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Magic Items
Dungeon Master’s Guide
;s buttons remain within your reach. In surfaces as hard as granite, a spike at the bottom and three hooks at the top anchor the pole. Horizontal bars 3 inches long fold out from the sides, 1 foot
Spells
Player’s Handbook
You create a ward that protects up to 2,500 square feet of floor space. The warded area can be up to 20 feet tall, and you shape it as one 50-foot square, one hundred 5-foot squares that are
bottom, as in the Web spell. These strands regrow in 10 minutes if they are destroyed while Guards and Wards lasts.
Other Spell Effect. Place one of the following magical effects within the warded
Rod of Lordly Might
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
50 feet long, as you specify. In surfaces as hard as granite, a spike at the bottom and three hooks at the top anchor the pole. Horizontal bars 3 inches long fold out from the sides, 1 foot apart
Guards and Wards
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
You create a ward that protects up to 2,500 square feet of floor space (an area 50 feet square, or one hundred 5-foot squares or twenty-five 10-foot squares). The warded area can be up to 20 feet
illusion spell) to make them appear as plain sections of wall.
Stairs. Webs fill all stairs in the warded area from top to bottom, as the web spell. These strands regrow in 10 minutes if they are
Backgrounds
Ghosts of Saltmarsh
table to help determine the theme of your tale or choose one that best fits your character. Alternatively, work with your DM to create your own fishing tale.
d8
Tale
1
Lobster
compensated.
3
I will fish the many famous waters of this land.
4
The gods saved me during a terrible storm, and I will honor their gift.
5
My destiny awaits me at the bottom of a
Magic Items
Storm King's Thunder
with one of the Ruling Scepters of Shanatar, which she had found in a wreck at the bottom of the Trackless Sea. Only a creature attuned to a Ruling Scepter and in possession of it can harness the powers
the throne. The globe encloses both the creature and the throne.
As an action, the creature can expend 3 charges to create a spectral image of an ancient blue dragon that surrounds both it and the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
feet deep. Eight large, spidery bushes with thorny stems, white leaves, and enormous yellow blossoms grow across its bottom.
Five feet beyond the nearest edge of the pit is a bronze bar, set level
scattering of broken, rotting wooden planks.
Bridge of Bars. A character can attempt to cross this pit by leaping from one bar to the next. There are a total of eight bars and 45 feet of pit. Moving across
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
feet deep. Eight large, spidery bushes with thorny stems, white leaves, and enormous yellow blossoms grow across its bottom.
Five feet beyond the nearest edge of the pit is a bronze bar, set level
scattering of broken, rotting wooden planks.
Bridge of Bars. A character can attempt to cross this pit by leaping from one bar to the next. There are a total of eight bars and 45 feet of pit. Moving across
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
feet deep. Eight large, spidery bushes with thorny stems, white leaves, and enormous yellow blossoms grow across its bottom.
Five feet beyond the nearest edge of the pit is a bronze bar, set level
scattering of broken, rotting wooden planks.
Bridge of Bars. A character can attempt to cross this pit by leaping from one bar to the next. There are a total of eight bars and 45 feet of pit. Moving across
Monsters
Fizban's Treasury of Dragons
know of places of power near their lairs and keep detailed records of how phenomena connected to those sites react to outside influences. They also avidly collect magic items and spells that create
treasures in a smaller chamber just above the great hall on the map.
Watery Caves. Near the bottom portion of the map, the vaults give way to natural stone caves; these caves slope down to a subterranean
Monsters
Fizban's Treasury of Dragons
of power near their lairs and keep detailed records of how phenomena connected to those sites react to outside influences. They also avidly collect magic items and spells that create illusions
find a way through.
Treasury. The dragon stores the finest treasures in a smaller chamber just above the great hall on the map.
Watery Caves. Near the bottom portion of the map, the vaults give way
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
one winged kobold. These creatures are in the upper part of the chamber. The lower area is where cultists conducted the rituals to create their guard drakes and then housed the creatures. The ledge is
a sharp 10-foot drop-off. Wooden stairs descend at the right end of the ledge. A stout cage made of iron bars surrounds these steps to a height of 10 feet to prevent untrained drakes from escaping up
Monsters
Fizban's Treasury of Dragons
caverns and complex tunnel systems. As they grow older, they continually renovate their lairs, using their tunneling abilities and command over stone.
