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Magic Items
Dungeon Master’s Guide
following day, remaining until Orcus dismisses them.
Sentience. The Wand of Orcus is a sentient Chaotic Evil item with an Intelligence of 16, a Wisdom of 12, and a Charisma of 16. It has hearing and
Darkvision out to 120 feet.
The wand communicates telepathically with its wielder and speaks Abyssal and Common.
Personality. The wand’s purpose is to help satisfy Orcus’s desire to slay
Monsters
Mordenkainen Presents: Monsters of the Multiverse
of evil. Having one horn is most common, but a particularly fierce ki-rin might have two horns or a set of antlers like those of a great stag.
In many lands, common folk view ki-rins as heralds of
over, and one ki-rin might safeguard an area that encompasses several nations.Lair of Luxury
On the celestial planes, ki-rins reside in lofty, elegant aeries filled with luxurious objects. On the
Magic Items
Quests from the Infinite Staircase
cast the spell, the last of the remaining fuel is expended, and the flame goes out.
Lenses
Lens Color
Spell
Fuel Cost
Amethyst
Reverse Gravity
3,000 gp
Diamond
Disintegrate
5,000 gp
Destroying the Lantern. To destroy the lantern, the creature attuned to it must forsake all material possessions except for the lantern and common clothes. Then the creature must
Species
Eberron: Rising from the Last War
night at bay. Smith, carpenter, alchemist—the best all carry my seal.
—Baron Merrix d’Cannith
The Mark of Making guides its bearer through any act of creation. The bearer of the
-marked Cannith forgeholds use streamlined forms of production to quickly produce common goods. Even independent artisans often learn their trade at Cannith academies and adhere to Cannith standards
Backgrounds
Baldur’s Gate: Descent into Avernus
bestowed? How much influence do they wield, and over what area? What kind of reputation does your family have among the other aristocrats of the region? How do the common people regard them?
What&rsquo
Thanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk make every
Shifter
Legacy
This doesn't reflect the latest rules and lore.
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Species
Eberron: Rising from the Last War
body and mind. Some shifters believe that these spirits are independent entities, and they may speak of Bear or Wolf as ancestors or guides. Most just see the beast within as a formidable expression
within they physically transform for a short time.
A shifter’s beast within is reflected by the shifter’s subrace. Four subraces are especially common:
Beasthide often signifies the
Noble
Legacy
This doesn't reflect the latest rules and lore.
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Backgrounds
Basic Rules (2014)
bestowed? How much influence do they wield, and over what area? What kind of reputation does your family have among the other aristocrats of the region? How do the common people regard them?
What&rsquo
Privelege
Thanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk make every
Knight
Legacy
This doesn't reflect the latest rules and lore.
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Backgrounds
Player’s Handbook (2014)
bestowed? How much influence do they wield, and over what area? What kind of reputation does your family have among the other aristocrats of the region? How do the common people regard them?
What&rsquo
retainers is replaced by a noble who serves as your squire, aiding you in exchange for training on his or her own path to knighthood. Your two remaining retainers might include a groom to care for your
races
Mordenkainen Presents: Monsters of the Multiverse
astral clouds.
Githyanki who reside in the Astral Plane can live indefinitely.
Creating Your Character
At 1st level, you choose whether your character is a member of the human race or of a fantastical
above 20.
Languages
Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The Player’s Handbook offers a list of
Wand of Orcus
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Dungeon Master’s Guide (2014)
, remaining until Orcus dismisses them.
Sentience. The Wand of Orcus is a sentient, chaotic evil item with an Intelligence of 16, a Wisdom of 12, and a Charisma of 16. It has hearing and darkvision out
to a range of 120 feet.
The wand communicates telepathically with its wielder and can speak, read, and understand Abyssal and Common.
Personality. The wand’s purpose is to help satisfy Orcus
Firbolg
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
heart of the world and monuments to the durability of life.
