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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.
classes
Tasha’s Cauldron of Everything
The balm of peace thrives at the heart of healthy communities, between friendly nations, and in the souls of the kindhearted. The gods of peace inspire people of all sorts to resolve conflict and to
over the signing of treaties, and they are often asked to arbitrate in disputes. These clerics’ blessings draw people together and help them shoulder one another’s burdens, and the clerics
classes
Tasha’s Cauldron of Everything
The balm of peace thrives at the heart of healthy communities, between friendly nations, and in the souls of the kindhearted. The gods of peace inspire people of all sorts to resolve conflict and to
over the signing of treaties, and they are often asked to arbitrate in disputes. These clerics’ blessings draw people together and help them shoulder one another’s burdens, and the clerics
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
either location. Also review the “Goliaths” entry in appendix C, in particular the “Spine of the World Goliaths” section. There is also a list of goliath names you can draw from, as needed. Characters
might visit Skytower Shelter to resolve a long-standing dispute between the two goliath clans (see “Tall Tales in Ten-Towns” and “A Goliath Problem”). Or a goliath player character who hails from
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
, the character gains 1 level of exhaustion that can’t be removed until the soul is restored. The character grows more listless and withdrawn as the exhaustion builds. Instinctive Draw The soulless
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
, the character gains 1 level of exhaustion that can’t be removed until the soul is restored. The character grows more listless and withdrawn as the exhaustion builds. Instinctive Draw The soulless
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
either location. Also review the “Goliaths” entry in appendix C, in particular the “Spine of the World Goliaths” section. There is also a list of goliath names you can draw from, as needed. Characters
might visit Skytower Shelter to resolve a long-standing dispute between the two goliath clans (see “Tall Tales in Ten-Towns” and “A Goliath Problem”). Or a goliath player character who hails from
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
either location. Also review the “Goliaths” entry in appendix C, in particular the “Spine of the World Goliaths” section. There is also a list of goliath names you can draw from, as needed. Characters
might visit Skytower Shelter to resolve a long-standing dispute between the two goliath clans (see “Tall Tales in Ten-Towns” and “A Goliath Problem”). Or a goliath player character who hails from
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
, the character gains 1 level of exhaustion that can’t be removed until the soul is restored. The character grows more listless and withdrawn as the exhaustion builds. Instinctive Draw The soulless
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
...” It’s based on the idea that an actor takes whatever the other actors give and builds on that. A similar principle applies as you run sessions for your players. As often as possible, weave what the
previously planned for one—you have abundant resources to draw on: Lists of NPC names (see “Nonplayer Characters” in chapter 3) Random tables (such as the ones in the “Settlements” section of chapter 3
Compendium
- Sources->Dungeons & Dragons->Lorwyn: First Light
brackish waters, sometimes bending and swaying with the movements of currents. Underwater, the merrow make their home. Valuables change hands all over the city, but blood from failed deals often stains
a patron to part with a specific item. Water Runs Red. A deal the adventurers are making or that they find themselves in the middle of goes wrong, and the adventurers are the targets of Finblade cutthroats. They must resolve the situation and make amends to Myyn before something terrible happens.
compendium
- Sources->Dungeons & Dragons->The Pugilist Class
Pugilists were tested and came out the other side with their righteous resolve to live in service to the gods strengthened. A resolve their gods have taken note of. Level 3: Channel Divinity You can
Hit Points equal to three times your Pugilist level.
As a Bonus Action, you can touch a creature (which could be yourself) and draw power from the pool of healing to restore a number of Hit Points
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
, and immunity to bludgeoning, piercing, and slashing damage from nonmagical weapons that aren’t made of adamantine. Destroying the arch all but dooms the project, since Zox lacks the resolve to start
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
, and immunity to bludgeoning, piercing, and slashing damage from nonmagical weapons that aren’t made of adamantine. Destroying the arch all but dooms the project, since Zox lacks the resolve to start
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
, and immunity to bludgeoning, piercing, and slashing damage from nonmagical weapons that aren’t made of adamantine. Destroying the arch all but dooms the project, since Zox lacks the resolve to start
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->Princes of the Apocalypse
living rock and soil. They believe the earth thirsts for the blood of those who don't venerate it before all other powers and beings. The Cult of the Black Earth appeals to those who draw their fortunes
, and unyielding resolve. They are deliberate and slow to act, careful to consider their plans and gather their strength before beginning any new enterprise. Once earth cultists resolve to act, they
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
living rock and soil. They believe the earth thirsts for the blood of those who don't venerate it before all other powers and beings. The Cult of the Black Earth appeals to those who draw their fortunes
, and unyielding resolve. They are deliberate and slow to act, careful to consider their plans and gather their strength before beginning any new enterprise. Once earth cultists resolve to act, they
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
thrives at the heart of healthy communities, between friendly nations, and in the souls of the kindhearted. The gods of peace inspire people of all sorts to resolve conflict and to stand up against those
over the signing of treaties, and they are often asked to arbitrate in disputes. These clerics’ blessings draw people together and help them shoulder one another’s burdens, and the clerics’ magic aids
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
living rock and soil. They believe the earth thirsts for the blood of those who don't venerate it before all other powers and beings. The Cult of the Black Earth appeals to those who draw their fortunes
, and unyielding resolve. They are deliberate and slow to act, careful to consider their plans and gather their strength before beginning any new enterprise. Once earth cultists resolve to act, they
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
