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Classes
Player’s Handbook
skills that help them in a dungeon environment, such as climbing, finding and disarming traps, and opening locks.
In combat, Rogues prioritize subtle strikes over brute strength. They would rather make
Subclass feature
9d6
18
+6
Elusive
9d6
19
+6
Epic Boon
10d6
20
+6
Stroke of Luck
10d6
Rogue Class Features
As a Rogue, you gain the following class features when you reach the specified Rogue levels. These features are listed in the Rogue Features table.
races
Mordenkainen Presents: Monsters of the Multiverse
court of the Queen of Air and Darkness, one of the Feywild’s archfey. Goblins thrived in her dangerous domain thanks to a special boon from her—a supernatural knack for finding the weak
spots in foes larger than themselves and for getting out of trouble. Goblins brought this fey boon with them to worlds across the Material Plane, even if they don’t remember the fey realm they
Magic Items
The Wild Beyond the Witchlight
cauldron has the following random properties:
1 minor beneficial property (determined by rolling on the Minor Beneficial Properties table in the Dungeon Master’s Guide)
1 minor detrimental
property (determined by rolling on the Minor Detrimental Properties table in the Dungeon Master’s Guide)
Iggwilv's Cauldron Gold;Gold Cauldron. The gold cauldron has the following properties
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
Outside the Lodge This ancient building has a wood and plaster upper floor over a fieldstone lower floor: its shuttered windows are all closed. The roof is completely overgrown with moss. A single
door stands slightly open. Smoke pours from one of three large chimneys. The lodge stands in a forest, among tall pines and in excellent hunting territory. The building can be accessed through the front
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
Outside the Lodge This ancient building has a wood and plaster upper floor over a fieldstone lower floor. Its shuttered windows are all closed. In places, the roof is overgrown with moss. A single
door stands slightly open. Smoke pours from one of three large chimneys.
The lodge stands in a forest, among tall pines and in excellent hunting territory. The building can be accessed through the
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
following features: Building Doors. The doors to the research sheds (areas S4 and S5) are unlocked. Swamp Water. The watery areas on the map are shallow along the shore, growing deeper off the map
slippery and unstable surfaces mean that climbing onto a stump without falling requires a successful DC 15 Strength (Athletics) check as part of the move.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
Outside the Lodge This ancient building has a wood and plaster upper floor over a fieldstone lower floor. Its shuttered windows are all closed. In places, the roof is overgrown with moss. A single
door stands slightly open. Smoke pours from one of three large chimneys.
The lodge stands in a forest, among tall pines and in excellent hunting territory. The building can be accessed through the
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
Outside the Lodge This ancient building has a wood and plaster upper floor over a fieldstone lower floor. Its shuttered windows are all closed. In places, the roof is overgrown with moss. A single
door stands slightly open. Smoke pours from one of three large chimneys.
The lodge stands in a forest, among tall pines and in excellent hunting territory. The building can be accessed through the
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
Outside the Lodge This ancient building has a wood and plaster upper floor over a fieldstone lower floor: its shuttered windows are all closed. The roof is completely overgrown with moss. A single
door stands slightly open. Smoke pours from one of three large chimneys. The lodge stands in a forest, among tall pines and in excellent hunting territory. The building can be accessed through the front
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
Outside the Lodge This ancient building has a wood and plaster upper floor over a fieldstone lower floor: its shuttered windows are all closed. The roof is completely overgrown with moss. A single
door stands slightly open. Smoke pours from one of three large chimneys. The lodge stands in a forest, among tall pines and in excellent hunting territory. The building can be accessed through the front
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
following features: Building Doors. The doors to the research sheds (areas S4 and S5) are unlocked. Swamp Water. The watery areas on the map are shallow along the shore, growing deeper off the map
slippery and unstable surfaces mean that climbing onto a stump without falling requires a successful DC 15 Strength (Athletics) check as part of the move.
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
following features: Building Doors. The doors to the research sheds (areas S4 and S5) are unlocked. Swamp Water. The watery areas on the map are shallow along the shore, growing deeper off the map
slippery and unstable surfaces mean that climbing onto a stump without falling requires a successful DC 15 Strength (Athletics) check as part of the move.
