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Spells
Player’s Handbook
repeat the same effect or choose a different one.
Flood. You cause the water level of all standing water in the area to rise by as much as 20 feet. If you choose an area in a large body of water, you
chose until the spell ends or you choose a different effect.
Whirlpool. You cause a whirlpool to form in the center of the area, which must be at least 50 feet square and 25 feet deep. The whirlpool
Monsters
Mordenkainen's Fiendish Folio Volume 1
, truculent, and prone to indolence unless watched with a keen eye and a hand that is quick to snap a whip.
Denizens of the Deep Earth. In the ancient days, norkers were found deep within the earth
, as hobgoblins place the norkers at the bottom of the goblinoid ranks, yet the norkers' ferocity, tough hides, and sharp fangs allow them to rise up and defeat goblinoids that underestimate the norkers
Monsters
Mordenkainen Presents: Monsters of the Multiverse
;gather in packs to scour the Shadowfell for prey. These desperate entities subsist on life force; when they find a creature, they surge forward to sink their fangs into their victims and drink deep
.
Sorrowsworn
The Shadowfell’s pervasive melancholy sometimes gives rise to strange incarnations of the plane’s bleak nature. Sorrowsworn embody the forms of suffering inherent to the shadowy
Monsters
Mordenkainen's Fiendish Folio Volume 1
for their would-be masters, norkers are rebellious, truculent, and prone to indolence unless watched with a keen eye and a hand that is quick to snap a whip.
Denizens of the Deep Earth. In the ancient
days, norkers were found deep within the earth. They were always few in number, and their god was a cruel, merciless tyrant who kept his children close and the outside world at a distance. This long
races
travelling, observing and creating maps that guide others along safe paths.
All tarandus possess antlers that rise roughly a foot above their heads. Their dark-red noses can emit a gentle glow
, often used for reading maps in dim light or signalling danger to their allies. Tarandus fur ranges from deep brown to pure white, shifting with age, climate or diet. They usually wear simple outfits
Control Water
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
. As an action on your turn, you can repeat the same effect or choose a different one.
Flood. You cause the water level of all standing water in the area to rise by as much as 20 feet. If the area
. This effect requires a body of water at least 50 feet square and 25 feet deep. You cause a whirlpool to form in the center of the area. The whirlpool forms a vortex that is 5 feet wide at the base
Species
Strixhaven: A Curriculum of Chaos
character might be nocturnal. Or perhaps your character is simply prone to rise later, embodying the common nickname of night owl.
Creating Your Character
If you create an owlin character, follow these
, consult the Random Height and Weight table in the Player’s Handbook, and choose the row in the table that best represents the build you imagine for your character.
Species
Mordenkainen Presents: Monsters of the Multiverse
Deep gnomes, or svirfneblin, are natives of the Underdark and are suffused with that subterranean realm’s magic. They can supernaturally camouflage themselves, and their svirfneblin magic
renders them difficult to locate. These abilities have enabled them to survive for generations among the perils of the Underdark.
Like other gnomes, deep gnomes can live for centuries, up to 500 years
Species
Van Richten’s Guide to Ravenloft
creating a hexblood, consult with your DM to see if it’s appropriate to tie your origins to one of the following Domains of Dread (detailed in chapter 3):
Hazlan. The bizarre magic of this crumbling
domain exposes the populace to supernatural forces, occasionally giving rise to hexbloods.
Kartakass. Whimsical witches make their homes in the forests of Kartakass. They eagerly grant the wishes of
Species
Mordenkainen Presents: Monsters of the Multiverse
; oceans, protecting the surface from terrors in the deep. Over time, triton have extended their stewardship over the sea floor to the ocean’s surface.
Tritons have webbed hands and feet, small
ranges of height and weight that humans have in our world. If you’d like to determine your character’s height or weight randomly, consult the Random Height and Weight table in the Player
Monsters
Icewind Dale: Rime of the Frostmaiden
hours.When a gnoll’s ravenous hunger is so great that it craves flesh and blood even after death, it can rise as a vampire to continue its feeding frenzy.
A gnoll vampire is a savage predator
abate. Auril came upon the starving, half-frozen creature and flung Tekeli-li into an icy tomb deep within the glacier. In doing so, the Frostmaiden sought to preserve what the gnoll had become—the
Species
Mordenkainen Presents: Monsters of the Multiverse
without disturbing it. So deep is the connection between a firbolg and the wild places of the world that they can communicate with flora and fauna.
