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Magic Items
The Wild Beyond the Witchlight
minute touching the cauldron with a unicorn’s horn while reciting the poem called “The Witch Queen’s Cauldron” (see the accompanying sidebar), all creatures within 1,000 feet of
time. Destroying the cauldron, sending it to another plane of existence, or touching it with a unicorn’s horn for 1 minute while reciting “The Witch Queen’s Cauldron” ends the
Equipment
Combat
Utility
Whimsy
15
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Gargoyle powder comes from ground-up dragon eggs that have been encased in ash from ancient eruptions. Grinding up these eggs releases the
Barbarian
Legacy
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Classes
Basic Rules (2014)
fierce animal spirits. Others draw from a roiling reservoir of anger at a world full of pain. For every barbarian, rage is a power that fuels not just a battle frenzy but also uncanny reflexes
character, think about where your character comes from and his or her place in the world. Talk with your DM about an appropriate origin for your barbarian. Did you come from a distant land, making you a
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
highly intelligent and can help the characters arrive at a solution. You, as the DM, can use them to keep the adventure from grinding to a halt. Both Vellynne and Avarice will do almost anything to
obtain Iriolarthas’s spellbook, and they are only slightly less determined when it comes time to choose who gets Iriolarthas’s staff of power, the scroll of the comet, and the scroll of tarrasque
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
to rotate, instantly cutting off the exits ahead and behind. You can feel the passage sink about five feet as it turns. After a few seconds, it comes to a stop and the grinding abates.
When tunnel
through the tunnel safely. Rotating Tunnel Read the following text to players the first time their characters are caught in a rotating tunnel: With a loud grinding noise, this section of crawlway begins
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Decision As the characters begin their ascent, read: From high above comes a loud grinding noise as large sheets of ice break off the fortress walls and tumble down the mountainside. Suddenly, great
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
are chanting in unison. Each one stands next to a black stone pillar and is focused on a roiling fog cloud, 8 feet in diameter, that floats at the center of the room 10 feet above the floor. Lines of
scales begin to darken. The lines of black energy between the pillars and the cloud are 10 feet above the floor and easily avoided. Any creature that comes into contact with one takes 10 (3d6) necrotic
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
experience, the characters can become overly cautious, and you run the risk of the action grinding to a halt as the players search every square inch of the dungeon for trip wires and pressure plates
.
Traps are most effective when their presence comes as a surprise, not when they appear so often that the characters spend all their effort watching out for the next one.
Running a Simple Trap To prepare
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
the cauldron can’t be used again for 8 days. If you spend 1 minute touching the cauldron with a unicorn’s horn while reciting the poem called “The Witch Queen’s Cauldron” (see the accompanying sidebar
longer frozen in time. Destroying the cauldron, sending it to another plane of existence, or touching it with a unicorn’s horn for 1 minute while reciting “The Witch Queen’s Cauldron” ends the time
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
to Baphomet, which emerge from the helm as two will-o’-wisps that attempt to disrupt the ritual by attacking the individuals reciting the prayer and holding the sword. When the character holding the
sword makes the last saving throw, the ritual is complete. The will-o’-wisps are banished, and Ravengard comes to his senses. HELM OF TORM’S SIGHT
You can simplify the encounter with Ulder Ravengard
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
grimy dungeons? Cathartic for sure. Hygienic? Not so much. Strength, endurance, and fighting don’t necessarily have to come from unresolved childhood issues or a brooding, roiling well of anger. Primal
instincts are valuable, but there are plenty of primal forces in the world — including the unrestrained drive for wealth, power, and everything that comes with it.
THE CORPORATE BARBARIAN
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
disappears into the wall. This image repeats every few minutes, but the ghostly zombie comes from a different section of the wall each time. Purifying the Crypt Purifying the Crypt of the Talhund
requires quelling all the crypt hauntings and defeating the ghosts. When this happens, a sigh like grinding stone echoes through the crypt, and each room momentarily flickers with light. No more crypt
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
the chapel is strewn with debris, and you hear a soft voice from within reciting a prayer. Suddenly, the prayer is blotted out by an inhuman scream that rises up from beneath the wooden floor.
The
scream comes from the church’s undercroft (area E5g). The soft voice uttering the prayer belongs to Donavich, the priest (see area E5f). E5b. Doru’s Bedroom This dirty, lightless room contains a wooden
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
monsters might escape, and no one would know where they’d gone. He watches the hole from behind a boulder while he decides what to do next. If the characters don’t seek Pip, the boy comes home well after
described as “roiling heaps of tentacles,” Marthungrim returned here. His last entry describes his wounds getting worse. If the characters share the journal’s information with Gwyn, she recalls heroic tales
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
, the only obvious way across is via a narrow stone trestle built for rail carts. The sound of rhythmic hammering comes from somewhere beyond the magma rift.
