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Classes
Player’s Handbook
Strike Foes with Psionic Blades
A Soulknife strikes with the mind, cutting through barriers both physical and psychic. These Rogues discover psionic power within themselves and channel it to do
their roguish work. As a Soulknife, your psionic abilities might have haunted you since childhood, revealing their full potential only as you experienced the stress of adventure. Or you might have sought out an order of psychic adepts and spent years learning how to manifest your power.
Monsters
Planescape: Adventures in the Multiverse
avoid razorvine, a creeping plant named for its prickly stems and cutting leaves. While razorvine is normally a mere environmental nuisance or deterrent, razorvine that absorbs the blood of a vampiric
by the seemingly inanimate plant, the blight strikes, revealing its twisted, humanlike form and lashing out with razor-sharp vines to feed its bloodlust.
While razorvine blights are usually
Soulknife
Legacy
This doesn't reflect the latest rules and lore.
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Classes
Tasha’s Cauldron of Everything
, cutting through barriers both physical and psychic. These rogues discover psionic power within themselves and channel it to do their roguish work. They find easy employment as members of thieves&rsquo
revealing their full potential as you experienced the stress of adventure. Or you might have sought out a reclusive order of psychic adepts and spent years learning how to manifest your power.
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
Razorvine Blight Travelers of Sigil and the Lower Planes take care to avoid razorvine, a creeping plant named for its prickly stems and cutting leaves. While razorvine is normally a mere
still to appear as ordinary razorvine. When unassuming travelers pass by the seemingly inanimate plant, the blight strikes, revealing its twisted, humanlike form and lashing out with razor-sharp
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
Razorvine Blight Travelers of Sigil and the Lower Planes take care to avoid razorvine, a creeping plant named for its prickly stems and cutting leaves. While razorvine is normally a mere
still to appear as ordinary razorvine. When unassuming travelers pass by the seemingly inanimate plant, the blight strikes, revealing its twisted, humanlike form and lashing out with razor-sharp
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
them with bright, colorful murals that include large spheres of different colors. Other artisans work at stone cutting. Watching over them all is a massive four-armed girallon, helping to light the area
section of the east wall has not yet been plastered or painted over, revealing the passageway to the chapel (area 14). The rhythmic chanting magically carried into area 3 grows louder still at the
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
Razorvine Blight Travelers of Sigil and the Lower Planes take care to avoid razorvine, a creeping plant named for its prickly stems and cutting leaves. While razorvine is normally a mere
still to appear as ordinary razorvine. When unassuming travelers pass by the seemingly inanimate plant, the blight strikes, revealing its twisted, humanlike form and lashing out with razor-sharp
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
them with bright, colorful murals that include large spheres of different colors. Other artisans work at stone cutting. Watching over them all is a massive four-armed girallon, helping to light the area
section of the east wall has not yet been plastered or painted over, revealing the passageway to the chapel (area 14). The rhythmic chanting magically carried into area 3 grows louder still at the
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
them with bright, colorful murals that include large spheres of different colors. Other artisans work at stone cutting. Watching over them all is a massive four-armed girallon, helping to light the area
section of the east wall has not yet been plastered or painted over, revealing the passageway to the chapel (area 14). The rhythmic chanting magically carried into area 3 grows louder still at the
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
-wide passageway flanked by forty-foot-high bulwarks of smooth, seamless stone. An iron portcullis covered with rust blocks the entrance. Arrow slits carved into the bulwarks are dark, revealing no hint
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
-wide passageway flanked by forty-foot-high bulwarks of smooth, seamless stone. An iron portcullis covered with rust blocks the entrance. Arrow slits carved into the bulwarks are dark, revealing no hint
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
-wide passageway flanked by forty-foot-high bulwarks of smooth, seamless stone. An iron portcullis covered with rust blocks the entrance. Arrow slits carved into the bulwarks are dark, revealing no hint
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
visualize scenes when playing in person. A vinyl wet-erase mat with a printed grid, a gridded whiteboard, a cutting mat, a large sheet of gridded paper, or a printed poster map—any of these can serve as a
to have information available in the form of cards. You can buy (or make) cards with individual spells, magic items, monster stat blocks, rules reference, and similar information for easy reference.
