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Classes
Player’s Handbook
level 1 features, which are listed in the Paladin Features table. See the multiclassing rules to determine your available spell slots.
Paladin Features
—Spell Slots per
Improvement
3
10
4
3
3
—
—
13
+5
—
3
11
4
3
3
1
—
14
+5
Restoring Touch
3
11
4
3
3
1
—
15
+5
Subclass feature
3
12
4
3
3
races
Mordenkainen Presents: Monsters of the Multiverse
range from deep charcoal to shades of red and orange. Some bear skin tones common to humanity but with fiery marks, such as slowly swirling lights under their skin that resemble embers or glowing red
whether your character is a member of the human race or of a fantastical race. If you select a fantastical race, follow these additional rules during character creation.
Ability Score Increases
When
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
Tecuziztecatl Clinging to the wall of a water-filled chamber inside The Hidden Shrine of Tamoachan is Tecuziztecatl, also known as the Lord of Snails. This giant slug is not only intelligent, it’s
Olman, Primal
Challenge 4 (1,100 XP)
Amphibious. Tecuziztecatl can breathe air and water.
Glowing. Tecuziztecatl sheds dim light within 20 feet of itself.
Flexible. Tecuziztecatl can enter a space
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
Tecuziztecatl Clinging to the wall of a water-filled chamber inside The Hidden Shrine of Tamoachan is Tecuziztecatl, also known as the Lord of Snails. This giant slug is not only intelligent, it’s
Olman, Primal
Challenge 4 (1,100 XP)
Amphibious. Tecuziztecatl can breathe air and water.
Glowing. Tecuziztecatl sheds dim light within 20 feet of itself.
Flexible. Tecuziztecatl can enter a space
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Oracles. “Brilliant scholars,” says a rich, soothing voice radiating from the hall’s central snarl of glowing energy. “Your attention, please.
“As you are now Strixhaven University students, this
parchment materializes in front of the characters. It presents a list of clues. “The rules are simple,” the voice says. “Each clue on this list will lead you to a different location in the Biblioplex
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
11. Halaster Is Glowing The stone doors to this chamber are sealed with Qualith door locks (see “Qualith Door Locks”). Unless they are held open, the doors automatically close and lock. The ceiling
multicolored light and points a stony finger at the eastern arch.
The glowing statue depicts Halaster Blackcloak. It is a magic trap that casts a prismatic spray spell every time a creature emerges
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
11. Halaster Is Glowing The stone doors to this chamber are sealed with Qualith door locks (see “Qualith Door Locks”). Unless they are held open, the doors automatically close and lock. The ceiling
multicolored light and points a stony finger at the eastern arch.
The glowing statue depicts Halaster Blackcloak. It is a magic trap that casts a prismatic spray spell every time a creature emerges
Compendium
- Sources->Dungeons & Dragons->Monster Manual
ears open.
—X the Mystic’s
Rules of Dungeon Survival
Petrified Basilisk Victims 1d8 A Basilisk Used Its Gaze to Petrify... 1 An adventurer with an ornate key hanging around their neck. 2
Animals like bats, bears, deer, or goats. 3 A climber clinging to a stalactite. 4 Itself using a large mirror or shiny surface. 5 A mimic disguised as a chest full of treasure. 6 A monster such as an
Compendium
- Sources->Dungeons & Dragons->Monster Manual
ears open.
—X the Mystic’s
Rules of Dungeon Survival
Petrified Basilisk Victims 1d8 A Basilisk Used Its Gaze to Petrify... 1 An adventurer with an ornate key hanging around their neck. 2
Animals like bats, bears, deer, or goats. 3 A climber clinging to a stalactite. 4 Itself using a large mirror or shiny surface. 5 A mimic disguised as a chest full of treasure. 6 A monster such as an
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Oracles. “Brilliant scholars,” says a rich, soothing voice radiating from the hall’s central snarl of glowing energy. “Your attention, please.
“As you are now Strixhaven University students, this
parchment materializes in front of the characters. It presents a list of clues. “The rules are simple,” the voice says. “Each clue on this list will lead you to a different location in the Biblioplex
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
stalagmites have been sawed off, and a lintel stone rests atop them. Chiseled into the lintel stone are the words “DON THE CRYSTAL CROWN” in Dwarvish. The rules of this gate are as follows: The gate
resemblance to the Mad Mage: an old wizard in a robe covered with lidless eyes, his visage frozen in a mad scream.
Glowing Runes. Floating above each stalagmite is a glowing rune.
A character who succeeds
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
stalagmites have been sawed off, and a lintel stone rests atop them. Chiseled into the lintel stone are the words “DON THE CRYSTAL CROWN” in Dwarvish. The rules of this gate are as follows: The gate
resemblance to the Mad Mage: an old wizard in a robe covered with lidless eyes, his visage frozen in a mad scream.
