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Spells
Player’s Handbook
exchange for payment, but it isn’t obliged to do so. The requested task could range from simple (fly us across the chasm, or help us fight a battle) to complex (spy on our enemies, or protect us during
adjust these payments based on the circumstances under which you cast the spell. If the task is aligned with the creature’s ethos, the payment might be halved or even waived. Nonhazardous tasks
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
operate under inviolable rules of their own: gifts must always be repaid, promises must be honored, and outright lies must never be spoken (though misdirection and riddles are always welcome). To
amuse themselves over the long centuries of their lives, high fae frequently engage in deceptions and other complex games of wits against one another.
Most high fae remain secluded deep within the wilds
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
Queen, who rules from a castle called Dynnistan. It isn’t known whether these legends are based on any true experience or are simply the result of imagination trying to account for a terrifying and
Monsters
The Book of Many Things
"} poison damage.Delour the wererat is a sly trickster and consummate thief who rules the Moonstalkers alongside his friend Boss Augustus;Augustus. Delour’s honeyed words and calculating mind make
more complex challenges the guild can take on as it grows in power. His only real fear is exposure; the bigger and more active the Moonstalkers become, the more likely they are to attract the attention
Monsters
Guildmasters’ Guide to Ravnica
Council of Five. The ghost has a trait based on who it is, as shown below:
Enezesku: Enfeebling Ray. Enezesku’s Innate Spellcasting trait includes ray of enfeeblement, which he can cast at
saving throw or bow until the end of its next turn. Until this bow ends, the target can’t take actions or reactions, and its speed is 0 and can’t be increased.
Indentured Spirits (Costs 3
Folk Hero
Legacy
This doesn't reflect the latest rules and lore.
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Backgrounds
Basic Rules (2014)
)
Equipment: A set of artisan’s tools (one of your choice), a shovel, an iron pot, a set of common clothes, and a pouch containing 10 gp
Defining Event
You previously pursued a simple
randomly determine a defining event that marked you as a hero of the people.
d10
Defining Event
1
I stood up to a tyrant’s agents.
2
I saved people during a natural
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
regard for mortal values of honor and law, but they nonetheless operate under inviolable rules of their own: gifts must always be repaid, promises must be honored, and outright lies must never be
spoken (though misdirection and riddles are always welcome). To amuse themselves over the long centuries of their lives, high fae frequently engage in deceptions and other complex games of wits against
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
, embodying the natural splendor and danger of the wilderness. High fae have no regard for mortal values of honor and law, but they nonetheless operate under inviolable rules of their own: gifts must
frequently engage in deceptions and other complex games of wits against one another.
Most high fae remain secluded deep within the wilds of Eldraine. They draw power from motes of light found
Monsters
Curse of Strahd
, modestly give money to charity. They take steps to keep magic items out of evil hands by stashing them in secret hiding places.
Characters as Wereravens. The Monster Manual has rules for characters
already higher. Attack and damage rolls for the wereraven’s bite are based on whichever is higher of the character’s Strength and Dexterity. The bite of a wereraven in raven form deals 1
Planar Ally
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
service in exchange for payment, but it isn't obliged to do so. The requested task could range from simple (fly us across the chasm, or help us fight a battle) to complex (spy on our enemies, or
10,000 gp per day. The GM can adjust these payments based on the circumstances under which you cast the spell. If the task is aligned with the creature's ethos, the payment might be halved or even
Shapechange
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
of equipment, based on the creature's shape and size. Your equipment doesn't change shape or size to match the new form, and any equipment that the new form can't wear must either fall to the ground
rules for the original form, with one exception: if your new form has more hit points than your current one, your hit points remain at their current value.
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
untamed wilderness. High fae have no regard for mortal values of honor and law, but they nonetheless operate under inviolable rules of their own: gifts must always be repaid, promises must be honored
other complex games of wits against one another.