Coupleofkooks What do you do when a die lands cocked?
See the end of this chapter for advice
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
18. Shadow’s Edge Two tunnels converge on a 20-foot-high chamber that contains the following features: Statues. Two 12-foot-tall obsidian statues stand atop 5-foot-high blocks of stone in alcoves
threads can be cut only by a magic sword. Cutting a thread causes it to disappear but also causes an elder rune (see “Elder Runes”) to momentarily appear between the statue’s hands. This elder rune
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
visualize scenes when playing in person. A vinyl wet-erase mat with a printed grid, a gridded whiteboard, a cutting mat, a large sheet of gridded paper, or a printed poster map—any of these can serve as a
to have information available in the form of cards. You can buy (or make) cards with individual spells, magic items, monster stat blocks, rules reference, and similar information for easy reference.
Coupleofkooks What do you do when a die lands cocked?
See the end of this chapter for advice
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
visualize scenes when playing in person. A vinyl wet-erase mat with a printed grid, a gridded whiteboard, a cutting mat, a large sheet of gridded paper, or a printed poster map—any of these can serve as a
have information available in the form of cards. You can buy (or make) cards with individual spells, magic items, monster stat blocks, rules reference, and similar information for easy reference.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
visualize scenes when playing in person. A vinyl wet-erase mat with a printed grid, a gridded whiteboard, a cutting mat, a large sheet of gridded paper, or a printed poster map—any of these can serve as a
to have information available in the form of cards. You can buy (or make) cards with individual spells, magic items, monster stat blocks, rules reference, and similar information for easy reference.
Coupleofkooks What do you do when a die lands cocked?
See the end of this chapter for advice
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
visualize scenes when playing in person. A vinyl wet-erase mat with a printed grid, a gridded whiteboard, a cutting mat, a large sheet of gridded paper, or a printed poster map—any of these can serve as a
have information available in the form of cards. You can buy (or make) cards with individual spells, magic items, monster stat blocks, rules reference, and similar information for easy reference.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
visualize scenes when playing in person. A vinyl wet-erase mat with a printed grid, a gridded whiteboard, a cutting mat, a large sheet of gridded paper, or a printed poster map—any of these can serve as a
have information available in the form of cards. You can buy (or make) cards with individual spells, magic items, monster stat blocks, rules reference, and similar information for easy reference.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
18. Shadow’s Edge Two tunnels converge on a 20-foot-high chamber that contains the following features: Statues. Two 12-foot-tall obsidian statues stand atop 5-foot-high blocks of stone in alcoves
threads can be cut only by a magic sword. Cutting a thread causes it to disappear but also causes an elder rune (see “Elder Runes”) to momentarily appear between the statue’s hands. This elder rune
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
18. Shadow’s Edge Two tunnels converge on a 20-foot-high chamber that contains the following features: Statues. Two 12-foot-tall obsidian statues stand atop 5-foot-high blocks of stone in alcoves
threads can be cut only by a magic sword. Cutting a thread causes it to disappear but also causes an elder rune (see “Elder Runes”) to momentarily appear between the statue’s hands. This elder rune
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
49. Maze of Death Stone slabs seal off the entrances to this corner of the dungeon. 49A. Stone Slabs When the characters reach either entrance, read: A stone slab blocks the end of this corridor
extended, both slabs open at the same time, regardless of any efforts taken to prevent them from doing so. When this happens, read: The slab sinks into the floor, revealing a dusty passageway beyond
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
49. Maze of Death Stone slabs seal off the entrances to this corner of the dungeon. 49A. Stone Slabs When the characters reach either entrance, read: A stone slab blocks the end of this corridor
extended, both slabs open at the same time, regardless of any efforts taken to prevent them from doing so. When this happens, read: The slab sinks into the floor, revealing a dusty passageway beyond
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
large market stretches for blocks in every direction. Tattered canvas and shrouds separate the numerous stalls. Feeble moonlight and flickering torches illuminate the city, regardless of the time of
know the location of stable Crevices of Dusk either guard or hide them. Stable Crevice of Dusk. Sangora tilts her head with a thoughtful look before revealing that she knows of a stable Crevice of Dusk
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
, blurred by scouring sand. Rubble is all that remains of the portico’s collapsed roof.