In their role as caretakers, firbolgs live off the land while striving to remain in balance with nature. Their methods reflect common
offering food and other supplies to aid their departure. If those who insist on remaining respect nature, take only what they need, and live in harmony with the wood, firbolgs explore the possibility
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
and Hearth. She guides and protects communities and families, inspiring people to work together for the common good. Dol Arrah is the sun that drives away the darkness. She stands for wisdom in war and
for those who fight with honor, pursue justice, and make sacrifices for the greater good. Dol Dorn is the Sovereign of Strength and Steel. He is the patron of the common soldier, and he guides the
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Within the Castle Once the conversation with Marshal Vendri is complete, a guard guides the characters to the fourth floor while sharing details about the castle. Built centuries ago, the castle was
and officer lodgings fill the second floor. Third Floor. Castle guards lodge on the third floor. Most other soldiers reside elsewhere in the city or in the castle’s ancillary structures. Fourth Floor
races
Mordenkainen Presents: Monsters of the Multiverse
With ever-changing appearances, changelings reside in many societies undetected. Each changeling can supernaturally adopt any face they like. For some changelings, a new face is only a disguise. For
can follow those suggestions or ignore them, but you can’t raise any of your scores above 20.
Languages
Your character can speak, read, and write Common and one other language that you and
Magic Items
Lost Laboratory of Kwalish
, the remaining number of cards fly from the deck on their own and take effect all at once.
Once a card is drawn, it fades from existence. Unless the card is the Fool or the Jester, the card reappears
common or uncommon magic weapon with which you are proficient, or a spell scroll featuring a spell of a level you can cast, appears in your hands. The DM chooses the weapon or spell, which you
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
honored dead. People. The inhabitants of San Citlán typically have skin of light to medium brown, black hair, and dark eyes. Humans and dwarves are the most common folk in the city. A small number of
intelligent Undead known as olvidados (detailed below) also reside here and are fully accepted as citizens. Languages. The language of San Citlán is Citlanés, which is related to Tletlahtolli (the
Orc
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
battle or illness, but an orc can live to about 40, remaining healthy almost up until the end. Luthic’s divine blessing can further extend an orc’s life, though Gruumsh is never happy when
rival orcs first and foremost as competitors for food and victims.
On some occasions, though, tribes that have a common concern band together. The result is an orc horde — a sea of slavering
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Event 1: River’s Edge Lulu guides the characters toward Zariel, finding her on the ground of Avernus beneath Elturel. Read or paraphrase the following to set the scene: Elturel hangs above you and
is cut down and dissolves to ichor that flows into the Styx. The devils attack at range with Hurl Flame attacks. Each devil has 125 hit points remaining and fights to the death. Between this event and
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
area extends under area 22, as indicated on map 16. The rough-walled chamber contains the following: Warriors. Ten githyanki warriors (five females and five males) reside here. If they have not been
remaining warriors then retreat to area 27. The githyanki knight and the red dragon in area 21a investigate any combat or other disturbance in this area. Treasure. There are five Dragonchess sets here. Each set has transparent crystal pieces and is worth 250 gp.
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
a special mummy lord whose magic pervades his tomb. Since Diderius is neutral rather than evil, the area lacks the evil magic common to other mummy-lord tombs. A few chambers of the tomb have the
appearance of opulent and well-kept rooms suitable for a noble archmage. This effect is an illusion, however, failing to cover the rank scent of dust and decay. Diderius’s magic also guides those who show proper respect.