Most high fae remain secluded deep within the wilds of Eldraine. They draw power from motes of light found throughout the wilds, and they use their
Monsters
Icewind Dale: Rime of the Frostmaiden
challenge, even when the odds are clearly stacked against her. Seeing other wizards as a threat, paranoia rules her life.
Avarice has been a member of the Arcane Brotherhood for almost two years. She
around their necks. These self-styled Knights of the Black Sword offered her sanctuary in the keep of Caer-Dineval, where they are based. Although she doesn’t trust the cultists, they treat her
Baphomet
Legacy
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Monsters
Out of the Abyss
, the Horned King and the Prince of Beasts. He rules over minotaur;minotaurs and others with savage hearts. He is worshiped by those who want to break the confines of civility and unleash their bestial
natures, for Baphomet envisions a world without restraint, where creatures live out their most savage desires.
Cults devoted to Baphomet use mazes and complex knots as their emblems, creating secret
Tabaxi
Legacy
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races
Volo's Guide to Monsters
on a particularly interesting item when an owner refuses to sell or trade it.
Tabaxi Names
Each tabaxi has a single name, determined by clan and based on a complex formula that involves astrology
, prophecy, clan history, and other esoteric factors. Tabaxi names can apply to both males and females, and most use nicknames derived from or inspired by their full names.
Clan names are usually based
Warforged
Legacy
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races
Eberron: Rising from the Last War
and crystal eyes embedded beneath a reinforced brow ridge. Beyond these common elements of warforged design, the precise materials and build of a warforged vary based on the purpose for which it was
chosen new names as a way to express their path in life. A few take on human names, often the name of a fallen friend or mentor.
Warforged Names: Anchor, Banner, Bastion, Blade, Blue, Bow, Cart
classes
Eberron: Forge of the Artificer
magic as a complex system waiting to be decoded and then harnessed in their spells and inventions.
Becoming an Artificer...
As a Level 1 Character
Gain all the traits in the Core Artificer Traits
Artificer’s level 1 features, which are listed in the Artificer Features table. See the multiclassing rules in the Player’s Handbook to determine your available spell slots, adding half your
Monsters
Fizban's Treasury of Dragons
horns and spines shift slightly with the dragons’ moods, bobbing in amusement or flaring with anger.
Art of War
The warlike sapphire dragons devise strategies and ambushes based on their
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
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
. Chapter 3 offers twelve classes to choose from, along with forty-eight subclasses. Chapter 4: Character Origins. Background and species are key elements in defining a character’s origin, which further
game information for creatures that certain characters can befriend or transform into. Appendix C: Rules Glossary. The game’s main rules terminology is summarized in this appendix, making it an invaluable reference during play.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
. Chapter 3 offers twelve classes to choose from, along with forty-eight subclasses. Chapter 4: Character Origins. Background and species are key elements in defining a character’s origin, which further
game information for creatures that certain characters can befriend or transform into. Appendix C: Rules Glossary. The game’s main rules terminology is summarized in this appendix, making it an invaluable reference during play.
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
elaborate approach — describing traps in terms of their game mechanics and offering guidance on creating traps of your own using these new rules. Rather than characterize traps as mechanical or magical, these rules separate traps into two other categories: simple and complex.