The magma is 10 feet below the level of the
machines. So far, they haven’t noticed you.
The hammering sound comes from the east. Eight firenewt warriors (see appendix D) work here. They’re involved in their tasks and not expecting intruders, and
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
the shifting sea to all sides is the color of bruised flesh, roiling beneath a clear sky filled with unfamiliar constellations. Suddenly the door to the ship’s main cabin explodes out in a pulse of
location of the exit portal. Lending a Hand. Helping Dagdra complete her tasks involves a specific process and a number of ability checks, all at DC 12. When an order comes in, it appears magically on
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
has no reason to trust the characters, refuses to emerge from his hiding place. A character can earn the butler’s trust and coax him out by reciting Demitasse’s rhyme (see area P19) and then sharing a
jabberwock on sight. Windows. Bloodybeak is too big to enter the palace’s hallways, so it comes and goes through the aviary’s great windows, which at present are magically sealed shut. A knock spell
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
. Grain harvested from area 7 is brought here and made into flour. The grinding of the millstone, the cranking of the water wheel, and the rush of water pouring down the mountainside drown out most other
: General Features” sidebar for rules on opening doors and lifting portcullises). From the room beyond comes the sound of rushing water from the nearby river. The passage leads to a cold, dark, and vast
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
along the bottom of the mosaic reads: “Contemplate life. Death comes soon enough.”
Any character with proficiency in Religion recognizes this area as one in which priests dedicated to dealing with the
water presents no hazard to creatures that enter it, and is not difficult terrain. The east wall of this area is a roiling field of abyssal energy, marking the portal where Baphomet has used this area’s
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
minute of effort, though a knock spell or similar magic opens it with ease. Pulling a lever in area Z2 causes the doors to swing inward, stone grinding against stone. Arrow Slits. Two goblin psi
the jar and can still speak, though his voice comes out no louder than a whisper. Upon seeing the characters enter the room, he attempts to grab their attention (he has been attempting to get
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
sound of steel grinding flesh and bone, rising and falling at intervals. The noise means that Thayans here fail to perceive sounds of combat from nearby areas. Glyph Keys. Every one of the Red Wizards
ignores this effect if immune to being charmed). The magic blades in the arch come to life when any creature comes within 5 feet of the opening. A creature that moves through the arch must make a DC 15
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
next sunset, the sun doesn’t rise again for 36 hours. During this time, the sky over the region might hold a crimson moon, be obscured by roiling fog, or display blinking, alien stars. 36–40 During
Intense buzzing or grinding noises fill the region for the next 24 hours. With the exception of truly cacophonous sounds, creatures can only hear speech and noises that originate within 10 feet of them. 06
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
pillars, all carved of black jet. Glowing arcane runes surround the top edge of this shrine. Between the pillars, an unconscious humanoid is suspended in a roiling field of golden light.
Thereafter, you
her as well as one piece of lore. If Eira drops to 0 hit points, she disintegrates, her body turning to ash. 107. Temple of Winter A blast of freezing air comes through the open doors to this chamber
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
reciting the rhyme, “Neither gleaming sword nor magic tome can soothe the soul like hearth and home.” This rhyme is known to Zorhanna, Eliphas, the winter wolves, and Paliset Hall’s staff. The fey
evil wormed its way into the shard solitaire’s extradimensional rift and became trapped here, just as we are. This entity has a mind, but no body or soul. I believe it comes from a dimension called
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
dwarven city sprawl in the subterranean night. From somewhere within comes an agonized wail, followed by a breathless ramble of whimpering pleas. Then the whole city seems to join the chorus with the
, you hear the grinding of enormous gears hidden deep below the stone floor.
Two Howling Hatred priests (see chapter 7) supervise as five commoners slowly turn the westernmost wheel (see “Stone
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
in an endless tumult, like winter grinding its teeth in anticipation of its next freezing assault. Between these formidable obstacles lies windswept tundra dotted with settlements and the occasional
Dualdon, Lac Dinneshere, and Redwaters. By midsummer, Icewind Dale shakes off the torpor of winter and comes forth in full flower. Grasses grow two or three feet high in the span of weeks. Birds flock
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
pulverize creatures that it petrifies, turning them into a fine powder that can be used to make plaster. The pulverizer consists mainly of a tall stone bin with grinding gears at the bottom, and a chute where
Qrr’zarq.
Qrr’zarq comes from a colony of mind flayers in Undermountain that wants to implant Xanathar with an illithid tadpole and, through a magical process called ceremorphosis, turn the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
.
Five lizardfolk are always on duty here. If the characters make any noise in the nearby corridor, one of the guards comes out to investigate. On seeing intruders, he shouts to his comrades and then
against the south wall features a wooden bowl of fruit. A wooden bench is against the north wall, and in the center of the room a wooden chair faces the bench.
Three lizardfolk in robes are reciting a