Glowing Runes. Floating above each stalagmite is a glowing rune.
A character who succeeds
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
it. Characters who search the remains find some treasure (see “Treasure”). Mirror Gate to Level 1 Worked into the mirror’s stone frame is an image of a wizard pointing a wand. This gate’s rules are as
swallowed a gemstone called the Eye of the Spider. If the characters pierce the skin clinging to his bones and root through his chest cavity, they find the stone in what was once his stomach. Returning
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
it. Characters who search the remains find some treasure (see “Treasure”). Mirror Gate to Level 1 Worked into the mirror’s stone frame is an image of a wizard pointing a wand. This gate’s rules are as
swallowed a gemstone called the Eye of the Spider. If the characters pierce the skin clinging to his bones and root through his chest cavity, they find the stone in what was once his stomach. Returning
Compendium
- Sources->Dungeons & Dragons->Monster Manual
spellcasters, bargaining with and coercing others into restoring them to power. Many try to claim or corrupt souls to restore their fiendish forms, while some shadow demons seek wicked relics or nexuses of
demons. There are three rules to endings. First, good always wins. Second, evil always returns. Third, the first rule isn’t always true.
—Tarsheva Longreach,
planar traveler
Shadow Demon Medium
Compendium
- Sources->Dungeons & Dragons->Monster Manual
spellcasters, bargaining with and coercing others into restoring them to power. Many try to claim or corrupt souls to restore their fiendish forms, while some shadow demons seek wicked relics or nexuses of
demons. There are three rules to endings. First, good always wins. Second, evil always returns. Third, the first rule isn’t always true.
—Tarsheva Longreach,
planar traveler
Shadow Demon Medium
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
DC 10 Constitution saving throw or gain 1 level of exhaustion. A creature that has a swimming speed can swim all day without penalty and uses the normal forced march rules in the Player’s Handbook. The
, review the rules for underwater combat in the Player’s Handbook. Death Helms a Ghost Ship After the party descends approximately 3,000 feet, the character who has the highest passive Wisdom (Perception
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
DC 10 Constitution saving throw or gain 1 level of exhaustion. A creature that has a swimming speed can swim all day without penalty and uses the normal forced march rules in the Player’s Handbook. The
, review the rules for underwater combat in the Player’s Handbook. Death Helms a Ghost Ship After the party descends approximately 3,000 feet, the character who has the highest passive Wisdom (Perception
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
. The coins have the profiled visage of Strahd von Zarovich stamped on them. A character can scoop up one hundred coins every minute. K74c. Rotting Corpse Clinging to the bars of this otherwise empty
similar magic. Behind the secret door is a chute of polished black marble that slants upward (area K82). K74f. Empty Cell This cell contains nothing of interest. K74g. Gray Ooze Clinging to the floor of
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
. The coins have the profiled visage of Strahd von Zarovich stamped on them. A character can scoop up one hundred coins every minute. K74c. Rotting Corpse Clinging to the bars of this otherwise empty
similar magic. Behind the secret door is a chute of polished black marble that slants upward (area K82). K74f. Empty Cell This cell contains nothing of interest. K74g. Gray Ooze Clinging to the floor of
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
glowing quartz pillars cast bright light throughout the room.
Mannequins. Twenty dwarf-sized wooden mannequins stand in two rows of ten in the middle of the room.
Racks. Stone racks mounted on the
the south alcove is one of Halaster’s magic gates (see “Gates”). Its rules are as follows: Standing within 5 feet of the arch and imitating the moves of the dancing dwarves carved into it causes the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
glowing quartz pillars cast bright light throughout the room.
Mannequins. Twenty dwarf-sized wooden mannequins stand in two rows of ten in the middle of the room.
