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Spells
Player’s Handbook
One Beast you can see within range must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target has Advantage on the save if you or your allies are fighting it
.” The target does its best to obey on its turn. If it completes an order and doesn’t receive further direction from you, it acts and moves as it likes, focusing on protecting itself.
You can
Monsters
Forgotten Realms: Adventures in Faerûn
dragon casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 18):
At Will: Detect Magic, Shapechange (Beast or Humanoid form
magic.
5
Netheril, an empire of arcane secrets.
6
Ostoria, the first kingdom of the giants.
Spirit Dragon Lairs
Spirit dragons haunt the ruined cities and buried monuments of ancient
Monsters
Forgotten Realms: Adventures in Faerûn
(Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no Concentration or Temporary Hit Points required to maintain the spell), Thunderwave (level 2 version)
1/Day Each
empire of arcane secrets.
6
Ostoria, the first kingdom of the giants.
Spirit Dragon Lairs
Spirit dragons haunt the ruined cities and buried monuments of ancient empires.
The region
Monsters
Monstrous Compendium Vol. 1: Spelljammer Creatures
engines. A single beast can lay waste to entire cities and armies.Teleport (2/Day). The beast magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.
Legendary Resistance (2/Day). If the beast fails a saving throw, it can choose to succeed instead.
Siege Monster. The beast deals double damage to objects and structures.Multiattack. The beast makes
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
Beast Speech. The sewer king can comprehend and verbally communicate with any Beast.Rancid Bite. Melee Weapon Attack: +6;{"diceNotation":"1d20+6", "rollType":"to hit", "rollAction":"Rancid Bite"} to
their enormous size, supernatural strength, wicked cunning, and ability to speak.
Deep in the bowels of towns and cities, sewer kings reign over underground vermin, dreaming of the day when rats will
Dominate Beast
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
You attempt to beguile a beast that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting
it, it has advantage on the saving throw.
While the beast is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic
Monsters
Eberron: Rising from the Last War
Tulkhesh magically polymorphs into a humanoid, beast, or giant that has a challenge rating no higher than his own, or back into his true form. He reverts to his true form if he dies. Any equipment he
cities, the hatred against warforged and Cyran refugees, the calls for a return to war — all these things bear the mark of Rak Tulkhesh's malign influence.
Minions of Rak Tulkhesh. Any organization that
Backgrounds
Guildmasters’ Guide to Ravnica
the moss-covered building where I took part in my first reclamation mission.
5
I found something in the sewer that must never come to light.
6
I am forever grateful to the reclaimer who
stole something valuable.
8
I found a baby beast and sold it to a Rakdos wrangler who remains grateful to me.
9
A Selesnya druid and I share an interest in the same garden, and we have
Goblin
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
goblin tribe has to nobility is the caste of lashers — families of goblins trained in the ways of battle, and also possessed of key skills such as strategy, trap-building, beast taming, mining
.
Beast Masters and Slave Drivers
Goblins know they are a weak, unsophisticated race that can be easily dominated by bigger, smarter, more organized, more ferocious, or more magical creatures. Their god
Ancient Deep Dragon
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Fizban's Treasury of Dragons
, they use local settlements—and any competent visitors—as pawns in their struggle.
4
An ancient deep dragon has put the folk of a city to work building the dragon a metropolis to rule
alliances or enmities. Their lairs are highly individual. Some are woven from networks of living fungus. Others are built upon the ruins of ancient cities or carved into caves near underground lakes.
Deep
Kenku
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
at the burned-out building, a sudden cacophony erupted around us. Birds squawked, cats hissed, and dogs growled. Lidda hustled us back to the city’s safer avenues. Only when we were back within
. They settle in places that accept them, usually bleak cities that have fallen on hard times and are overrun with crime.