thrives at the heart of healthy communities, between friendly nations, and in the souls of the kindhearted. The gods of peace inspire people of all sorts to resolve conflict and to stand up against those
over the signing of treaties, and they are often asked to arbitrate in disputes. These clerics’ blessings draw people together and help them shoulder one another’s burdens, and the clerics’ magic aids
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
thrives at the heart of healthy communities, between friendly nations, and in the souls of the kindhearted. The gods of peace inspire people of all sorts to resolve conflict and to stand up against those
over the signing of treaties, and they are often asked to arbitrate in disputes. These clerics’ blessings draw people together and help them shoulder one another’s burdens, and the clerics’ magic aids
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
, hidden away in secret crevices or woven of twigs and trash in the forks of ancient trees. Faerie dragons may also draw on the trappings of civilization, perhaps stealing a child’s dollhouse for use as
dragon can take one of the following lair actions on initiative count 20 (losing initiative ties): Chaotic Aura. The faerie dragon creates misdirecting currents of air and magic around itself. Until
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
, hidden away in secret crevices or woven of twigs and trash in the forks of ancient trees. Faerie dragons may also draw on the trappings of civilization, perhaps stealing a child’s dollhouse for use as
dragon can take one of the following lair actions on initiative count 20 (losing initiative ties): Chaotic Aura. The faerie dragon creates misdirecting currents of air and magic around itself. Until
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
seem to stretch forever into the depths. The storms that move across the sea sometimes create temporary portals to the Material Plane and draw ships into the Plane of Water. Surviving vessels from
tides and currents of the plane can travel between worlds freely, but the storms also wreck ships from the Material Plane on the island’s shore. The region of the Plane of Water nearest the Swamp of
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
seem to stretch forever into the depths. The storms that move across the sea sometimes create temporary portals to the Material Plane and draw ships into the Plane of Water. Surviving vessels from
tides and currents of the plane can travel between worlds freely, but the storms also wreck ships from the Material Plane on the island’s shore. The region of the Plane of Water nearest the Swamp of
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
seem to stretch forever into the depths. The storms that move across the sea sometimes create temporary portals to the Material Plane and draw ships into the Plane of Water. Surviving vessels from
tides and currents of the plane can travel between worlds freely, but the storms also wreck ships from the Material Plane on the island’s shore. The region of the Plane of Water nearest the Swamp of
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
, hidden away in secret crevices or woven of twigs and trash in the forks of ancient trees. Faerie dragons may also draw on the trappings of civilization, perhaps stealing a child’s dollhouse for use as
dragon can take one of the following lair actions on initiative count 20 (losing initiative ties): Chaotic Aura. The faerie dragon creates misdirecting currents of air and magic around itself. Until
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
locals draw no shortage of entertainment from sending would-be thieves on grand chases for wands, rings, and other magic trinkets that any prudent person would realize simply don’t exist. After all
wrongdoing) will often draw additional Harpells to support their kin. Harpell supports Harpell in all public matters, and no one bothers to record the numbers and names of those that forgot that fact. Aside
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
voices slowly builds within the wrecked buildings. A stocky humanoid with gray skin and a white beard suddenly stumbles forth, swaying from one side to the other as if intoxicated. It stares at you
appears to trigger the duergar’s sudden growth and battle prowess, but they drink only to firm up their resolve. See “Development” below.) The duergar are too inebriated to turn invisible. Because night
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
pursuers to either divide their forces or allow some of the quarry to escape. If a pursuit splits into several smaller chases, resolve each chase separately. Run a round of one chase, then a round of
the next, and so on, tracking the distances for each separate group. Mapping the Chase If you have the opportunity to plan out a chase, take the time to draw a rough map that shows the route. Insert
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
pursuers to either divide their forces or allow some of the quarry to escape. If a pursuit splits into several smaller chases, resolve each chase separately. Run a round of one chase, then a round of
the next, and so on, tracking the distances for each separate group. Mapping the Chase If you have the opportunity to plan out a chase, take the time to draw a rough map that shows the route. Insert
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
pursuers to either divide their forces or allow some of the quarry to escape. If a pursuit splits into several smaller chases, resolve each chase separately. Run a round of one chase, then a round of
the next, and so on, tracking the distances for each separate group. Mapping the Chase If you have the opportunity to plan out a chase, take the time to draw a rough map that shows the route. Insert
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
locals draw no shortage of entertainment from sending would-be thieves on grand chases for wands, rings, and other magic trinkets that any prudent person would realize simply don’t exist. After all
wrongdoing) will often draw additional Harpells to support their kin. Harpell supports Harpell in all public matters, and no one bothers to record the numbers and names of those that forgot that fact. Aside
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
locals draw no shortage of entertainment from sending would-be thieves on grand chases for wands, rings, and other magic trinkets that any prudent person would realize simply don’t exist. After all
wrongdoing) will often draw additional Harpells to support their kin. Harpell supports Harpell in all public matters, and no one bothers to record the numbers and names of those that forgot that fact. Aside
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
voices slowly builds within the wrecked buildings. A stocky humanoid with gray skin and a white beard suddenly stumbles forth, swaying from one side to the other as if intoxicated. It stares at you
appears to trigger the duergar’s sudden growth and battle prowess, but they drink only to firm up their resolve. See “Development” below.) The duergar are too inebriated to turn invisible. Because night