?
The Caves of Chaos table summarizes the caves in the order they appear within this. Each cave provides approximately 60–90 minutes of
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
information.) When the characters come within sight of the island, read: The sun makes the waves sparkle as Firewatch Island comes fully into view. Three barren hills are its most noticeable landmarks, rising
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
Fight for the Foundling Read the following: As you’re deep in your tasks, a shadow of another ship passes over the deck of the Flighty Foundling. The ship looks like it’s preparing to dock on the
flee the vessel. If the characters stand their ground, the giff hurl grenades at them before closing to melee range. If captured and interrogated, the giff reveal that they take their orders from
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
Fight for the Foundling Read the following: As you’re deep in your tasks, a shadow of another ship passes over the deck of the Flighty Foundling. The ship looks like it’s preparing to dock on the
flee the vessel. If the characters stand their ground, the giff hurl grenades at them before closing to melee range. If captured and interrogated, the giff reveal that they take their orders from
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
Fight for the Foundling Read the following: As you’re deep in your tasks, a shadow of another ship passes over the deck of the Flighty Foundling. The ship looks like it’s preparing to dock on the
flee the vessel. If the characters stand their ground, the giff hurl grenades at them before closing to melee range. If captured and interrogated, the giff reveal that they take their orders from
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
wizard the reigar knows by reputation, Hastain decides to put an end to the characters’ meddling: Closing in from behind is a gigantic, bioluminescent, jellyfish-like creature with a flamboyantly
casts dimension door on their first turn, using the spell to board the party’s ship. When that happens, read: A magical doorway appears on the main deck of your ship. The flamboyantly dressed figure
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
wizard the reigar knows by reputation, Hastain decides to put an end to the characters’ meddling: Closing in from behind is a gigantic, bioluminescent, jellyfish-like creature with a flamboyantly
casts dimension door on their first turn, using the spell to board the party’s ship. When that happens, read: A magical doorway appears on the main deck of your ship. The flamboyantly dressed figure
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
wizard the reigar knows by reputation, Hastain decides to put an end to the characters’ meddling: Closing in from behind is a gigantic, bioluminescent, jellyfish-like creature with a flamboyantly
casts dimension door on their first turn, using the spell to board the party’s ship. When that happens, read: A magical doorway appears on the main deck of your ship. The flamboyantly dressed figure