Sapphire dragons eventually create dizzying
.
Underground River. A river flows along the right and bottom edges of the map, providing the dragon with fresh water and an alternative entrance. Originating on the surface, the river descends through narrow
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
one winged kobold. These creatures are in the upper part of the chamber. The lower area is where cultists conducted the rituals to create their guard drakes and then housed the creatures. The ledge is
a sharp 10-foot drop-off. Wooden stairs descend at the right end of the ledge. A stout cage made of iron bars surrounds these steps to a height of 10 feet to prevent untrained drakes from escaping up
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
one winged kobold. These creatures are in the upper part of the chamber. The lower area is where cultists conducted the rituals to create their guard drakes and then housed the creatures. The ledge is
a sharp 10-foot drop-off. Wooden stairs descend at the right end of the ledge. A stout cage made of iron bars surrounds these steps to a height of 10 feet to prevent untrained drakes from escaping up
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
one winged kobold. These creatures are in the upper part of the chamber. The lower area is where cultists conducted the rituals to create their guard drakes and then housed the creatures. The ledge is
a sharp 10-foot drop-off. Wooden stairs descend at the right end of the ledge. A stout cage made of iron bars surrounds these steps to a height of 10 feet to prevent untrained drakes from escaping up
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
one winged kobold. These creatures are in the upper part of the chamber. The lower area is where cultists conducted the rituals to create their guard drakes and then housed the creatures. The ledge is
a sharp 10-foot drop-off. Wooden stairs descend at the right end of the ledge. A stout cage made of iron bars surrounds these steps to a height of 10 feet to prevent untrained drakes from escaping up
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
one winged kobold. These creatures are in the upper part of the chamber. The lower area is where cultists conducted the rituals to create their guard drakes and then housed the creatures. The ledge is
a sharp 10-foot drop-off. Wooden stairs descend at the right end of the ledge. A stout cage made of iron bars surrounds these steps to a height of 10 feet to prevent untrained drakes from escaping up
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
club. Old practice horses, balance beams, disassembled high bars, floor mats, and more are shoved against the curved wall. Treasure. In the main silo’s northeast corner are two unlocked chests. Both
contain stacks of outdated gymnastics uniforms. However, a cloak of displacement lies forgotten at the bottom of one chest. If the characters try to find the cloak’s owner, Rosie or any faculty member
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
club. Old practice horses, balance beams, disassembled high bars, floor mats, and more are shoved against the curved wall. Treasure. In the main silo’s northeast corner are two unlocked chests. Both
contain stacks of outdated gymnastics uniforms. However, a cloak of displacement lies forgotten at the bottom of one chest. If the characters try to find the cloak’s owner, Rosie or any faculty member
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
club. Old practice horses, balance beams, disassembled high bars, floor mats, and more are shoved against the curved wall. Treasure. In the main silo’s northeast corner are two unlocked chests. Both
contain stacks of outdated gymnastics uniforms. However, a cloak of displacement lies forgotten at the bottom of one chest. If the characters try to find the cloak’s owner, Rosie or any faculty member
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
of occupation.
Entering the fortress is the characters’ first challenge. The portcullis in area A1 is too heavy to lift, and its bars are too narrowly spaced for even Small characters to squeeze
. Crawling down a chimney to area A21 or area A23 requires another successful DC 10 Strength (Athletics) check. If this check fails, the character falls 20 feet to the bottom of the chimney, landing in the
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
of occupation.
Entering the fortress is the characters’ first challenge. The portcullis in area A1 is too heavy to lift, and its bars are too narrowly spaced for even Small characters to squeeze
. Crawling down a chimney to area A21 or area A23 requires another successful DC 10 Strength (Athletics) check. If this check fails, the character falls 20 feet to the bottom of the chimney, landing in the
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
of occupation.
