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Magic Items
Dungeon Master’s Guide
magic items, are lost to you. Portable property vanishes. Businesses, buildings, and land you own are lost in a way that alters reality the least. If you have a Bastion (see the Dungeon Master’s
avatar makes a number of Reaping Scythe attacks equal to half the summoner’s Proficiency Bonus (rounded up).
Reaping Scythe. Melee Attack Roll: Automatic hit, reach 5 ft. Hit: 7 (1d8 + 3
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Layout of the District Map 8.1 shows the layout of the district and the locations of important buildings and land features. The islands that support the buildings are almost all artificial. Some were
created by ancient spells used to lift the floor of the bay above the water. Others consist entirely of huge boardwalks supported above the brackish water by decaying pilings. The district is made up
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Layout of the District Map 8.1 shows the layout of the district and the locations of important buildings and land features. The islands that support the buildings are almost all artificial. Some were
created by ancient spells used to lift the floor of the bay above the water. Others consist entirely of huge boardwalks supported above the brackish water by decaying pilings. The district is made up
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Layout of the District Map 8.1 shows the layout of the district and the locations of important buildings and land features. The islands that support the buildings are almost all artificial. Some were
created by ancient spells used to lift the floor of the bay above the water. Others consist entirely of huge boardwalks supported above the brackish water by decaying pilings. The district is made up
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
one additional greater zombie for every two members of the party (rounded down), not including sidekicks. The zombies attack the characters, fighting until destroyed. At first Alevene and Niri help the
” sidebar with a successful DC 15 Charisma (Intimidation) check. INIARV’S TOWER FEATURES
The ruins of Iniarv’s Tower consist of three towers: one enormous 80-foot-high main tower connected to two smaller
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
one additional greater zombie for every two members of the party (rounded down), not including sidekicks. The zombies attack the characters, fighting until destroyed. At first Alevene and Niri help the
” sidebar with a successful DC 15 Charisma (Intimidation) check. INIARV’S TOWER FEATURES
The ruins of Iniarv’s Tower consist of three towers: one enormous 80-foot-high main tower connected to two smaller
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
one additional greater zombie for every two members of the party (rounded down), not including sidekicks. The zombies attack the characters, fighting until destroyed. At first Alevene and Niri help the
” sidebar with a successful DC 15 Charisma (Intimidation) check. INIARV’S TOWER FEATURES
The ruins of Iniarv’s Tower consist of three towers: one enormous 80-foot-high main tower connected to two smaller
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
. 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
settlements here consist of wooden structures suspended above the muck. Most are built on platforms between trees, but a few stand on stilts driven deep into the muck. No solid earth underlies the mud of
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
. 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
settlements here consist of wooden structures suspended above the muck. Most are built on platforms between trees, but a few stand on stilts driven deep into the muck. No solid earth underlies the mud of
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
. 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
settlements here consist of wooden structures suspended above the muck. Most are built on platforms between trees, but a few stand on stilts driven deep into the muck. No solid earth underlies the mud of
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
person on the premises pitched in to help bolster the defenses. They built a series of low earth ridges and ditches as defensive works running between the various buildings (see the map) and put together
dwarf guards) who serve as the area’s blacksmiths, tinkerers, and general laborers-for-hire. The remaining defenders consist of eighteen farm and ranch folk, as well as a few Emerald Enclave allies
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
person on the premises pitched in to help bolster the defenses. They built a series of low earth ridges and ditches as defensive works running between the various buildings (see the map) and put together
dwarf guards) who serve as the area’s blacksmiths, tinkerers, and general laborers-for-hire. The remaining defenders consist of eighteen farm and ranch folk, as well as a few Emerald Enclave allies
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
person on the premises pitched in to help bolster the defenses. They built a series of low earth ridges and ditches as defensive works running between the various buildings (see the map) and put together
dwarf guards) who serve as the area’s blacksmiths, tinkerers, and general laborers-for-hire. The remaining defenders consist of eighteen farm and ranch folk, as well as a few Emerald Enclave allies
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
-south and east-to-west that meet in the center of town in a crossroads marketplace. Many buildings structured for larger folk line these streets, for taller folk tend to prefer the comfortable
familiarity they provide, but the rest of the town is made up of a series of narrow paths between the smaller-proportioned buildings that are the homes of the city’s gnomes. The first time I walked along these
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
sinister site. The overall sense of the place — as evidenced in the alien geometries of its buildings and its exposed technology — should be one of a brooding, otherworldly environ where nothing
impressive bits of technology from the crashed planar craft, teleportation-field devices consist of two matched magical-mechanical rings. Both rings channel the power of teleportation and flight, and were
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
sinister site. The overall sense of the place — as evidenced in the alien geometries of its buildings and its exposed technology — should be one of a brooding, otherworldly environ where nothing
impressive bits of technology from the crashed planar craft, teleportation-field devices consist of two matched magical-mechanical rings. Both rings channel the power of teleportation and flight, and were
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
sinister site. The overall sense of the place — as evidenced in the alien geometries of its buildings and its exposed technology — should be one of a brooding, otherworldly environ where nothing
impressive bits of technology from the crashed planar craft, teleportation-field devices consist of two matched magical-mechanical rings. Both rings channel the power of teleportation and flight, and were
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
-south and east-to-west that meet in the center of town in a crossroads marketplace. Many buildings structured for larger folk line these streets, for taller folk tend to prefer the comfortable
familiarity they provide, but the rest of the town is made up of a series of narrow paths between the smaller-proportioned buildings that are the homes of the city’s gnomes. The first time I walked along these
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
-south and east-to-west that meet in the center of town in a crossroads marketplace. Many buildings structured for larger folk line these streets, for taller folk tend to prefer the comfortable
familiarity they provide, but the rest of the town is made up of a series of narrow paths between the smaller-proportioned buildings that are the homes of the city’s gnomes. The first time I walked along these
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
the origin of wooden buildings and other large wooden objects. Investigation. You gain additional insight when inspecting areas within wooden structures, because you know tricks of construction that can
yourself and those who come after you. These maps can range from large-scale depictions of mountain ranges to diagrams that show the layout of a dungeon level. Components. Cartographer’s tools consist of
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
the origin of wooden buildings and other large wooden objects. Investigation. You gain additional insight when inspecting areas within wooden structures, because you know tricks of construction that can
yourself and those who come after you. These maps can range from large-scale depictions of mountain ranges to diagrams that show the layout of a dungeon level. Components. Cartographer’s tools consist of
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
the origin of wooden buildings and other large wooden objects. Investigation. You gain additional insight when inspecting areas within wooden structures, because you know tricks of construction that can
yourself and those who come after you. These maps can range from large-scale depictions of mountain ranges to diagrams that show the layout of a dungeon level. Components. Cartographer’s tools consist of
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
NPC’s hostility toward you. Ruin All forms of wealth that you carry or own, other than magic items, are lost to you. Portable property vanishes. Businesses, buildings, and land you own are lost in a way
number of Reaping Scythe attacks equal to half the summoner’s Proficiency Bonus (rounded up).
