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Backgrounds
Guildmasters’ Guide to Ravnica
the crime. Most people are too daunted by you to report your wrongdoing to the Azorius.
Rakdos Guild Spells
Prerequisite: Spellcasting or Pact Magic class feature
For you, the spells on the Rakdos
Guild Spells table are added to the spell list of your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.)
Rakdos Guild Spells
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
to poison and psychic damage, but otherwise they can be affected by physical and magical attacks much like creatures can. The DM determines an object's Armor Class and hit points, and might decide that
immune to effects that require other saves. When an object drops to 0 hit points, it breaks. A character can also attempt a Strength check to break an object. The DM sets the DC for any such check.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
to poison and psychic damage, but otherwise they can be affected by physical and magical attacks much like creatures can. The DM determines an object's Armor Class and hit points, and might decide that
immune to effects that require other saves. When an object drops to 0 hit points, it breaks. A character can also attempt a Strength check to break an object. The DM sets the DC for any such check.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
to poison and psychic damage, but otherwise they can be affected by physical and magical attacks much like creatures can. The DM determines an object's Armor Class and hit points, and might decide that
immune to effects that require other saves. When an object drops to 0 hit points, it breaks. A character can also attempt a Strength check to break an object. The DM sets the DC for any such check.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
to poison and psychic damage, but otherwise they can be affected by physical and magical attacks much like creatures can. The DM determines an object's Armor Class and hit points, and might decide that
immune to effects that require other saves. When an object drops to 0 hit points, it breaks. A character can also attempt a Strength check to break an object. The DM sets the DC for any such check.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
to poison and psychic damage, but otherwise they can be affected by physical and magical attacks much like creatures can. The DM determines an object's Armor Class and hit points, and might decide that
immune to effects that require other saves. When an object drops to 0 hit points, it breaks. A character can also attempt a Strength check to break an object. The DM sets the DC for any such check.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
to poison and psychic damage, but otherwise they can be affected by physical and magical attacks much like creatures can. The DM determines an object's Armor Class and hit points, and might decide that
immune to effects that require other saves. When an object drops to 0 hit points, it breaks. A character can also attempt a Strength check to break an object. The DM sets the DC for any such check.
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
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
Divine Domain class feature for how domain spells work. Peace Domain Spells Cleric Level Spells 1st heroism, sanctuary 3rd aid, warding bond 5th beacon of hope, sending 7th aura of purity, Otiluke’s
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
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
Divine Domain class feature for how domain spells work. Peace Domain Spells Cleric Level Spells 1st heroism, sanctuary 3rd aid, warding bond 5th beacon of hope, sending 7th aura of purity, Otiluke’s
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
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
Divine Domain class feature for how domain spells work. Peace Domain Spells Cleric Level Spells 1st heroism, sanctuary 3rd aid, warding bond 5th beacon of hope, sending 7th aura of purity, Otiluke’s
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
locations indicated on the map, ready to attack anyone who climbs the nearest steps. The wights chant a word in Netherese (“Meat!”) in a rasping chorus as they advance. If fighting breaks out at
Armor Class 13 (armor scraps)
Hit Points 204 (24d12 + 48)
Speed 50 ft.
STR
29 (+9)
DEX
14 (+2)
CON
15 (+2)
INT
3 (–4)
WIS
8 (–1)
CHA
1
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
darkness where the shadows hunger. As a shadow drains its victim’s strength and physical form, the victim’s shadow darkens and begins to move of its own volition. In death, the creature’s shadow breaks free
require air, food, drink, or sleep. Shadow
Medium undead, chaotic evil
Armor Class 12
Hit Points 16 (3d8 + 3)
Speed 40 ft.
STR
6 (−2)
DEX
14 (+2)
CON
13 (+1)
INT
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
, you can transfer some or all of the sword’s bonus to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to
creature can make a DC 30 Strength (Athletics) check. On a success, the creature breaks free and destroys the shackles.