Dreams of Flight
Above all else, kenku wish to regain their ability to fly
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Settlements (Towns, Villages, Cities) A village, town, or city makes an excellent backdrop for an adventure. The adventurers might be called on to track down a criminal who’s gone into hiding, solve
a murder, take out a gang of wererats or doppelgangers, or protect a settlement under siege. When creating a settlement for your campaign, focus on the locations that are most relevant to the adventure. Don’t worry about naming every street and identifying the inhabitants of every building.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Settlements (Towns, Villages, Cities) A village, town, or city makes an excellent backdrop for an adventure. The adventurers might be called on to track down a criminal who’s gone into hiding, solve
a murder, take out a gang of wererats or doppelgangers, or protect a settlement under siege. When creating a settlement for your campaign, focus on the locations that are most relevant to the adventure. Don’t worry about naming every street and identifying the inhabitants of every building.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Settlements (Towns, Villages, Cities) A village, town, or city makes an excellent backdrop for an adventure. The adventurers might be called on to track down a criminal who’s gone into hiding, solve
a murder, take out a gang of wererats or doppelgangers, or protect a settlement under siege. When creating a settlement for your campaign, focus on the locations that are most relevant to the adventure. Don’t worry about naming every street and identifying the inhabitants of every building.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Mapping a Settlement When you draw a map for a settlement in your game, don’t worry about the placement of every building, and concentrate instead on the major features. For a village, sketch out
places in the village, mark those spots on your map. For towns and cities, note major roads and waterways as well as surrounding terrain. Outline the walls and mark the locations of features you know will
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Mapping a Settlement When you draw a map for a settlement in your game, don’t worry about the placement of every building, and concentrate instead on the major features. For a village, sketch out
places in the village, mark those spots on your map. For towns and cities, note major roads and waterways as well as surrounding terrain. Outline the walls and mark the locations of features you know will
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Mapping a Settlement When you draw a map for a settlement in your game, don’t worry about the placement of every building, and concentrate instead on the major features. For a village, sketch out
places in the village, mark those spots on your map. For towns and cities, note major roads and waterways as well as surrounding terrain. Outline the walls and mark the locations of features you know will
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
duergar
10–14 Malevolent townsfolk
15–16 Thieves
17–18 Trapped beast
19–20 Walking wounded
Building Collapse A damaged building collapses twenty feet away from you. The
, roll on the table or choose a development you think might spur the character into action. Town in Chaos d20 Development
1–3 Building collapse
4–6 Enlarged duergar
7–9 Invisible
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
duergar
10–14 Malevolent townsfolk
15–16 Thieves
17–18 Trapped beast
19–20 Walking wounded
Building Collapse A damaged building collapses twenty feet away from you. The
, roll on the table or choose a development you think might spur the character into action. Town in Chaos d20 Development
1–3 Building collapse
4–6 Enlarged duergar
7–9 Invisible
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
duergar
10–14 Malevolent townsfolk
15–16 Thieves
17–18 Trapped beast
19–20 Walking wounded
Building Collapse A damaged building collapses twenty feet away from you. The
, roll on the table or choose a development you think might spur the character into action. Town in Chaos d20 Development
1–3 Building collapse
4–6 Enlarged duergar
7–9 Invisible
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Displacer Beast Deceptive Feline Stalker Habitat: Forest; Treasure: None Caio Monteiro A displacer beast resembles a gaunt, six-legged panther with a barbed tentacle sprouting from each of its
distances and even into cities or dungeons. More cunning than mere animals, these predators might set ambushes or lie hidden for days to bring down their prey. Displacer beasts sometimes pursue prey
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Displacer Beast Deceptive Feline Stalker Habitat: Forest; Treasure: None Caio Monteiro A displacer beast resembles a gaunt, six-legged panther with a barbed tentacle sprouting from each of its
distances and even into cities or dungeons. More cunning than mere animals, these predators might set ambushes or lie hidden for days to bring down their prey. Displacer beasts sometimes pursue prey
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Displacer Beast Deceptive Feline Stalker Habitat: Forest; Treasure: None Caio Monteiro A displacer beast resembles a gaunt, six-legged panther with a barbed tentacle sprouting from each of its
distances and even into cities or dungeons. More cunning than mere animals, these predators might set ambushes or lie hidden for days to bring down their prey. Displacer beasts sometimes pursue prey
Magic Items
The Book of Many Things
02
Balance*
03
Beast
04
Book
05
Bridge
06
Campfire
07
Cavern
08
Celestial
09
Comet*
10
Construct
11
Corpse
12
Crossroads
13
feet.