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Wandering Monsters Each time one or more visible characters exit a building or enter a new district, roll a d6. On a roll of 1 or 2 (or just 1 if the characters are trying to be stealthy), they
attract the attention of one or more wandering monsters determined by rolling another d6 and consulting the Wandering Monsters table. See “Security Forces” above for more information about how many
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Wandering Monsters Each time one or more visible characters exit a building or enter a new district, roll a d6. On a roll of 1 or 2 (or just 1 if the characters are trying to be stealthy), they
attract the attention of one or more wandering monsters determined by rolling another d6 and consulting the Wandering Monsters table. See “Security Forces” above for more information about how many
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Wandering Monsters Each time one or more visible characters exit a building or enter a new district, roll a d6. On a roll of 1 or 2 (or just 1 if the characters are trying to be stealthy), they
attract the attention of one or more wandering monsters determined by rolling another d6 and consulting the Wandering Monsters table. See “Security Forces” above for more information about how many
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
throw caution to the wind, the density of the undergrowth makes it tricky to move faster than 200 feet per minute. If the characters stop to search for treasure, each building takes 30 minutes to clear
. Whenever the party searches a ruined building, roll percentile dice and consult the Ruin Interior table to see what, if anything, the building contains. Ruin Interior d100 Ruin Contents 01–40
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
throw caution to the wind, the density of the undergrowth makes it tricky to move faster than 200 feet per minute. If the characters stop to search for treasure, each building takes 30 minutes to clear
. Whenever the party searches a ruined building, roll percentile dice and consult the Ruin Interior table to see what, if anything, the building contains. Ruin Interior d100 Ruin Contents 01–40
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
throw caution to the wind, the density of the undergrowth makes it tricky to move faster than 200 feet per minute. If the characters stop to search for treasure, each building takes 30 minutes to clear
. Whenever the party searches a ruined building, roll percentile dice and consult the Ruin Interior table to see what, if anything, the building contains. Ruin Interior d100 Ruin Contents 01–40
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
, rolling clouds. To your right, the ground falls away into a sea of fog. Ahead, through the wind and snow, you see a high wall of black stone lined with spikes and topped by statues of demonic vultures
gate by flying or climbing over it, the statues on the gatehouse (area T2) animate and attack. If the characters approach within 10 feet of the portcullis, it shrieks with the sound of metal on metal as it rises on its own. It stays open for 1 minute, then closes.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
, rolling clouds. To your right, the ground falls away into a sea of fog. Ahead, through the wind and snow, you see a high wall of black stone lined with spikes and topped by statues of demonic vultures
gate by flying or climbing over it, the statues on the gatehouse (area T2) animate and attack. If the characters approach within 10 feet of the portcullis, it shrieks with the sound of metal on metal as it rises on its own. It stays open for 1 minute, then closes.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
, rolling clouds. To your right, the ground falls away into a sea of fog. Ahead, through the wind and snow, you see a high wall of black stone lined with spikes and topped by statues of demonic vultures
gate by flying or climbing over it, the statues on the gatehouse (area T2) animate and attack. If the characters approach within 10 feet of the portcullis, it shrieks with the sound of metal on metal as it rises on its own. It stays open for 1 minute, then closes.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
climbing a 10-foot-high ledge. (This ledge is further described in area 9.)
Halaster killed a beholder that sought to carve out a domain on this level. From its moldering corpse grew a host of gas spores
“Treasure” below). The gas spores carry the memories of the beholder that birthed them. A creature that inhales the spores inherits a random beholder memory, determined by rolling on the Beholder
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
climbing a 10-foot-high ledge. (This ledge is further described in area 9.)
Halaster killed a beholder that sought to carve out a domain on this level. From its moldering corpse grew a host of gas spores
“Treasure” below). The gas spores carry the memories of the beholder that birthed them. A creature that inhales the spores inherits a random beholder memory, determined by rolling on the Beholder
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
climbing a 10-foot-high ledge. (This ledge is further described in area 9.)