Top to Bottom: Demon Armor,
Defender, and Dimensional Shackles
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
darkness where the shadows hunger. As a shadow drains its victim’s strength and physical form, the victim’s shadow darkens and begins to move of its own volition. In death, the creature’s shadow breaks free
require air, food, drink, or sleep. Shadow
Medium undead, chaotic evil
Armor Class 12
Hit Points 16 (3d8 + 3)
Speed 40 ft.
STR
6 (−2)
DEX
14 (+2)
CON
13 (+1)
INT
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
— true to its name — the sire of insanity breaks the new cultist’s mind. A sire of insanity is a bloated demon resembling a bipedal lizard. It stands some thirty feet tall and weighs many thousands of
pounds, so it tends to keep hidden away in its subterranean lair, working its evil from the shadows. Sire of Insanity
Huge fiend (demon), chaotic evil
Armor Class 17 (natural armor)
Hit Points 157
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
, you can transfer some or all of the sword’s bonus to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to
creature can make a DC 30 Strength (Athletics) check. On a success, the creature breaks free and destroys the shackles.
Top to Bottom: Demon Armor,
Defender, and Dimensional Shackles
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
darkness where the shadows hunger. As a shadow drains its victim’s strength and physical form, the victim’s shadow darkens and begins to move of its own volition. In death, the creature’s shadow breaks free
require air, food, drink, or sleep. Shadow
Medium undead, chaotic evil
Armor Class 12
Hit Points 16 (3d8 + 3)
Speed 40 ft.
STR
6 (−2)
DEX
14 (+2)
CON
13 (+1)
INT
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
, you can transfer some or all of the sword’s bonus to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to
creature can make a DC 30 Strength (Athletics) check. On a success, the creature breaks free and destroys the shackles.
Top to Bottom: Demon Armor,
Defender, and Dimensional Shackles
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
locations indicated on the map, ready to attack anyone who climbs the nearest steps. The wights chant a word in Netherese (“Meat!”) in a rasping chorus as they advance. If fighting breaks out at
Armor Class 13 (armor scraps)
Hit Points 204 (24d12 + 48)
Speed 50 ft.
STR
29 (+9)
DEX
14 (+2)
CON
15 (+2)
INT
3 (–4)
WIS
8 (–1)
CHA
1
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
locations indicated on the map, ready to attack anyone who climbs the nearest steps. The wights chant a word in Netherese (“Meat!”) in a rasping chorus as they advance. If fighting breaks out at
Armor Class 13 (armor scraps)
Hit Points 204 (24d12 + 48)
Speed 50 ft.
STR
29 (+9)
DEX
14 (+2)
CON
15 (+2)
INT
3 (–4)
WIS
8 (–1)
CHA
1
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
— true to its name — the sire of insanity breaks the new cultist’s mind. A sire of insanity is a bloated demon resembling a bipedal lizard. It stands some thirty feet tall and weighs many thousands of
pounds, so it tends to keep hidden away in its subterranean lair, working its evil from the shadows. Sire of Insanity
Huge fiend (demon), chaotic evil
Armor Class 17 (natural armor)
Hit Points 157
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
— true to its name — the sire of insanity breaks the new cultist’s mind. A sire of insanity is a bloated demon resembling a bipedal lizard. It stands some thirty feet tall and weighs many thousands of
pounds, so it tends to keep hidden away in its subterranean lair, working its evil from the shadows. Sire of Insanity
Huge fiend (demon), chaotic evil
Armor Class 17 (natural armor)
Hit Points 157
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
expert at defending others and repairing both material and personnel. To aid in their work, Battle Smiths are usually accompanied by a steel defender, a protective companion of their own creation. Many
certain spells prepared after you reach particular levels in this class, as shown in the Battle Smith Spells table. These spells count as artificer spells for you, but they don’t count against the number of
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
repairing both materiel and personnel. To aid in their work, Battle Smiths are accompanied by a steel defender, a protective companion of their own creation. Many soldiers tell stories of nearly dying before
reach particular levels in this class, as shown in the Battle Smith Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
expert at defending others and repairing both material and personnel. To aid in their work, Battle Smiths are usually accompanied by a steel defender, a protective companion of their own creation. Many
certain spells prepared after you reach particular levels in this class, as shown in the Battle Smith Spells table. These spells count as artificer spells for you, but they don’t count against the number of
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
repairing both materiel and personnel. To aid in their work, Battle Smiths are accompanied by a steel defender, a protective companion of their own creation. Many soldiers tell stories of nearly dying before
reach particular levels in this class, as shown in the Battle Smith Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
repairing both materiel and personnel. To aid in their work, Battle Smiths are accompanied by a steel defender, a protective companion of their own creation. Many soldiers tell stories of nearly dying before
reach particular levels in this class, as shown in the Battle Smith Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
expert at defending others and repairing both material and personnel. To aid in their work, Battle Smiths are usually accompanied by a steel defender, a protective companion of their own creation. Many
certain spells prepared after you reach particular levels in this class, as shown in the Battle Smith Spells table. These spells count as artificer spells for you, but they don’t count against the number of
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
to kill that foe. Kobold Inventor
Small Humanoid, Any Alignment
Armor Class 12
Hit Points 13 (3d6 + 3)
Speed 30 ft.