Entering the fortress is the characters’ first challenge. The portcullis in area A1 is too heavy to lift, and its bars are too narrowly spaced for even Small characters to squeeze
. Crawling down a chimney to area A21 or area A23 requires another successful DC 10 Strength (Athletics) check. If this check fails, the character falls 20 feet to the bottom of the chimney, landing in the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
chain and is 10 feet tall. The bottom panels appear to be a 10-foot ceiling from the hallway. The panels are thin plaster painted to resemble stone. When the characters can see the eastern end of the
not already trapped. A falling cage targets the corresponding 10-foot square section of the passage. Targets in the area can stand still, taking no damage as the plaster on the cage bottom breaks and
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
chain and is 10 feet tall. The bottom panels appear to be a 10-foot ceiling from the hallway. The panels are thin plaster painted to resemble stone. When the characters can see the eastern end of the
not already trapped. A falling cage targets the corresponding 10-foot square section of the passage. Targets in the area can stand still, taking no damage as the plaster on the cage bottom breaks and
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
chain and is 10 feet tall. The bottom panels appear to be a 10-foot ceiling from the hallway. The panels are thin plaster painted to resemble stone. When the characters can see the eastern end of the
not already trapped. A falling cage targets the corresponding 10-foot square section of the passage. Targets in the area can stand still, taking no damage as the plaster on the cage bottom breaks and
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
hangs three feet above the still, black water that fills this dungeon corridor. The water is five feet deep. Ten-foot-square cells, their entrances blocked by iron bars, line both sides of the hall. From
(area K75a). K75a. Prisoner A strong young man clutches the bars of his cell while struggling to keep his teeth from chattering. His clothes are shredded, and he is soaked from head to toe. The man is
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
hangs three feet above the still, black water that fills this dungeon corridor. The water is five feet deep. Ten-foot-square cells, their entrances blocked by iron bars, line both sides of the hall. From
(area K75a). K75a. Prisoner A strong young man clutches the bars of his cell while struggling to keep his teeth from chattering. His clothes are shredded, and he is soaked from head to toe. The man is
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
hangs three feet above the still, black water that fills this dungeon corridor. The water is five feet deep. Ten-foot-square cells, their entrances blocked by iron bars, line both sides of the hall. From
(area K75a). K75a. Prisoner A strong young man clutches the bars of his cell while struggling to keep his teeth from chattering. His clothes are shredded, and he is soaked from head to toe. The man is
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
. Vegetation grows in neat rows on the ziggurat’s three tiers. Canals flow around each tier and cascade down to the lower tiers in waterfalls that create clouds of spray.
Descending to the edge of the
11 (2d10) Fire damage. Being underwater doesn’t grant Resistance to this Fire damage. Hidden Entrance. A character who swims to the bottom of the scalding lake beneath the bridge and takes a Search
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
bonus action. A button’s effect lasts until you push a different button or until you push the same button again, which causes the rod to revert to its normal form. Rods Top to Bottom: Rulership
bonus to attack and damage rolls made with it. If you press button 4, the rod transforms into a climbing pole up to 50 feet long, as you specify. In surfaces as hard as granite, a spike at the bottom
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
bonus action. A button’s effect lasts until you push a different button or until you push the same button again, which causes the rod to revert to its normal form. Rods Top to Bottom: Rulership
bonus to attack and damage rolls made with it. If you press button 4, the rod transforms into a climbing pole up to 50 feet long, as you specify. In surfaces as hard as granite, a spike at the bottom
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
bonus action. A button’s effect lasts until you push a different button or until you push the same button again, which causes the rod to revert to its normal form. Rods Top to Bottom: Rulership
bonus to attack and damage rolls made with it. If you press button 4, the rod transforms into a climbing pole up to 50 feet long, as you specify. In surfaces as hard as granite, a spike at the bottom
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
66. Door of Devouring If the characters approach this area by way of the spiral staircase (area 26), read the following when they reach the bottom of the stairs: At the bottom of the staircase, a
bottom of the lake to the cavern roof and is attached to the nearby wall by a stone conduit. On one side of the column, steps of moss-covered stone climb from a stone dock to a landing whose stone door






