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Magic Items
Dungeon Master’s Guide
This staff has 6 charges and can be wielded as a magic Quarterstaff that grants a +2 bonus to attack rolls and damage rolls made with it. While holding it, you have a +2 bonus to spell attack rolls
is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius. The tree appears ordinary but radiates a faint aura of Transmutation magic that can be
Magic Items
Dungeon Master’s Guide
action while on the boat to command it to move or to turn up to 90 degrees. The boat remains for 24 hours and then disappears. You can dismiss the boat as a Magic action.
Tree (Uncommon). You must be
60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius.
Whip (Rare). You can take a Magic action to throw the token to a point within 10 feet of
Monsters
Tomb of Annihilation
additional 20 feet, or make the gem go dark.
Turn the dagger into a compass that, while resting on Artus’s palm, points north.
Cast dimension door from the dagger. Once this property is used
temperature in a 120-foot-radius sphere centered on a point he can see within 300 feet of him. The temperature in that area drops 20 degrees per minute, to a minimum of −30 degrees Fahrenheit. Frost and
Vampire Spawn
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
its resting place.
Sunlight Hypersensitivity. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability
increase in the populations of bats, rats, and wolves in the region.
Plants within 500 feet of the lair wither, and their stems and branches become twisted and thorny.
Shadows cast within 500 feet
Staff of the Woodlands
Legacy
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Magic Items
Basic Rules (2014)
This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you have a +2 bonus to spell attack rolls.
The staff has 10
tree. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius. The tree appears ordinary but radiates a faint aura of transmutation magic
Feather Token
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
while on the boat to command it to move or to turn up to 90 degrees. The boat can carry up to thirty-two Medium or smaller creatures. A Large creature counts as four Medium creatures, while a Huge
branches at the top spread out in a 20-foot radius.
Feather Token (Whip);Whip. You can use an action to throw the token to a point within 10 feet of you. The token disappears, and a floating whip
Magic Items
Storm King's Thunder
bonus to attack and damage rolls made with this magic weapon. It is sized for a frost giant, weighs 325 pounds, and deals 3d12 slashing damage on a hit, plus an extra 2d12 slashing damage if the
target is human.
The axe sheds light as a torch when the temperature around it drops below 0 degrees Fahrenheit. The light can’t be shut off in these conditions.
As an action, you can cast a
Monsters
Mordenkainen Presents: Monsters of the Multiverse
. If you roll a 1, the clockwork makes attack rolls with disadvantage until the end of its turn.
3
Ground Fault. The clockwork has vulnerability to lightning damage.
4
Imprinting Loop. Roll a
for 1 minute or until that creature attacks or damages it.
5
Limited Steering. The clockwork must move in a straight line. It can turn up to 90 degrees before moving and again at the midpoint of
Monsters
Mordenkainen Presents: Monsters of the Multiverse
roll a 1, the clockwork makes attack rolls with disadvantage until the end of its turn.
3
Ground Fault. The clockwork has vulnerability to lightning damage.
4
Imprinting Loop. Roll a d6 at
minute or until that creature attacks or damages it.
5
Limited Steering. The clockwork must move in a straight line. It can turn up to 90 degrees before moving and again at the midpoint of its
Quaal's Feather Token
Legacy
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Magic Items
Dungeon Master’s Guide (2014)
while on the boat to command it to move or to turn up to 90 degrees. The boat can carry up to thirty-two Medium or smaller creatures. A Large creature counts as four Medium creatures, while a Huge
branches at the top spread out in a 20-foot radius.
Feather Token (Whip);Whip. You can use an action to throw the token to a point within 10 feet of you. The token disappears, and a floating whip
Monsters
Mordenkainen Presents: Monsters of the Multiverse
roll a 1, the clockwork makes attack rolls with disadvantage until the end of its turn.
3
Ground Fault. The clockwork has vulnerability to lightning damage.
4
Imprinting Loop. Roll a d6 at
minute or until that creature attacks or damages it.