Racks. Stone racks mounted on the
the south alcove is one of Halaster’s magic gates (see “Gates”). Its rules are as follows: Standing within 5 feet of the arch and imitating the moves of the dancing dwarves carved into it causes the
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
covers the walls of this tunnel, its bioluminescent glow filling the cavern with dim light. The surface of the water swirls with colorful, faintly glowing spores—perhaps reacting to the movement of
middle. 2nd-Level Characters. If the characters are 2nd level, two stirges clinging to the tunnel ceiling are disturbed if fighting breaks out in this area and join the battle. The stirges ignore the spore
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
covers the walls of this tunnel, its bioluminescent glow filling the cavern with dim light. The surface of the water swirls with colorful, faintly glowing spores—perhaps reacting to the movement of
middle. 2nd-Level Characters. If the characters are 2nd level, two stirges clinging to the tunnel ceiling are disturbed if fighting breaks out in this area and join the battle. The stirges ignore the spore
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
over a pulley bolted to the ceiling and coils around an iron winch set into a nearby wall. Iron manacles dangle from hooks on the south wall. To the north, a faintly glowing stone disk covers the floor
checks made to jump. Fenthaza (see area 5) carries the keys for these bindings. See “Adventuring Gear” in chapter 5 of the Player’s Handbook for rules on breaking, escaping, and unlocking manacles (and
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
over a pulley bolted to the ceiling and coils around an iron winch set into a nearby wall. Iron manacles dangle from hooks on the south wall. To the north, a faintly glowing stone disk covers the floor
checks made to jump. Fenthaza (see area 5) carries the keys for these bindings. See “Adventuring Gear” in chapter 5 of the Player’s Handbook for rules on breaking, escaping, and unlocking manacles (and
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
he hadn’t.
Devotion to Phenax Following Phenax means devoting yourself to a life of trickery and guile. To a champion of Phenax, a life without risk is no life at all. Some rules are meant to be
daring robbery Obstruct champions of other gods Building or restoring a temple to Phenax Your piety score to Phenax decreases if you diminish Phenax’s influence in the world, contradict his ideals, or make
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
he hadn’t.
Devotion to Phenax Following Phenax means devoting yourself to a life of trickery and guile. To a champion of Phenax, a life without risk is no life at all. Some rules are meant to be
daring robbery Obstruct champions of other gods Building or restoring a temple to Phenax Your piety score to Phenax decreases if you diminish Phenax’s influence in the world, contradict his ideals, or make
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
text: A gigantic flat diamond, its three points marked with squat pedestals, shimmers within a ringed field. Celestials in radiant uniforms practice at swatting glowing orbs on one side of the field
is called Spireball. The modron happily explains the game’s rules, its stakes, and the two teams, all of which are detailed below. Good versus Evil Two teams—the Noxious Stampede and the Righteous
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
text: A gigantic flat diamond, its three points marked with squat pedestals, shimmers within a ringed field. Celestials in radiant uniforms practice at swatting glowing orbs on one side of the field
is called Spireball. The modron happily explains the game’s rules, its stakes, and the two teams, all of which are detailed below. Good versus Evil Two teams—the Noxious Stampede and the Righteous
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
The Sea Characters can row a boat for 8 hours per day, or can row longer at the risk of exhaustion (as per the rules for a forced march in chapter 8 of the Player’s Handbook). A fully crewed sailing
harpies 17 Iceberg (easily avoided if seen from a distance) 18 Sahuagin boarding party 19 NPC in the water (clinging to floating debris) 20 Sea monster (such as a dragon turtle or kraken) SHIPWRECKS
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
The Sea Characters can row a boat for 8 hours per day, or can row longer at the risk of exhaustion (as per the rules for a forced march in chapter 8 of the Player’s Handbook). A fully crewed sailing
harpies 17 Iceberg (easily avoided if seen from a distance) 18 Sahuagin boarding party 19 NPC in the water (clinging to floating debris) 20 Sea monster (such as a dragon turtle or kraken) SHIPWRECKS
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
+4 Ability Score Improvement 3 10 4 3 3 — — 13 +5 — 3 11 4 3 3 1 — 14 +5 Restoring Touch 3 11 4 3 3 1 — 15 +5 Subclass feature 3 12 4 3 3 2 — 16 +5 Ability Score Improvement 3 12 4 3 3 2 — 17 +6 — 3 14
through prayer and meditation. See “Spells” for the rules on spellcasting. The information below details how you use those rules with Paladin spells, which appear in the Paladin spell list later in the
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
+4 Ability Score Improvement 3 10 4 3 3 — — 13 +5 — 3 11 4 3 3 1 — 14 +5 Restoring Touch 3 11 4 3 3 1 — 15 +5 Subclass feature 3 12 4 3 3 2 — 16 +5 Ability Score Improvement 3 12 4 3 3 2 — 17 +6 — 3 14
through prayer and meditation. See chapter 7 for the rules on spellcasting. The information below details how you use those rules with Paladin spells, which appear in the Paladin spell list later in the
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
+4 Ability Score Improvement 3 10 4 3 3 — — 13 +5 — 3 11 4 3 3 1 — 14 +5 Restoring Touch 3 11 4 3 3 1 — 15 +5 Subclass feature 3 12 4 3 3 2 — 16 +5 Ability Score Improvement 3 12 4 3 3 2 — 17 +6 — 3 14
through prayer and meditation. See “Spells” for the rules on spellcasting. The information below details how you use those rules with Paladin spells, which appear in the Paladin spell list later in the