Halaster killed a beholder that sought to carve out a domain on this level. From its moldering corpse grew a host of gas spores
“Treasure” below). The gas spores carry the memories of the beholder that birthed them. A creature that inhales the spores inherits a random beholder memory, determined by rolling on the Beholder
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Dexterity check. Catching an ember causes it to vanish and triggers a random magical effect, determined by rolling a d6 and consulting the Magic Embers table. Any creature that gains a benefit also
out of the pit. Open Pit This 50-foot-deep pit has walls too smooth to climb without climbing gear or a special climbing trait such as Spider Climb. An antimagic field like that created by an
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Dexterity check. Catching an ember causes it to vanish and triggers a random magical effect, determined by rolling a d6 and consulting the Magic Embers table. Any creature that gains a benefit also
out of the pit. Open Pit This 50-foot-deep pit has walls too smooth to climb without climbing gear or a special climbing trait such as Spider Climb. An antimagic field like that created by an
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Dexterity check. Catching an ember causes it to vanish and triggers a random magical effect, determined by rolling a d6 and consulting the Magic Embers table. Any creature that gains a benefit also
out of the pit. Open Pit This 50-foot-deep pit has walls too smooth to climb without climbing gear or a special climbing trait such as Spider Climb. An antimagic field like that created by an
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
18 +6 Elusive 9d6 19 +6 Epic Boon 10d6 20 +6 Stroke of Luck 10d6 Level 1: Expertise You gain Expertise in two of your skill proficiencies of your choice. Sleight of Hand and Stealth are recommended
is the number of Sneak Attack damage dice you must forgo to add the effect. You remove the die before rolling, and the effect occurs immediately after the attack’s damage is dealt. For example, if you
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
18 +6 Elusive 9d6 19 +6 Epic Boon 10d6 20 +6 Stroke of Luck 10d6 Level 1: Expertise You gain Expertise in two of your skill proficiencies of your choice. Sleight of Hand and Stealth are recommended
is the number of Sneak Attack damage dice you must forgo to add the effect. You remove the die before rolling, and the effect occurs immediately after the attack’s damage is dealt. For example, if you
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
18 +6 Elusive 9d6 19 +6 Epic Boon 10d6 20 +6 Stroke of Luck 10d6 Level 1: Expertise You gain Expertise in two of your skill proficiencies of your choice. Sleight of Hand and Stealth are recommended
damage dice you must forgo to add the effect. You remove the die before rolling, and the effect occurs immediately after the attack’s damage is dealt. For example, if you add the Poison effect, remove 1d6
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
18 +6 Elusive 9d6 19 +6 Epic Boon 10d6 20 +6 Stroke of Luck 10d6 Level 1: Expertise You gain Expertise in two of your skill proficiencies of your choice. Sleight of Hand and Stealth are recommended
is the number of Sneak Attack damage dice you must forgo to add the effect. You remove the die before rolling, and the effect occurs immediately after the attack’s damage is dealt. For example, if you
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
18 +6 Elusive 9d6 19 +6 Epic Boon 10d6 20 +6 Stroke of Luck 10d6 Level 1: Expertise You gain Expertise in two of your skill proficiencies of your choice. Sleight of Hand and Stealth are recommended
damage dice you must forgo to add the effect. You remove the die before rolling, and the effect occurs immediately after the attack’s damage is dealt. For example, if you add the Poison effect, remove 1d6
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
18 +6 Elusive 9d6 19 +6 Epic Boon 10d6 20 +6 Stroke of Luck 10d6 Level 1: Expertise You gain Expertise in two of your skill proficiencies of your choice. Sleight of Hand and Stealth are recommended
damage dice you must forgo to add the effect. You remove the die before rolling, and the effect occurs immediately after the attack’s damage is dealt. For example, if you add the Poison effect, remove 1d6
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
, culminating in an assault by a massive elder whirlwyrm. This giant whirlwyrm uses the behir stat block with these adjustments: Replace its climbing speed with a swimming speed of 60 feet. It slithers
every round. Instead of rolling damage, Sytri and Tol both deal 10 damage to the whirlwyrm on each of their turns. For every round by which a rival hero beats the characters to Grakenok (if any
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
, culminating in an assault by a massive elder whirlwyrm. This giant whirlwyrm uses the behir stat block with these adjustments: Replace its climbing speed with a swimming speed of 60 feet. It slithers
every round. Instead of rolling damage, Sytri and Tol both deal 10 damage to the whirlwyrm on each of their turns. For every round by which a rival hero beats the characters to Grakenok (if any






