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Magic Items
Dungeon Master’s Guide
column of the Deck of Many Things table when randomly determining cards drawn from the deck.
Before you draw a card, you must declare how many cards you intend to draw and then draw them randomly. Any
cards drawn in excess of this number have no effect. Otherwise, as soon as you draw a card from the deck, its magic takes effect. You must draw each card no more than 1 hour after the previous draw. If
Classes
Player’s Handbook
Core Cleric Traits
Primary Ability
Wisdom
Hit Point Die
D8 per Cleric level
Saving Throw Proficiencies
Wisdom and Charisma
Skill Proficiencies
Choose 2: History, Insight
, Mace, Holy Symbol, Priest's Pack, and 7 GP; or (B) 110 GP
Clerics draw power from the realms of the gods and harness it to work miracles. Blessed by a deity, a pantheon, or another immortal entity
Deck of Many Things
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
draw a card, you must declare how many cards you intend to draw and then draw them randomly (you can use an altered deck of playing cards to simulate the deck). Any cards drawn in excess of this number
have no effect. Otherwise, as soon as you draw a card from the deck, its magic takes effect. You must draw each card no more than 1 hour after the previous draw. If you fail to draw the chosen number
Monsters
Quests from the Infinite Staircase
buildings, objects, and raw materials, making them phenomenal excavators—and, if the occasion calls for it, sappers and saboteurs. Pechs enjoy sculpting and carving vast networks of tunnels and warrens
, and they find sunlight nauseating. Their skin displays a spectrum of color and texture as varied as that of clay, earth, and stone.
A single pech can draw on the magic of the Elemental Plane of
Classes
Tasha’s Cauldron of Everything
The balm of peace thrives at the heart of healthy communities, between friendly nations, and in the souls of the kindhearted. The gods of peace inspire people of all sorts to resolve conflict and to
over the signing of treaties, and they are often asked to arbitrate in disputes. These clerics’ blessings draw people together and help them shoulder one another’s burdens, and the clerics
Classes
Tasha’s Cauldron of Everything
The balm of peace thrives at the heart of healthy communities, between friendly nations, and in the souls of the kindhearted. The gods of peace inspire people of all sorts to resolve conflict and to
over the signing of treaties, and they are often asked to arbitrate in disputes. These clerics’ blessings draw people together and help them shoulder one another’s burdens, and the clerics
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Cleric MICHAEL BROUSSARD A Miraculous Priest of Divine Power Core Cleric Traits Primary Ability Wisdom Hit Point Die D8 per Cleric level Saving Throw Proficiencies Wisdom and Charisma Skill
Shirt, Shield, Mace, Holy Symbol, Priest’s Pack, and 7 GP; or (B) 110 GP Clerics draw power from the realms of the gods and harness it to work miracles. Blessed by a deity, a pantheon, or another
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Cleric Core Cleric Traits Primary Ability Wisdom Hit Point Die D8 per Cleric level Saving Throw Proficiencies Wisdom and Charisma Skill Proficiencies Choose 2: History, Insight, Medicine
GP; or (B) 110 GP Clerics draw power from the realms of the gods and harness it to work miracles. Blessed by a deity, a pantheon, or another immortal entity, a Cleric can reach out to the divine
Kenku
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
structures that would collapse beneath a human or an orc.
Some thieves’ guilds use kenku as lookouts and messengers. The kenku dwell in the tallest buildings and towers the guild controls
groups called flocks. A flock is led by the oldest and most experienced kenku with the widest store of knowledge to draw on, often called Master.
