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Classes
Player’s Handbook
Become One with Tides and Storms
Druids of the Circle of the Sea draw on the tempestuous forces of oceans and storms. Some view themselves as embodiments of nature’s wrath, seeking vengeance
against those who despoil nature. Others seek mystical unity with nature by attuning themselves to the ebb and flow of the tides, following the rush of currents and waves and listening to the inscrutable whispers and roars of the winds.
Magic Items
The Book of Many Things
Over the centuries since the first Deck of Many Things was created, many have sought and failed to replicate it. But some have created new cards. These forty-four additional cards are known
this description. Notably, cards from the Deck of Many More Things are more likely to be beneficial, though about a third of them are still dangerous.
Before you draw a card, you must declare how many
Monsters
Fizban's Treasury of Dragons
conflict with bronze dragons when their coastal territories overlap, and they can nurture an inexplicably intense hatred of these metallic dragons. They can also draw the ire of druids and other nature
, but the dragon is too proud to ask for help getting home.
6
A topaz dragon is building a tableau of desiccated creatures and has grown obsessed with catching one treasure hunter who escaped the
Monsters
Fizban's Treasury of Dragons
their coastal territories overlap, and they can nurture an inexplicably intense hatred of these metallic dragons. They can also draw the ire of druids and other nature protectors who don’t
to ask for help getting home.
6
A topaz dragon is building a tableau of desiccated creatures and has grown obsessed with catching one treasure hunter who escaped the dragon’s clutches
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
Level 20: Soul of Artifice You have developed a mystical connection to your magic items, which you can draw on for aid. You gain the following benefits. Cheat Death. If you’re reduced to 0 Hit Points
but not killed outright, you can disintegrate any number of Uncommon or Rare magic items created by your Replicate Magic Item feature. If you do so, your Hit Points instead change to a number equal
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
Level 20: Soul of Artifice You have developed a mystical connection to your magic items, which you can draw on for aid. You gain the following benefits. Cheat Death. If you’re reduced to 0 Hit Points
but not killed outright, you can disintegrate any number of Uncommon or Rare magic items created by your Replicate Magic Item feature. If you do so, your Hit Points instead change to a number equal
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
Level 20: Soul of Artifice You have developed a mystical connection to your magic items, which you can draw on for aid. You gain the following benefits. Cheat Death. If you’re reduced to 0 Hit Points
but not killed outright, you can disintegrate any number of Uncommon or Rare magic items created by your Replicate Magic Item feature. If you do so, your Hit Points instead change to a number equal
Kenku
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
at the burned-out building, a sudden cacophony erupted around us. Birds squawked, cats hissed, and dogs growled. Lidda hustled us back to the city’s safer avenues. Only when we were back within
groups called flocks. A flock is led by the oldest and most experienced kenku with the widest store of knowledge to draw on, often called Master.
Although kenku can’t create new things, they have
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. The azers understand the purpose of the Simulacrux (to replicate scaladar) but are under the false impression that Zox is building it at Trobriand’s behest, not for his own ends. The azers are
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. The azers understand the purpose of the Simulacrux (to replicate scaladar) but are under the false impression that Zox is building it at Trobriand’s behest, not for his own ends. The azers are
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Mapping a Settlement When you draw a map for a settlement in your game, don’t worry about the placement of every building, and concentrate instead on the major features. For a village, sketch out
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Mapping a Settlement When you draw a map for a settlement in your game, don’t worry about the placement of every building, and concentrate instead on the major features. For a village, sketch out
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
four articulated metal legs.
Zox Clammersham is using the scaladar under his control to build the Simulacrux and to defend it, should it come under attack. The Simulacrux is designed to replicate
overlooking the trench. The hobgoblins aim to draw out Zox Clammersham, defeat him, seize the ring he uses to control the scaladar, and return the ring to Doomcrown, the hobgoblin warlord on level 14
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Mapping a Settlement When you draw a map for a settlement in your game, don’t worry about the placement of every building, and concentrate instead on the major features. For a village, sketch out
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
four articulated metal legs.
Zox Clammersham is using the scaladar under his control to build the Simulacrux and to defend it, should it come under attack. The Simulacrux is designed to replicate
overlooking the trench. The hobgoblins aim to draw out Zox Clammersham, defeat him, seize the ring he uses to control the scaladar, and return the ring to Doomcrown, the hobgoblin warlord on level 14
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
four articulated metal legs.
Zox Clammersham is using the scaladar under his control to build the Simulacrux and to defend it, should it come under attack. The Simulacrux is designed to replicate
overlooking the trench. The hobgoblins aim to draw out Zox Clammersham, defeat him, seize the ring he uses to control the scaladar, and return the ring to Doomcrown, the hobgoblin warlord on level 14
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. The azers understand the purpose of the Simulacrux (to replicate scaladar) but are under the false impression that Zox is building it at Trobriand’s behest, not for his own ends. The azers are
Monsters
Fizban's Treasury of Dragons
come into conflict with bronze dragons when their coastal territories overlap, and they can nurture an inexplicably intense hatred of these metallic dragons. They can also draw the ire of druids and
from the sea, but the dragon is too proud to ask for help getting home.