A raklupis spyder-fiend named Kalzak and three phisarazu spyder-fiends (for both stat blocks, see appendix A) keep
, revealing a small room and staircase leading 200 feet up the cliffside into the central chamber (area F3). Kas comes and goes from this entrance when he doesn’t use the ventilation holes. F3: Central
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
, blurred by scouring sand. Rubble is all that remains of the portico’s collapsed roof.
A raklupis spyder-fiend named Kalzak and three phisarazu spyder-fiends (for both stat blocks, see appendix A) keep
, revealing a small room and staircase leading 200 feet up the cliffside into the central chamber (area F3). Kas comes and goes from this entrance when he doesn’t use the ventilation holes. F3: Central
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
large market stretches for blocks in every direction. Tattered canvas and shrouds separate the numerous stalls. Feeble moonlight and flickering torches illuminate the city, regardless of the time of
know the location of stable Crevices of Dusk either guard or hide them. Stable Crevice of Dusk. Sangora tilts her head with a thoughtful look before revealing that she knows of a stable Crevice of Dusk
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
49. Maze of Death Stone slabs seal off the entrances to this corner of the dungeon. 49A. Stone Slabs When the characters reach either entrance, read: A stone slab blocks the end of this corridor
extended, both slabs open at the same time, regardless of any efforts taken to prevent them from doing so. When this happens, read: The slab sinks into the floor, revealing a dusty passageway beyond
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
large market stretches for blocks in every direction. Tattered canvas and shrouds separate the numerous stalls. Feeble moonlight and flickering torches illuminate the city, regardless of the time of
know the location of stable Crevices of Dusk either guard or hide them. Stable Crevice of Dusk. Sangora tilts her head with a thoughtful look before revealing that she knows of a stable Crevice of Dusk
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
, blurred by scouring sand. Rubble is all that remains of the portico’s collapsed roof.
A raklupis spyder-fiend named Kalzak and three phisarazu spyder-fiends (for both stat blocks, see appendix A) keep
, revealing a small room and staircase leading 200 feet up the cliffside into the central chamber (area F3). Kas comes and goes from this entrance when he doesn’t use the ventilation holes. F3: Central
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
for tracks discovers boot prints leading into the tomb. The tracks are not recent and belong to the last group of treasure seekers to enter here. 4A. First Puzzle Door A slab of worked stone blocks
Configuration 4B. Second Puzzle Door When the characters move past the first door, read: Another slab blocks the hallway twenty feet beyond the first door. An iron lever is set into the door’s surface, with a
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
for tracks discovers boot prints leading into the tomb. The tracks are not recent and belong to the last group of treasure seekers to enter here. 4A. First Puzzle Door A slab of worked stone blocks
Configuration 4B. Second Puzzle Door When the characters move past the first door, read: Another slab blocks the hallway twenty feet beyond the first door. An iron lever is set into the door’s surface, with a
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
for tracks discovers boot prints leading into the tomb. The tracks are not recent and belong to the last group of treasure seekers to enter here. 4A. First Puzzle Door A slab of worked stone blocks
Configuration 4B. Second Puzzle Door When the characters move past the first door, read: Another slab blocks the hallway twenty feet beyond the first door. An iron lever is set into the door’s surface, with a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
revealing the trap’s presence. A successful dispel magic spell (DC 18) cast on the trapped section of floor destroys the trap. A creature that enters the trap’s space is teleported along with any objects
attention, think of yourself as a film editor cutting scenes in a movie. Jump from one group of characters to the next while spending no more than a few minutes with any given group or individual. Tense
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
revealing the trap’s presence. A successful dispel magic spell (DC 18) cast on the trapped section of floor destroys the trap. A creature that enters the trap’s space is teleported along with any objects
attention, think of yourself as a film editor cutting scenes in a movie. Jump from one group of characters to the next while spending no more than a few minutes with any given group or individual. Tense