Firbolgs can live up to 500 years.
Creating Your
determine your character’s height or weight randomly, consult the Random Height and Weight table in the Player’s Handbook, and choose the row in the table that best represents the build you imagine for your character.
Species
Mordenkainen Presents: Monsters of the Multiverse
creates a mystical bond between the giver and the receiver of a gift.
On some worlds, such bonds lead hobgoblins to form communities with deep ties to one another. In Eberron and the Forgotten Realms, vast
the same ranges of height and weight that humans have in our world. If you’d like to determine your character’s height or weight randomly, consult the Random Height and Weight table in
Species
Mordenkainen Presents: Monsters of the Multiverse
range from deep charcoal to shades of red and orange. Some bear skin tones common to humanity but with fiery marks, such as slowly swirling lights under their skin that resemble embers or glowing red
or weight randomly, consult the Random Height and Weight table in the Player’s Handbook, and choose the row in the table that best represents the build you imagine for your character.
Species
Mordenkainen Presents: Monsters of the Multiverse
inhabited before Maglubiyet’s rise. Now many goblins pursue their own destinies, escaping the plots of both archfey and gods.
Creating Your Character
At 1st level, you choose whether your
, consult the Random Height and Weight table in the Player’s Handbook, and choose the row in the table that best represents the build you imagine for your character.
Species
Spelljammer: Adventures in Space
it, giff are drawn to the Astral Plane because, on a deep psychic level, they remain connected to their creator gods, who have just enough divine spark left in them to imbue giff with sparks of their
determine your character’s height or weight randomly, consult the Random Height and Weight table in the Player’s Handbook, and choose the row in the table that best represents the build you imagine for your character.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Hexbloods in the Domains of Dread When creating a hexblood, consult with your DM to see if it’s appropriate to tie your origins to one of the following Domains of Dread (detailed in chapter 3
): Hazlan. The bizarre magic of this crumbling domain exposes the populace to supernatural forces, occasionally giving rise to hexbloods. Kartakass. Whimsical witches make their homes in the forests of
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
auguries are unclear, and the whip feels the need to consult the archpriest of the Deep Father (area 4). If the characters met or spoke with the archpriest of the Deep Father before coming here, the whip automatically refuses their request to leave.
vessel enters or leaves without submitting to “auguries” to determine if a crew’s actions are pleasing to the god of the hour — in this case, the Deep Father. The auguries consist of a half-hour ritual
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Sighing Valley Sighing Valley is actually a wide canyon consisting of a deep gorge through which a small river flows. Rock spires rise from the canyon floor, and when the wind blows past these natural structures it makes a sighing — and sometimes a howling — sound.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a4
10. Deceptively Deep Room Ahead is what appears to be a water-covered room, with steps rising out of the muck on the far side.
Most of the area is actually a 15-foot-deep pool. The only shallow
spaces are those that run mostly around the perimeter of the room, where the water is only 1 foot deep. The deep area that makes up most of the room is inhabited by two kelpies (see appendix B). As the
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Substitute Features A player can choose one of the following features to replace the feature normally granted by his or her character’s background. Optional Feature: Deep Delver You have a knack for
making your way in the deep places of the world. You can recall the twists and turns of passageways and tunnels such that you can always retrace your steps underground. You’re also well acquainted
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
the Player’s Handbook: Aarakocra
Aasimar
Bugbear
Centaur
Changeling
Deep Gnome
Duergar
Eladrin
Fairy
Firbolg
Genasi, Air
Genasi, Earth
Genasi, Fire
Genasi, Water
of these races are based on creatures that appear in the Monster Manual or the bestiary of this book. Consult with your DM to see whether an option here is appropriate for your campaign. If you do use a race in this chapter, first read the “Creating Your Character” section below.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
. Consult the Newspaper Contact table to learn about the editor or other newspaper figure you’re responsible to. Newspaper Contact d8 Primary Contact 1 A tough-as-nails senior editor who holds you to
your work will help them rise through the ranks 4 A senior reporter obsessed with their own supposedly groundbreaking work, making you run down the day-to-day stories they don’t consider “real
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
4. Altar of the Deep Father When the characters visit the altar of the Deep Father, read the following to the players: The idol to Leemooggoogoon the Deep Father consists of a large hide cut roughly
.