Map 11.1: Tomb of Diderius
View Player Version
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Strixhaven Campus Guide With cheerful dispositions and a knack for walking backward, Strixhaven campus guides lead gaggles of prospective students on tours. The guides’ gold and silver chassis are
built in shapes reminiscent of the star arches surrounding Strixhaven. Embedded in their chests are holographic maps of the university’s campuses, which the guides use to provide directions. However
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Haunted Heroes Ravenloft encourages you and your group to safely explore the thrill of all manner of ghost stories, mysteries, and other tales of terror. While chapter 4 guides DMs in how to craft
spooky experience if they’re not aware of your interests in and thresholds for participating in fear-focused adventures. This section highlights elements common to frightening D&D games, features that
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Scout Scouts are skilled hunters and trackers who offer their services for a fee. Most hunt wild game, but a few work as bounty hunters, serve as guides, or provide military reconnaissance. Scout
)
WIS
13 (+1)
CHA
11 (+0)
Skills Nature +4, Perception +5, Stealth +6, Survival +5
Senses passive Perception 15
Languages any one language (usually Common)
Challenge 1/2 (100 XP
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
many places the most dominant. Their cultural and societal makeup runs the gamut, from the cosmopolitan folk who reside in great cities such as Baldur’s Gate and Waterdeep to the barbarians who rage
anew alongside or on top of an earlier community. It follows, then, that the most common feature of humans is their lack of commonality. This diversity has enabled human civilizations to grow faster
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
wealthiest citizens of Sharn. Common folk are cremated after death, but members of the Sixty Families and others with sufficient wealth have their remains interred in the tombs and tunnels of this necropolis
. Few people reside in this area. Among its major features are Aureon’s Holt, a temple of the Restful Watch, where Sovereign priests conduct funerals and serve as the caretakers of the tombs. Warden
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
the drop tube, Aphelion appears on a screen outside the tube and speaks to them in Common: “Greetings, explorers! Welcome to the observation deck. There are a few tasks in need of completion on this
three androids on this floor. This time, each of the androids must reside in a different room. Aphelion suggests the characters begin their search with the athletic facilities to the north. Trim the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
The Great Wheel The default D&D cosmology includes more than two dozen planes, detailed in this chapter. The most common understanding of these planes visualizes them as a group of concentric wheels
deities and Fiends reside Planes arranged in a complex system of orbits, with planes exerting greater influence on the Material Plane the closer they draw to it
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
dedication to evil. An elemental priest protects and guides the common people, using elemental magic to better their lives. An elemental cultist demands abasement, sacrifice, and obedience. The element
hold a social position similar to that of religious hermits or tribal shamans of other worlds. Common Athasians, especially those who live outside the walls of the city-states, revere elemental
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
district of Precarious. The area’s rough and poor, filled with sailors and dockworkers. Many of these boisterous folk love the life in Cliffside; as a common saying goes, “Better a tankard of ale in
, who sell their services as guides to help ships traveling to Xen’drik. In fact, the sahuagin rarely initiate violence, but there have been clashes between them and aggressive, drunken sailors.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
16
Languages any one language (usually Common)
Challenge 9 (5,000 XP)
Indomitable (2/Day). The champion rerolls a failed saving throw.
Second Wind (Recharges after a Short or Long Rest). As a
ft., one target. Hit: 12 (2d6 + 5) slashing damage, plus 7 (2d6) slashing damage if the champion has more than half of its total hit points remaining.
Shortbow. Ranged Weapon Attack: +6 to hit
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
Athletics +9, Intimidation +5, Perception +6
Senses passive Perception 16
Languages any one language (usually Common)
Challenge 9 (5,000 XP)
Indomitable (2/Day). The champion rerolls a failed saving
points remaining.
Shortbow. Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage, plus 7 (2d6) piercing damage if the champion has more than half of its total hit points remaining.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
some of the Tyrant’s most important identities: Ek, often called Tyrant One, guides the inner circle of changelings that leads the organization. Kilk is the city councilor for Lower Tavick’s Landing and
the Dragoneyes district. This location is a common destination for people who want to purchase secrets from the Tyrants. Though the Spider often sells secrets for gold, sometimes it will trade its knowledge only for services or other secrets.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Composition A tarokka deck has fifty-four cards, each of which has its own name. Forty of them comprise the common deck, which is divided into four suits: swords, coins, stars, and glyphs. Each suit
is also known as the healer, and the wizard card is also known as the master of stars. The remaining fourteen cards make up the high deck, which symbolizes the natural forces of the multiverse. These cards are represented by a crown symbol and are the most powerful cards in the deck.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
the Wynarns, the royal bloodline of Galifar. Despite their differences, an Aundairian has more in common with a Thrane than with a Zil gnome or a Lhazaar pirate. A century ago Galifar collapsed into
remain divided today, sharing Khorvaire with the new nations established by the Treaty of Thronehold. The remaining Five Nations remain the largest and most powerful countries in Khorvaire. The Treaty of
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
declare their status and ornament themselves with claws and small bones taken from defeated opponents. While intensely territorial, the Ironmanes sometimes offer their services as guards or guides
, though they generally disdain working for anyone but other leonin. Numerous leonin fighters and rangers count themselves as Ironmanes. Sun Guides True children of Oreskos, the Sun Guides have lived in