5
Limited Steering. The clockwork must move in a straight line. It can turn up to 90 degrees before moving and again at the midpoint of its
Monsters
Mordenkainen Presents: Monsters of the Multiverse
the clockwork’s turn. If you roll a 1, the clockwork makes attack rolls with disadvantage until the end of its turn.
3
Ground Fault. The clockwork has vulnerability to lightning damage
willingly harm that creature for 1 minute or until that creature attacks or damages it.
5
Limited Steering. The clockwork must move in a straight line. It can turn up to 90 degrees before moving
Vampire Warrior
Legacy
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Monsters
Monster Manual (2014)
its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.Multiattack. The vampire makes two greatsword attacks.
Greatsword. Melee Weapon Attack: +9;{"diceNotation
of the following effects:
There's a noticeable increase in the populations of bats, rats, and wolves in the region.
Plants within 500 feet of the lair wither, and their stems and branches become
Teleport
Legacy
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Spells
Basic Rules (2014)
on the same plane of existence as you. Your familiarity with the destination determines whether you arrive there successfully. The GM rolls d100 and consults the table.
Familiarity
Mishap
determines the direction off target randomly by rolling a d8 and designating 1 as north, 2 as northeast, 3 as east, and so on around the points of the compass. If you were teleporting to a coastal city
Vampire
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
removed.
Sunlight Hypersensitivity. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.Multiattack
noticeable increase in the populations of bats, rats, and wolves in the region.
Plants within 500 feet of the lair wither, and their stems and branches become twisted and thorny.
Shadows cast within 500 feet
Vampire Spellcaster
Legacy
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Monsters
Monster Manual (2014)
its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.
Spellcasting. The vampire is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell
effects:
There's a noticeable increase in the populations of bats, rats, and wolves in the region.
Plants within 500 feet of the lair wither, and their stems and branches become twisted and thorny
Monsters
Princes of the Apocalypse
freezing cold; thunder rolls and lightning cracks; powerful gales bear heavy creatures and objects aloft and hurl them with incredible force; cyclones touch down randomly, obliterating whatever they
touch.
Gale force winds tear across the landscape in a 5-mile radius, whisking away small or light objects, dismantling roofs and fences, tearing branches from trees, and making flight impossible
Monsters
Waterdeep: Dungeon of the Mad Mage
until the stake is removed.
Sunlight Hypersensitivity. Zorak takes 20 radiant damage when he starts his turn in sunlight. While in sunlight, he has disadvantage on attack rolls and ability checks
stems and branches become twisted and thorny.
Shadows cast within 500 feet of the lair seem abnormally gaunt and sometimes move as though alive.
A creeping fog clings to the ground within 500 feet of the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Attack Rolls In combat, an attack roll is used to determine whether an attack hits. You can also use attack rolls to resolve noncombat activities that are similar to attacks in combat, such as an
archery contest or a game of darts. Assign an Armor Class to the target, decide whether the character is proficient with the weapon used, then have the player make an attack roll. (See also “Degrees of Success” in this chapter.)
