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Classes
Player’s Handbook
Augment Physical Might with Psionic Power
Psi Warriors awaken the power of their minds to augment their physical might. They harness this psionic power to infuse their weapon strikes, lash out with telekinetic energy, and create barriers of mental force.
Spells
Player’s Handbook
You create a 5-foot-diameter sphere of fire in an unoccupied space on the ground within range. It lasts for the duration. Any creature that ends its turn within 5 feet of the sphere makes a Dexterity
the sphere into a creature’s space, that creature makes the save against the sphere, and the sphere stops moving for the turn.
When you move the sphere, you can direct it over barriers up to 5
Magic Items
Bigby Presents: Glory of the Giants
rolls made with this weapon. If you load no ammunition in the weapon, it produces its own, automatically creating one magic arrow when you pull back the string. The arrow created by the bow vanishes the
instant after it hits or misses a target.
The bow has 8 charges for the following properties, which you can use while wielding the bow. The bow regains 1d4 + 1 charges daily at dawn.
Curative Arrow
Monsters
Storm King's Thunder
gains a +2 bonus to its AC against ranged weapon attacks, and all open flames within the aura are extinguished unless they are magical.Some adult cloud giants have the magical ability to create barriers
Monsters
Mordenkainen Presents: Monsters of the Multiverse
that path is long and fraught with barriers. Alhoons are mind flayers who have used a shortcut to attain a lichlike state.
Elder brains forbid mind flayers from pursuing magic power aside from psionics
, but it isn’t an interdiction they must often enforce. Illithids brook no masters but members of their own kind, so it isn’t in their nature to bow to any god or otherworldly patron
Orcus
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Out of the Abyss
spells, requiring no material components:
At will: chill touch (17th level), detect magic
3/day each: create undead, dispel magic
1/day: time stop
Legendary Resistance (3/Day). If Orcus fails a
.
Master of Undeath. When Orcus casts animate dead or create undead, he chooses the level at which the spell is cast, and the creatures created by the spells remain under his control indefinitely
Fighter
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Classes
Basic Rules (2014)
exquisite bow. The half-orc nearby shouts orders, helping the two combatants coordinate their assault to the best advantage.
A dwarf in chain mail interposes his shield between the ogre’s club
Specialists
Fighters learn the basics of all combat styles. Every fighter can swing an axe, fence with a rapier, wield a longsword or a greatsword, use a bow, and even trap foes in a net with some degree of
Monsters
Mordenkainen Presents: Monsters of the Multiverse
.
Master of Undeath. Orcus can cast animate dead (at will) and create undead (3/day). He chooses the level at which the spells are cast, and the creatures created by them remain under his control
indefinitely. Additionally, he can cast create undead even when it isn’t night.
Special Equipment. Orcus wields the Wand of Orcus.Multiattack. Orcus makes three Wand of Orcus, Tail, or Necrotic Bolt
Monsters
Quests from the Infinite Staircase
normally follow casting the Wish spell to produce an effect other than duplicating another spell.Multiattack. Nafas makes three Storm Shamshir attacks and uses Create Vortex.
Storm Shamshir. Melee
"} lightning or thunder damage (Nafas’s choice).
Create Vortex. A 10-foot-radius, 60-foot-tall cylinder of swirling cosmic dust forms on a point Nafas can see within 120 feet of him. The vortex
Ranger
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Classes
Basic Rules (2014)
of steel, cutting down one enemy after another. After tumbling away from a cone of freezing air, an elf finds her feet and draws back her bow to loose an arrow at the white dragon. Shrugging off the
the creature while he readies his bow. Far from the bustle of cities and towns, past the hedges that shelter the most distant farms from the terrors of the wild, amid the dense-packed trees of
Rogue
Legacy
This doesn't reflect the latest rules and lore.
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Classes
Basic Rules (2014)
treasure. Creating a Rogue As you create your rogue character, consider the character’s relationship to the law. Do you have a criminal past—or present? Are you on the run from the law or from
an angry thieves’ guild master? Or did you leave your guild in search of bigger risks and bigger rewards? Is it greed that drives you in your adventures, or some other desire or ideal? What
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
some free time to exercise your creativity as you invent compelling plots, create new NPCs, craft encounters, and think of clever ways to foreshadow story events yet to come. Part 2 of these rules is
devoted to helping you create and run great adventures. Chapter 3 covers the basic elements of a D&D adventure, and chapter 4 helps you create memorable NPCs. Chapter 5 presents guidelines and advice
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
some free time to exercise your creativity as you invent compelling plots, create new NPCs, craft encounters, and think of clever ways to foreshadow story events yet to come. Part 2 of these rules is
devoted to helping you create and run great adventures. Chapter 3 covers the basic elements of a D&D adventure, and chapter 4 helps you create memorable NPCs. Chapter 5 presents guidelines and advice
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
some free time to exercise your creativity as you invent compelling plots, create new NPCs, craft encounters, and think of clever ways to foreshadow story events yet to come. Part 2 of these rules is
devoted to helping you create and run great adventures. Chapter 3 covers the basic elements of a D&D adventure, and chapter 4 helps you create memorable NPCs. Chapter 5 presents guidelines and advice
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Cables” sidebar).
WEB CABLES
The sections of the Maze Level controlled by House Freth are defended by barriers of thick webs as strong as iron cables. These webs are produced by an iron spider
construct created and controlled by Drivvin Freth. The spider is stored in area 12b when it’s not being used to create webs.
The web cables strung in areas 10 through 17 are designed to keep minotaurs and
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Cloud Giants Some adult cloud giants have the magical ability to create barriers of gale-force wind around themselves that can deflect incoming missiles. Others like to fling enemies through the air
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Cables” sidebar).