Beast. You immediately transform into a random Beast with a CR of 5 or lower. Your game statistics—including your ability scores, hit points, and possible actions—are replaced by the
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume One: Spelljammer Creatures
disintegrate foes with its terrible gaze. Powerful spellcasters create nightmare beasts to serve as living siege engines. A single beast can lay waste to entire cities and armies. Nightmare Beast
Nightmare Beast Nightmare beasts are enormous quadrupeds that stand 20 feet tall, or 40 feet tall when rearing on their hind legs. A nightmare beast’s legs end in claws, enabling it to climb well
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Cities and Sites The Talenta Plains have been described as an ocean of grasslands. The nomadic halflings have little interest in building towns; most shelter in the Talenta Plains is temporary
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Cities and Sites The Talenta Plains have been described as an ocean of grasslands. The nomadic halflings have little interest in building towns; most shelter in the Talenta Plains is temporary
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
descend a stone staircase to the guildhall’s crescent antechamber. Wanewort has also created four magical doors that connect to other cities during different phases of the moon. Each leads to a Moonstalker-owned building in that city.
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume One: Spelljammer Creatures
disintegrate foes with its terrible gaze. Powerful spellcasters create nightmare beasts to serve as living siege engines. A single beast can lay waste to entire cities and armies. Nightmare Beast
Nightmare Beast Nightmare beasts are enormous quadrupeds that stand 20 feet tall, or 40 feet tall when rearing on their hind legs. A nightmare beast’s legs end in claws, enabling it to climb well
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume One: Spelljammer Creatures
disintegrate foes with its terrible gaze. Powerful spellcasters create nightmare beasts to serve as living siege engines. A single beast can lay waste to entire cities and armies. Nightmare Beast
Nightmare Beast Nightmare beasts are enormous quadrupeds that stand 20 feet tall, or 40 feet tall when rearing on their hind legs. A nightmare beast’s legs end in claws, enabling it to climb well
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
bear Ephara’s face, fashioned thus in the belief that each of her images watches over the part of the city it looks upon. Ephara is strongly affiliated with the daytime, when cities are awake, alive
justice, and many politicians and other leaders seek her guidance in how to rule. Ephara’s Goals Ephara seeks always to further cities: establishing them, protecting them, and seeing them grow. She supports
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
bear Ephara’s face, fashioned thus in the belief that each of her images watches over the part of the city it looks upon. Ephara is strongly affiliated with the daytime, when cities are awake, alive
justice, and many politicians and other leaders seek her guidance in how to rule. Ephara’s Goals Ephara seeks always to further cities: establishing them, protecting them, and seeing them grow. She supports
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Dominate Beast Level 4 Enchantment (Druid, Ranger, Sorcerer) Casting Time: Action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute
One Beast you can see within range
and doesn’t receive further direction from you, it acts and moves as it likes, focusing on protecting itself. You can command the target to take a Reaction but must take your own Reaction to do so
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Dominate Beast Level 4 Enchantment (Druid, Ranger, Sorcerer) Casting Time: Action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute
One Beast you can see within range
and doesn’t receive further direction from you, it acts and moves as it likes, focusing on protecting itself. You can command the target to take a Reaction but must take your own Reaction to do so
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Dominate Beast Level 4 Enchantment (Druid, Ranger, Sorcerer) Casting Time: Action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute
One Beast you can see within range
and doesn’t receive further direction from you, it acts and moves as it likes, focusing on protecting itself. You can command the target to take a Reaction but must take your own Reaction to do so