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Normal for the season 15–17 1d4 × 10 degrees Fahrenheit colder than normal 18–20 1d4 × 10 degrees Fahrenheit hotter than normal d20 Wind 1–12 None 13–17 Light 18–20 Strong d20 Precipitation 1
–12 None 13–17 Light rain or light snowfall 18–20 Heavy rain or heavy snowfall Extreme Cold Whenever the temperature is at or below 0 degrees Fahrenheit, a creature exposed to the cold must succeed on
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
letting them choose the setbacks, you can give players more agency in crafting the story of their characters’ deeds. Degrees of Failure Sometimes a failed D20 Test has different consequences depending
more means she throws the character in the dungeon for such a display of impudence. Degrees of Success A successful D20 Test can have degrees of success. For example, when characters participate in an
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Cover Walls, trees, creatures, and other obstacles can provide cover, making a target more difficult to harm. As detailed in the Cover table, there are three degrees of cover, each of which gives a
the most protective degree of cover applies; the degrees aren’t added together. For example, if a target is behind a creature that gives Half Cover and a tree trunk that gives Three-Quarters Cover, the
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Cover Walls, trees, creatures, and other obstacles can provide cover, making a target more difficult to harm. As detailed in the Cover table, there are three degrees of cover, each of which gives a
the most protective degree of cover applies; the degrees aren’t added together. For example, if a target is behind a creature that gives Half Cover and a tree trunk that gives Three-Quarters Cover, the
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
giant that wields it. You gain a +1 bonus to attack and damage rolls made with this magic weapon. It is sized for a frost giant, weighs 325 pounds, and deals 3d12 slashing damage on a hit, plus an
extra 2d12 slashing damage if the target is human. The axe sheds light as a torch when the temperature around it drops below 0 degrees Fahrenheit. The light can’t be shut off in these conditions. As an
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Staff of the Woodlands Staff, Rare (Requires Attunement by a Druid) This staff has 6 charges and can be wielded as a magic Quarterstaff that grants a +2 bonus to attack rolls and damage rolls made
with it. While holding it, you have a +2 bonus to spell attack rolls. Spells. While holding the staff, you can cast one of the spells on the following table from it, using your spell save DC. The table
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Staff of the Woodlands Staff, Rare (Requires Attunement by a Druid) This staff has 6 charges and can be wielded as a magic Quarterstaff that grants a +2 bonus to attack rolls and damage rolls made
with it. While holding it, you have a +2 bonus to spell attack rolls. Spells. While holding the staff, you can cast one of the spells on the following table from it, using your spell save DC. The table
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Staff of the Woodlands Staff, rare (requires attunement by a druid) This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it
, you have a +2 bonus to spell attack rolls. The staff has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
to shed bright light in a 20-foot radius and dim light for an additional 20 feet, or make the gem go dark. Turn the dagger into a compass that, while resting on Artus’s palm, points north. Cast
him. The temperature in that area drops 20 degrees per minute, to a minimum of -30 degrees Fahrenheit. Frost and ice begin to form on surfaces once the temperature drops below 32 degrees. This effect
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Staff of the Woodlands Staff, rare (requires attunement by a druid)
This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding
it, you have a +2 bonus to spell attack rolls.
The staff has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Dim Light for an additional 10 feet, or to extinguish the light. 3 Compass. You can take a Magic action to learn which way is magnetic north. Nothing happens if this property is used in a location that
. The item warns you, granting a +2 bonus to your Initiative rolls if you don’t have the Incapacitated condition. 7–8 Harmonious. Attuning to this item takes only 1 minute. 9 Key. The item is used to
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
to the Harpy The harpy is cruel and hungry for flesh, but it speaks Common and can be reasoned with. It’s not easy to convince the bloodthirsty monster to change its ways and leave the wreck of Compass
Rose, but if the players come up with a strong argument (possibly supported with high rolls on Charisma checks), the harpy cooperates. These tactics are the most likely to convince the harpy to leave
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
the boat to command it to move or to turn up to 90 degrees. The boat remains for 24 hours and then disappears. You can dismiss the boat as a Magic action. Tree (Uncommon) You must be outdoors to use
and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius. Whip (Rare) You can take a Magic action to throw the token to a point within 10 feet of yourself. The token
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
on the boat to command it to move or to turn up to 90 degrees. The boat can carry up to thirty-two Medium or smaller creatures. A Large creature counts as four Medium creatures, while a Huge creature
unoccupied space on the ground. The token disappears, and in its place a nonmagical oak tree springs into existence. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
the boat to command it to move or to turn up to 90 degrees. The boat remains for 24 hours and then disappears. You can dismiss the boat as a Magic action. Tree (Uncommon) You must be outdoors to use
and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius. Whip (Rare) You can take a Magic action to throw the token to a point within 10 feet of yourself. The token
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Flawed Targeting. Roll a d6 at the start of the clockwork’s turn. If you roll a 1, the clockwork makes attack rolls with disadvantage until the end of its turn. 3 Ground Fault. The clockwork has
clockwork gains 1 level of exhaustion that it isn’t immune to. 6 Limited Steering. The clockwork must move in a straight line. It can turn up to 90 degrees before moving and again at the midpoint of