Reaping Scythe. Melee Attack Roll: Automatic hit, reach 5 ft. Hit: 7 (1d8 + 3) Slashing damage plus 4 (1d8
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
lost to you. Portable property vanishes. Businesses, buildings, and land you own are lost in a way that alters reality the least. If you have a Bastion (see chapter 8), it is destroyed by some calamity
) Force damage if it ends its turn inside an object.
Actions
Multiattack. The avatar makes a number of Reaping Scythe attacks equal to half the summoner’s Proficiency Bonus (rounded up).
Reaping
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
lost to you. Portable property vanishes. Businesses, buildings, and land you own are lost in a way that alters reality the least. If you have a Bastion (see chapter 8), it is destroyed by some calamity
) Force damage if it ends its turn inside an object.
Actions
Multiattack. The avatar makes a number of Reaping Scythe attacks equal to half the summoner’s Proficiency Bonus (rounded up).
Reaping
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
lost to you. Portable property vanishes. Businesses, buildings, and land you own are lost in a way that alters reality the least. If you have a Bastion (see chapter 8), it is destroyed by some calamity
) Force damage if it ends its turn inside an object.
Actions
Multiattack. The avatar makes a number of Reaping Scythe attacks equal to half the summoner’s Proficiency Bonus (rounded up).
Reaping
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
NPC’s hostility toward you. Ruin All forms of wealth that you carry or own, other than magic items, are lost to you. Portable property vanishes. Businesses, buildings, and land you own are lost in a way
number of Reaping Scythe attacks equal to half the summoner’s Proficiency Bonus (rounded up).
Reaping Scythe. Melee Attack Roll: Automatic hit, reach 5 ft. Hit: 7 (1d8 + 3) Slashing damage plus 4 (1d8
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
NPC’s hostility toward you. Ruin All forms of wealth that you carry or own, other than magic items, are lost to you. Portable property vanishes. Businesses, buildings, and land you own are lost in a way
number of Reaping Scythe attacks equal to half the summoner’s Proficiency Bonus (rounded up).
Reaping Scythe. Melee Attack Roll: Automatic hit, reach 5 ft. Hit: 7 (1d8 + 3) Slashing damage plus 4 (1d8
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
of basalt blocks and 10-foot-high ceilings roofed with slate. The smaller buildings (area B6a) are littered with ropes and loading hooks and contain stairwells that lead to the hold’s main storage
rooms (areas B19 and area B21). The larger buildings (area B6b) each contain a dozen cots and serve as quarters for the hold’s visitors, most frequently Klax and her traders. If the characters arrive at
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
of basalt blocks and 10-foot-high ceilings roofed with slate. The smaller buildings (area B6a) are littered with ropes and loading hooks and contain stairwells that lead to the hold’s main storage
rooms (areas B19 and area B21). The larger buildings (area B6b) each contain a dozen cots and serve as quarters for the hold’s visitors, most frequently Klax and her traders. If the characters arrive at
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
of basalt blocks and 10-foot-high ceilings roofed with slate. The smaller buildings (area B6a) are littered with ropes and loading hooks and contain stairwells that lead to the hold’s main storage
rooms (areas B19 and area B21). The larger buildings (area B6b) each contain a dozen cots and serve as quarters for the hold’s visitors, most frequently Klax and her traders. If the characters arrive at
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
. Soldiers of the city’s army make a show of patrolling the walls, to reassure citizens and visitors as well as to discourage attackers. The buildings of Everlund are stately and well maintained, with
of acolytes, assassins, guards, knights, spies, and veterans. Evildoers and enemies of the Gilded Eye are rounded up and brought to Helm’s Hold to face judgment. Those deemed to be under “demonic
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
. Soldiers of the city’s army make a show of patrolling the walls, to reassure citizens and visitors as well as to discourage attackers. The buildings of Everlund are stately and well maintained, with
of acolytes, assassins, guards, knights, spies, and veterans. Evildoers and enemies of the Gilded Eye are rounded up and brought to Helm’s Hold to face judgment. Those deemed to be under “demonic
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
. Soldiers of the city’s army make a show of patrolling the walls, to reassure citizens and visitors as well as to discourage attackers. The buildings of Everlund are stately and well maintained, with
of acolytes, assassins, guards, knights, spies, and veterans. Evildoers and enemies of the Gilded Eye are rounded up and brought to Helm’s Hold to face judgment. Those deemed to be under “demonic