STR
7 (−2)
DEX
15 (+2)
CON
12 (+1)
INT
14
, there’s a 50 percent chance that the swarm disperses. Green Slime Pot. The kobold throws a clay pot full of green slime at the target, and it breaks open on impact. Ranged Weapon Attack: +4 to hit
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Small humanoid (kobold), lawful evil
Armor Class 12
Hit Points 13 (3d6 + 3)
Speed 30 ft.
STR
7 (–2)
DEX
15 (+2)
CON
12 (+1)
INT
8 (–1)
WIS
7 (–2
. Green Slime Pot. The kobold throws a clay pot full of green slime at the target, and it breaks open on impact. Ranged Weapon Attack: +4 to hit, range 5/20 ft., one target. Hit: The target is covered
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Small humanoid (kobold), lawful evil
Armor Class 12
Hit Points 13 (3d6 + 3)
Speed 30 ft.
STR
7 (–2)
DEX
15 (+2)
CON
12 (+1)
INT
8 (–1)
WIS
7 (–2
. Green Slime Pot. The kobold throws a clay pot full of green slime at the target, and it breaks open on impact. Ranged Weapon Attack: +4 to hit, range 5/20 ft., one target. Hit: The target is covered
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Small humanoid (kobold), lawful evil
Armor Class 12
Hit Points 13 (3d6 + 3)
Speed 30 ft.
STR
7 (–2)
DEX
15 (+2)
CON
12 (+1)
INT
8 (–1)
WIS
7 (–2
. Green Slime Pot. The kobold throws a clay pot full of green slime at the target, and it breaks open on impact. Ranged Weapon Attack: +4 to hit, range 5/20 ft., one target. Hit: The target is covered
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
to kill that foe. Kobold Inventor
Small Humanoid, Any Alignment
Armor Class 12
Hit Points 13 (3d6 + 3)
Speed 30 ft.
STR
7 (−2)
DEX
15 (+2)
CON
12 (+1)
INT
14
, there’s a 50 percent chance that the swarm disperses. Green Slime Pot. The kobold throws a clay pot full of green slime at the target, and it breaks open on impact. Ranged Weapon Attack: +4 to hit
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
to kill that foe. Kobold Inventor
Small Humanoid, Any Alignment
Armor Class 12
Hit Points 13 (3d6 + 3)
Speed 30 ft.
STR
7 (−2)
DEX
15 (+2)
CON
12 (+1)
INT
14
, there’s a 50 percent chance that the swarm disperses. Green Slime Pot. The kobold throws a clay pot full of green slime at the target, and it breaks open on impact. Ranged Weapon Attack: +4 to hit
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Apprentice Lorehold Apprentice
Medium or Small Humanoid (Wizard), Any Alignment
Armor Class 12 (15 with mage armor)
Hit Points 33 (6d8 + 6)
Speed 30 ft.
STR
10 (+0)
DEX
14 (+2
to reroll the attack roll. It must use the new roll.
Lorehold Pledgemage Lorehold Pledgemage
Medium or Small Humanoid (Wizard), Any Alignment
Armor Class 13 (16 with mage armor)
Hit Points 60