Although kenku can’t create new things, they have
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
either location. Also review the “Goliaths” entry in appendix C, in particular the “Spine of the World Goliaths” section. There is also a list of goliath names you can draw from, as needed. Characters
might visit Skytower Shelter to resolve a long-standing dispute between the two goliath clans (see “Tall Tales in Ten-Towns” and “A Goliath Problem”). Or a goliath player character who hails from
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Step-by-Step Campaigns Follow these steps to create a campaign: Step 1: Lay Out the Premise. Consider the core conflicts driving the campaign, and choose a setting that reinforces the themes and tone
you hope to evoke. Step 2: Draw In the Players. Start your campaign in a memorable way. Determine how the characters get drawn into events and how the characters’ goals and ambitions might come into
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
site of Demogorgon’s appearance in the Underdark, and the lash of his tentacles and the crushing tread of his clawed feet left a trail of broken buildings, bodies, and minds. Unfortunately for the
drow, the worst may be yet to come if the renegade drow archmage Vizeran DeVir won the adventurers’ support for his plan to use a powerful ritual to draw the demon lords and their fiendish servants out
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Starting the Adventure The Storyteller Nimuel reveals the chaos caused by a rampaging bakunawa The adventure begins as the characters approach Kalapang. As they draw near, they witness a calamity
(see the end of this adventure)—attacks. The attack is swift; the creature strafes the town, vanishes among the buildings for an instant, then soars away to the northwest. No matter what methods the
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
some have twenty-two. Use the appropriate column of the Deck of Many Things table when randomly determining cards drawn from the deck. Before you draw a card, you must declare how many cards you intend
to draw and then draw them randomly. Any cards drawn in excess of this number have no effect. Otherwise, as soon as you draw a card from the deck, its magic takes effect. You must draw each card no
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
some have twenty-two. Use the appropriate column of the Deck of Many Things table when randomly determining cards drawn from the deck. Before you draw a card, you must declare how many cards you intend
to draw and then draw them randomly. Any cards drawn in excess of this number have no effect. Otherwise, as soon as you draw a card from the deck, its magic takes effect. You must draw each card no
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
spires that top most buildings. The city is protected by a powerful spell that alerts the entire population if a visitor steals even a single stone. Furnaces The Furnaces are the mountains nearest the
regenerates the land, pushing new hills up as the old ones erode to nothing. Plane of Earth Adventures Earth symbolizes stability, rigidity, stern resolve, and tradition. The plane’s position opposite
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
, but the rest have twenty-two. Before you draw a card, you must declare how many cards you intend to draw and then draw them randomly (you can use an altered deck of playing cards to simulate the deck
). Any cards drawn in excess of this number have no effect. Otherwise, as soon as you draw a card from the deck, its magic takes effect. You must draw each card no more than 1 hour after the previous
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
, but the rest have twenty-two. Before you draw a card, you must declare how many cards you intend to draw and then draw them randomly (you can use an altered deck of playing cards to simulate the deck
). Any cards drawn in excess of this number have no effect. Otherwise, as soon as you draw a card from the deck, its magic takes effect. You must draw each card no more than 1 hour after the previous
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
, and immunity to bludgeoning, piercing, and slashing damage from nonmagical weapons that aren’t made of adamantine. Destroying the arch all but dooms the project, since Zox lacks the resolve to start
overlooking the trench. The hobgoblins aim to draw out Zox Clammersham, defeat him, seize the ring he uses to control the scaladar, and return the ring to Doomcrown, the hobgoblin warlord on level 14
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
-seeking arrows will never find lack of use. Rangers like to work alone, but it is convenient when others are around to draw the arrows to themselves.