6
A topaz dragon is building a tableau of desiccated creatures and has grown obsessed with catching one treasure hunter
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
characters to spend their treasure and pursue their goals. This downtime gives the characters an opportunity to sink their roots a little deeper into the world, building a personal investment in what
happens to the people and places around them, which can, in turn, draw them into further adventures. Chapter 5, "Equipment" of the Player’s Handbook details the expenses that a character incurs for
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
Assault Because clever ruses and ambush have failed in previous attacks, the cult’s third assault opts for overwhelming force. The dragons attack the characters from the air, attempting to draw them outside
if they are indoors. When they finally face off against the adventurers, the attackers fight to kill. If the characters try to stay inside and under cover, the dragons attack whatever building they
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
and ambush have failed in previous attacks, the cult’s third assault opts for overwhelming force. The dragons attack the characters from the air, attempting to draw them outside if they are indoors
. When they finally face off against the adventurers, the attackers fight to kill. If the characters try to stay inside and under cover, the dragons attack whatever building they hide in, setting it
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
and ambush have failed in previous attacks, the cult’s third assault opts for overwhelming force. The dragons attack the characters from the air, attempting to draw them outside if they are indoors
. When they finally face off against the adventurers, the attackers fight to kill. If the characters try to stay inside and under cover, the dragons attack whatever building they hide in, setting it
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
characters to spend their treasure and pursue their goals. This downtime gives the characters an opportunity to sink their roots a little deeper into the world, building a personal investment in what
happens to the people and places around them, which can, in turn, draw them into further adventures. Chapter 5, "Equipment" of the Player’s Handbook details the expenses that a character incurs for
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
Assault Because clever ruses and ambush have failed in previous attacks, the cult’s third assault opts for overwhelming force. The dragons attack the characters from the air, attempting to draw them outside
if they are indoors. When they finally face off against the adventurers, the attackers fight to kill. If the characters try to stay inside and under cover, the dragons attack whatever building they
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
and ambush have failed in previous attacks, the cult’s third assault opts for overwhelming force. The dragons attack the characters from the air, attempting to draw them outside if they are indoors
. When they finally face off against the adventurers, the attackers fight to kill. If the characters try to stay inside and under cover, the dragons attack whatever building they hide in, setting it
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
Assault Because clever ruses and ambush have failed in previous attacks, the cult’s third assault opts for overwhelming force. The dragons attack the characters from the air, attempting to draw them outside
if they are indoors. When they finally face off against the adventurers, the attackers fight to kill. If the characters try to stay inside and under cover, the dragons attack whatever building they
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
characters to spend their treasure and pursue their goals. This downtime gives the characters an opportunity to sink their roots a little deeper into the world, building a personal investment in what
happens to the people and places around them, which can, in turn, draw them into further adventures. Chapter 5, "Equipment" of the Player’s Handbook details the expenses that a character incurs for
Monsters
Fizban's Treasury of Dragons
.
Topaz dragons often come into conflict with bronze dragons when their coastal territories overlap, and they can nurture an inexplicably intense hatred of these metallic dragons. They can also draw
injured and stranded far from the sea, but the dragon is too proud to ask for help getting home.
6
A topaz dragon is building a tableau of desiccated creatures and has grown obsessed with catching
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
1. Create a Home Base See the “Settlements” section earlier in this chapter for guidance on building this settlement. A small town or village at the edge of the wilderness serves as a fine home base
in most D&D campaigns. Use a larger town or city if you want a campaign with urban adventuring.
2. Create a Local Region See “Mapping the Campaign” earlier in this chapter for guidance. Draw a map
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
1. Create a Home Base See the “Settlements” section earlier in this chapter for guidance on building this settlement. A small town or village at the edge of the wilderness serves as a fine home base
in most D&D campaigns. Use a larger town or city if you want a campaign with urban adventuring.
2. Create a Local Region See “Mapping the Campaign” earlier in this chapter for guidance. Draw a map
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
1. Create a Home Base See the “Settlements” section earlier in this chapter for guidance on building this settlement. A small town or village at the edge of the wilderness serves as a fine home base
in most D&D campaigns. Use a larger town or city if you want a campaign with urban adventuring.
2. Create a Local Region See “Mapping the Campaign” earlier in this chapter for guidance. Draw a map
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
the settlers who they have come to know. For those characters, the tasks of the town may draw more attention. Below are some longer-term tasks that the characters might perform before moving on to the
spend money and resources, as well as time, building their home. Of course, such a place would also need to serve a purpose to the town, like having an extra root cellar to store food, or a secret
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
the settlers who they have come to know. For those characters, the tasks of the town may draw more attention. Below are some longer-term tasks that the characters might perform before moving on to the
spend money and resources, as well as time, building their home. Of course, such a place would also need to serve a purpose to the town, like having an extra root cellar to store food, or a secret
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
the settlers who they have come to know. For those characters, the tasks of the town may draw more attention. Below are some longer-term tasks that the characters might perform before moving on to the
spend money and resources, as well as time, building their home. Of course, such a place would also need to serve a purpose to the town, like having an extra root cellar to store food, or a secret
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Deck of Many More Things Wondrous Item, Legendary Over the centuries since the first Deck of Many Things was created, many have sought and failed to replicate it. But some have created new cards
. Before you draw a card, you must declare how many cards you intend to draw and then draw them randomly. Unless a card allows you to draw additional cards, any cards drawn exceeding this number have no