Chapter 2: Traps Revisited The rules for traps in the Dungeon Master’s Guide provide the basic information you need to manage traps at the game table. The material here takes a different, more
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Attack The most common action to take in combat is the Attack action, whether you are swinging a sword, firing an arrow from a bow, or brawling with your fists. With this action, you make one melee
or ranged attack. See the "Making an Attack" section for the rules that govern attacks. Certain features, such as the Extra Attack feature of the fighter, allow you to make more than one attack with this action.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Attack The most common action to take in combat is the Attack action, whether you are swinging a sword, firing an arrow from a bow, or brawling with your fists. With this action, you make one melee
or ranged attack. See the "Making an Attack" section for the rules that govern attacks. Certain features, such as the Extra Attack feature of the fighter, allow you to make more than one attack with this action.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Attack The most common action to take in combat is the Attack action, whether you are swinging a sword, firing an arrow from a bow, or brawling with your fists. With this action, you make one melee
or ranged attack. See the "Making an Attack" section for the rules that govern attacks. Certain features, such as the Extra Attack feature of the fighter, allow you to make more than one attack with this action.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Attack The most common action to take in combat is the Attack action, whether you are swinging a sword, firing an arrow from a bow, or brawling with your fists. With this action, you make one melee
or ranged attack. See the "Making an Attack" section for the rules that govern attacks. Certain features, such as the Extra Attack feature of the fighter, allow you to make more than one attack with this action.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Attack The most common action to take in combat is the Attack action, whether you are swinging a sword, firing an arrow from a bow, or brawling with your fists. With this action, you make one melee
or ranged attack. See the "Making an Attack" section for the rules that govern attacks. Certain features, such as the Extra Attack feature of the fighter, allow you to make more than one attack with this action.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
. Chapter 3 offers twelve classes to choose from, along with forty-eight subclasses. Chapter 4: Character Origins. Background and species are key elements in defining a character’s origin, which further
game information for creatures that certain characters can befriend or transform into. Appendix C: Rules Glossary. The game’s main rules terminology is summarized in this appendix, making it an invaluable reference during play.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Attack The most common action to take in combat is the Attack action, whether you are swinging a sword, firing an arrow from a bow, or brawling with your fists. With this action, you make one melee
or ranged attack. See the "Making an Attack" section for the rules that govern attacks. Certain features, such as the Extra Attack feature of the fighter, allow you to make more than one attack with this action.
Monsters
Fizban's Treasury of Dragons
the dragons’ moods, bobbing in amusement or flaring with anger.
Art of War
The warlike sapphire dragons devise strategies and ambushes based on their ability to maneuver underground. A
of psychic forces has begun to affect the local fauna in strange ways.
Sapphire Dragon Lairs
Sapphire dragons make their lairs in enormous caverns and complex tunnel systems. As they grow
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
elaborate approach — describing traps in terms of their game mechanics and offering guidance on creating traps of your own using these new rules. Rather than characterize traps as mechanical or magical, these rules separate traps into two other categories: simple and complex.
Chapter 2: Traps Revisited The rules for traps in the Dungeon Master’s Guide provide the basic information you need to manage traps at the game table. The material here takes a different, more
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
elaborate approach — describing traps in terms of their game mechanics and offering guidance on creating traps of your own using these new rules. Rather than characterize traps as mechanical or magical, these rules separate traps into two other categories: simple and complex.
Chapter 2: Traps Revisited The rules for traps in the Dungeon Master’s Guide provide the basic information you need to manage traps at the game table. The material here takes a different, more
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Resolving Outcomes You decide when a player makes a D20 Test based on what the character is trying to do. Players shouldn’t just roll ability checks without context; they should tell you what their
characters are trying to achieve, and make ability checks only if you ask them to. When a situation comes up and you’re not sure how to adjudicate it using the rules, use these four questions to help
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Resolving Outcomes You decide when a player makes a D20 Test based on what the character is trying to do. Players shouldn’t just roll ability checks without context; they should tell you what their
characters are trying to achieve, and make ability checks only if you ask them to. When a situation comes up and you’re not sure how to adjudicate it using the rules, use these four questions to help
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Resolving Outcomes You decide when a player makes a D20 Test based on what the character is trying to do. Players shouldn’t just roll ability checks without context; they should tell you what their
characters are trying to achieve, and make ability checks only if you ask them to. When a situation comes up and you’re not sure how to adjudicate it using the rules, use these four questions to help
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Tabaxi Names Each tabaxi has a single name, determined by clan and based on a complex formula that involves astrology, prophecy, clan history, and other esoteric factors. Tabaxi names can apply to
both males and females, and most use nicknames derived from or inspired by their full names. Clan names are usually based on a geographical feature located in or near the clan’s territory. The following