— Môrgæn
Control of the Market The notion of
being a defender is core to your identity as a ranger. As a member of Acquisitions Incorporated, you channel your natural proclivity for protectiveness into a razor-sharp focus on the franchise. Pure
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
. With public fountains and wells all about the city, clean water is plentiful. Many buildings have pumps of their own to draw water from the local supply, and some even possess taps that pour out water
provides. In most other towns and cities, you’ll start with an early-morning stumble on the stairs as you carry your night soil down to deposit it outside. But in Waterdeep, many buildings are connected
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Pech Pechs are slight, bipedal diggers from the Elemental Plane of Earth. They have a knack for finding weak points in buildings, objects, and raw materials, making them phenomenal excavators—and, if
texture as varied as that of clay, earth, and stone. A single pech can draw on the magic of the Elemental Plane of Earth to shape stone to its will, but pechs are stronger together than alone. When in
Compendium
- Sources->Dungeons & Dragons->Descent into the Lost Caverns of Tsojcanth
Pech Pechs are slight, bipedal diggers from the Elemental Plane of Earth. They have a knack for finding weak points in buildings, objects, and raw materials, making them phenomenal excavators—and, if
texture as varied as that of clay, earth, and stone. A pech can draw on the magic of the Elemental Plane of Earth to shape stone to its will, but pechs are stronger together than alone. When in groups
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
buildings, attacking with surprise if not seen. Corralled Townsfolk Twenty locals have been gathered by Six operatives in a fenced-in yard behind Ironhead Arms, a shop selling new and used weapons and
spells on the adventurers if he believes they are earnest about helping Red Larch. South Side of Town As described above, characters can spot frightened townsfolk within the houses and other buildings
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Longsaddle The hamlet of Longsaddle is little more than a row of buildings on either side of the Long Road, halfway along the lengthy journey from Triboar to Mirabar. A path leaves the road here and
locals draw no shortage of entertainment from sending would-be thieves on grand chases for wands, rings, and other magic trinkets that any prudent person would realize simply don’t exist. After all
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
Dalannan Tower The lowest levels of Dalannan Tower hold faculty offices for several core departments, including history, archaeology, anthropology, geography, arcana, linguistics, and the
and faculty can use the library for free; others must pay 1 GP per day. At the top of Dalannan Tower lies a complex of several buildings with great domes and pillared facades. Lareth Hall, which houses
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
living rock and soil. They believe the earth thirsts for the blood of those who don't venerate it before all other powers and beings. The Cult of the Black Earth appeals to those who draw their fortunes
, and unyielding resolve. They are deliberate and slow to act, careful to consider their plans and gather their strength before beginning any new enterprise. Once earth cultists resolve to act, they
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Plane of Earth Earth symbolizes stability, rigidity, stern resolve, and tradition. The plane’s position opposite the Plane of Air in the ring of the Elemental Planes reflects its opposition to
. Thanks to their efforts, every building and significant object in the city is made from precious stones and metals, including the slender gemstone-inlaid spires that top most buildings. The city is
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Gargoyle The inanimate gargoyles that perch atop great buildings are inspired by these malevolent creatures of elemental earth that resemble grotesque, fiendish statues. A gargoyle lurks among
essence of the elemental prince, growing over long years into vaguely humanoid rock formations that resolve at last into the hard, cruel shapes of gargoyles.
Ogrémoch doesn’t create gargoyles
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
— and that it is completely destroyed. Most of its buildings are empty shells and piles of wreckage. Looming beyond the town is a large, dark cavern. A narrow river winds down from the mountain and
voices slowly builds within the wrecked buildings. A stocky humanoid with gray skin and a white beard suddenly stumbles forth, swaying from one side to the other as if intoxicated. It stares at you
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
thrives at the heart of healthy communities, between friendly nations, and in the souls of the kindhearted. The gods of peace inspire people of all sorts to resolve conflict and to stand up against those
over the signing of treaties, and they are often asked to arbitrate in disputes. These clerics’ blessings draw people together and help them shoulder one another’s burdens, and the clerics’ magic aids
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
band of survivors in Silbervas, vanish after attempting to pillage Dekovan Palace. Soon after, the palace’s strange lights appear among buildings formerly claimed by the lost survivors.
8 A
characters learn of downtrodden citizens in Lekar plotting to escape into the Mists following the next zombie siege. Are the citizens desperate noncombatants, or are they Talon agents seeking to draw out
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
not to draw attention to their shameful forms.
Once, the kenku held the wind in their wings, embracing the gusty sky and singing the sweet language of birdsong. Serving a master whose identity is
of wood borne as a mark of shame. As a final, tragic reminder of the wings they once had, kenku carry out executions by hurling their condemned from tall buildings or cliffs.
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
their grievances against the Xaryxian Empire, while Xeleth attempts to twist every point against them. Resolve this debate by having one of the characters—whichever one is leading the argument in favor
to the radiant core of Xaryxis, along with anything it is wearing or carrying. (The zodar is immune to this effect.) A creature that enters the star or ends its turn there takes 132 (24d10) radiant
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
pursuers to either divide their forces or allow some of the quarry to escape. If a pursuit splits into several smaller chases, resolve each chase separately. Run a round of one chase, then a round of
the next, and so on, tracking the distances for each separate group. Mapping the Chase If you have the opportunity to plan out a chase, take the time to draw a rough map that shows the route. Insert