WEB CABLES
The sections of the Maze Level controlled by House Freth are defended by barriers of thick webs as strong as iron cables. These webs are produced by an iron spider
construct created and controlled by Drivvin Freth. The spider is stored in area 12b when it’s not being used to create webs.
The web cables strung in areas 10 through 17 are designed to keep minotaurs and
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Cloud Giants Some adult cloud giants have the magical ability to create barriers of gale-force wind around themselves that can deflect incoming missiles. Others like to fling enemies through the air
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Flaming Sphere Level 2 Conjuration (Druid, Sorcerer, Wizard) Casting Time: Action
Range: 60 feet
Components: V, S, M (a ball of wax)
Duration: Concentration, up to 1 minute
You create a 5
creature’s space, that creature makes the save against the sphere, and the sphere stops moving for the turn. When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Flaming Sphere Level 2 Conjuration (Druid, Sorcerer, Wizard) Casting Time: Action
Range: 60 feet
Components: V, S, M (a ball of wax)
Duration: Concentration, up to 1 minute
You create a 5
creature’s space, that creature makes the save against the sphere, and the sphere stops moving for the turn. When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Flaming Sphere Level 2 Conjuration (Druid, Sorcerer, Wizard) Casting Time: Action
Range: 60 feet
Components: V, S, M (a ball of wax)
Duration: Concentration, up to 1 minute
You create a 5
creature’s space, that creature makes the save against the sphere, and the sphere stops moving for the turn. When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Flaming Sphere Level 2 Conjuration (Druid, Sorcerer, Wizard) Casting Time: Action
Range: 60 feet
Components: V, S, M (a ball of wax)
Duration: Concentration, up to 1 minute
You create a 5
creature’s space, that creature makes the save against the sphere, and the sphere stops moving for the turn. When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Cables” sidebar).
WEB CABLES
The sections of the Maze Level controlled by House Freth are defended by barriers of thick webs as strong as iron cables. These webs are produced by an iron spider
construct created and controlled by Drivvin Freth. The spider is stored in area 12b when it’s not being used to create webs.
The web cables strung in areas 10 through 17 are designed to keep minotaurs and
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
the Mages of High Sorcery’s Order of the Red Robes, foresaw the attack and used powerful lunar magic to create a shroud of transformative red moonlight around the vault. Werewolves that step into this
the ritual, powerful magical barriers surround Teremini and her ritual components, which include the fifth rod piece. Stopping the Ritual. Argentia insists there must be a way to disrupt Teremini’s
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Cloud Giants Some adult cloud giants have the magical ability to create barriers of gale-force wind around themselves that can deflect incoming missiles. Others like to fling enemies through the air
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
the Mages of High Sorcery’s Order of the Red Robes, foresaw the attack and used powerful lunar magic to create a shroud of transformative red moonlight around the vault. Werewolves that step into this
the ritual, powerful magical barriers surround Teremini and her ritual components, which include the fifth rod piece. Stopping the Ritual. Argentia insists there must be a way to disrupt Teremini’s
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Flaming Sphere Level 2 Conjuration (Druid, Sorcerer, Wizard) Casting Time: Action
Range: 60 feet
Components: V, S, M (a ball of wax)
Duration: Concentration, up to 1 minute
You create a 5
creature’s space, that creature makes the save against the sphere, and the sphere stops moving for the turn. When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Rewards” in chapter 7 of the Dungeon Master’s Guide). Additionally, the thirteen timmask mushrooms on the list of required components that Vizeran needs to create his dark heart talisman (see chapter
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Rewards” in chapter 7 of the Dungeon Master’s Guide). Additionally, the thirteen timmask mushrooms on the list of required components that Vizeran needs to create his dark heart talisman (see chapter
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
the Mages of High Sorcery’s Order of the Red Robes, foresaw the attack and used powerful lunar magic to create a shroud of transformative red moonlight around the vault. Werewolves that step into this
the ritual, powerful magical barriers surround Teremini and her ritual components, which include the fifth rod piece. Stopping the Ritual. Argentia insists there must be a way to disrupt Teremini’s
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Flaming Sphere Level 2 Conjuration (Druid, Sorcerer, Wizard) Casting Time: Action
Range: 60 feet
Components: V, S, M (a ball of wax)
Duration: Concentration, up to 1 minute
You create a 5
creature’s space, that creature makes the save against the sphere, and the sphere stops moving for the turn. When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
same way, villainous organizations create an ongoing sense of menace above and beyond the threat of solitary foes. Having different characters tied to different factions can create interesting
interests or priorities while they pursue the same goals. Adventurer organizations are also a great source of special rewards beyond experience points and treasure. Increased standing in an organization has
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
same way, villainous organizations create an ongoing sense of menace above and beyond the threat of solitary foes. Having different characters tied to different factions can create interesting
interests or priorities while they pursue the same goals. Adventurer organizations are also a great source of special rewards beyond experience points and treasure. Increased standing in an organization has
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Rewards” in chapter 7 of the Dungeon Master’s Guide). Additionally, the thirteen timmask mushrooms on the list of required components that Vizeran needs to create his dark heart talisman (see chapter
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Chapter 3: Creating Adventures Creating adventures is one of the greatest rewards of being a Dungeon Master. It’s a way to express yourself, designing fantastic locations and encounters with monsters
limited in scope but blend together to create a larger narrative. If an adventure is a single issue or episode, a campaign is the series as a whole. Whether you’re creating your own adventures or using