Six kuo-toa work at the altar, cleaning up and arranging offerings. Klibdoloogut, a kuo-toa whip dedicated to the Deep Father, stands in front of the altar with two kuo-toa monitors. Offerings are
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
Chapter 7: Rifts in Reality While hunting obelisk fragments in the previous chapter, the characters learned of the fanatics’ headquarters: a mind flayer enclave called Illithinoch deep in the
Phandalin’s townspeople into mind flayers—will be far more harrowing than the characters realize. Bruce Brenneise The old mind flayer stronghold of Illithinoch has become even more
terrifying with the rise of a cult dedicated to an evil Far Realm entity
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Brilliance 18 Spore servants 19–20 Traders Ambushers One or more creatures attempt to ambush the party as it makes its way through the Underdark. Roll a d20 and consult the table to determine what the
a chance that characters searching the area find something of interest or value. Roll a d20 and consult the table below to see what, if anything, they find. Ambusher Lair Discoveries d20 Discovery
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
17. Midden As the characters approach this area, a foul stench begins to rise. When the door is opened, read: The stench from the chamber beyond the door delivers a punch like an angered demigod. The
the various laboratories. The foul debris here is ankle deep at the edges of the chamber, rising to knee deep closer to the center where the floor slopes toward the pit (area 18). Upon entering this
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Secrets Most likely, your espionage work will eventually put you in possession of secrets others don’t want you to know. When the time comes, consult the Secrets table to determine what clandestine
them. 5 Deep Cover. You know the secret identity of a seemingly innocent but powerful person who would rather remain anonymous. 6 Empty Threats. Rumors say you collect damaging secrets on anyone, and
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
leagues. Travelers with a passive Wisdom (Perception) score of 15 or more receive 1d4 rounds of warning: a deep hum in the ethereal matter. Travelers who can’t reach a curtain or portal leading elsewhere
suffer the cyclone’s effect. Roll a d20 and consult the Ether Cyclone table to determine the effect on all creatures in the vicinity. Ether Cyclone d20 Effect 1–12 Extended journey 13–19 Blown to
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
gathered here. Most of the assembled creatures are deep gnomes, but some have ratlike features — including a fat specimen standing in front of the others, smiling at you with jagged buckteeth. “Peace
a natural rise (area 26), bidding the characters to follow him. Chipgrin is a svirfneblin wererat with 45 hit points and AC 14 (studded leather).
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
3. Sunken Paradise This cavern has a peaked roof 30 feet high and features a broad crevasse 300 feet deep. A rocky ledge surrounds the crevasse. After descending 200 feet, the crevasse breaks through
forest of towering zurkhwood, interspersed with barrelstalks, bluecaps, and trillimacs (see “Fungi”).
Lake. The other half of the cavern contains a 30-foot-deep lake fed by three small waterfalls
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
the former lair of a fearsome predator, the characters can potentially gather useful material for crafting among the bones. When the party enters a boneyard, roll a d20 and consult the table to
determine what creatures, if any, are present. The undead rise up out of the bones and attack when the first characters are halfway across the cavern. Boneyard Encounter d20 Encounter 1–14 No encounter
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Kuo-toa Fishlike Fanatics of the Deep Habitat: Coastal, Underdark; Treasure: Relics Eric Belisle An adventurer stumbles on a kuo-toa archpriest and servants of its strange gods Kuo-toa have slimy
, humanoid bodies and the heads of goggle-eyed deep-sea fish. They claim they once dominated whole worlds, their empires spanning land and sea under the blessings of piscine gods. The kuo-toa can’t say
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Fluctuating Swamp Waters Hither’s fetid waters rise and fall sporadically. In minutes, neck-deep murk might recede to reveal a soggy landscape of squelching mud and skeletal mangrove roots, but only
make a DC 10 Wisdom (Survival) group check. If the group check is successful, the characters spot and avoid the hazard. On a failed check, the character who had the lowest check result sinks into a pit of sucking mud, which is 10 feet deep (use the quicksand rules in the Dungeon Master’s Guide).
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
actively plots against him. Her dreams have revealed a treasure called the Black Opal Crown, hidden deep within the Tomb of the Nine Gods. She’s convinced that the crown is the key to unleashing Dendar the
, begin tracking how much time the characters spend in the temple. At the end of each hour, roll percentile dice and consult the Temple Reinforcements table to see what else arrives. Reinforcements enter






