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Classes
Player’s Handbook
regions of unspoiled nature, but when a significant danger arises, Druids take a more active role as adventurers who combat the threat.
Becoming a Druid...
As a Level 1 Character
Gain all the
, individual Druids gain their magic from nature, a nature deity, or both, and they typically unite with other Druids to perform rites that mark the passage of the seasons and other natural cycles
Monsters
Eberron: Rising from the Last War
strength as their servants — the fiends known as the Lords of Dust — scheme to unleash their ancient masters. The overlords gain strength when mortals embrace the dark paths laid down for them. And
as they grow stronger, they gain more influence.
Some thirty overlords are bound in Khyber. Two are described here: Rak Tulkhesh and Sul Khatesh, both of whom remain imprisoned and can't take physical
Genasi
Legacy
This doesn't reflect the latest rules and lore.
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Species
Elemental Evil Player's Companion
of savage humanoids and weird cults in untamed lands. Others gain positions of great influence, especially where elemental beings are revered. A few genasi leave the Material Plane to find refuge in
bloodlines of those genasi have spread into other lands. Though far from common, air and fire genasi are more likely to be found in the western regions of Faerûn, along the coast from Calimshan north
Monsters
Eberron: Rising from the Last War
— an ancient lich said to dwell in a castle of bone and ice in the coldest regions of the Lhazaar Principalities. Some stories say that she is served by a legion of undead and that she maintains a
for personal gain, but Illmarrow cares for nothing except increasing her necromantic knowledge and finding a way to restore her lost mark.
LADY ILLMARROW AND THE BLOOD OF VOL
The Blood of Vol and
Druid
Legacy
This doesn't reflect the latest rules and lore.
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Classes
Basic Rules (2014)
animals—the power of tooth and claw, of sun and moon, of fire and storm. Druids also gain the ability to take on animal forms, and some druids make a particular study of this practice, even to the
water—must remain in equilibrium. If one element were to gain power over the others, the world could be destroyed, drawn into one of the elemental planes and broken apart into its component
Paladin
Legacy
This doesn't reflect the latest rules and lore.
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Classes
Basic Rules (2014)
confession and forgiveness, the paladin starts fresh.
If a paladin willfully violates his or her oath and shows no sign of repentance, the consequences can be more serious. At the DM’s discretion
, an impenitent paladin might be forced to abandon this class and adopt another, or perhaps to take the Oathbreaker paladin option that appears in the Dungeon Master’s Guide.
Class Features
As a paladin, you gain the following class features.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
of Mount Celestia and in regions where its influence is felt, creatures are blessed by the pervasive beneficence of the plane. Creatures other than Fiends and Undead gain the benefit of the Bless
Arcadia and in regions where its influence is felt, creatures benefit from supernatural vitality, which grants them Immunity to the Frightened and Poisoned conditions. Blessed Beneficence On the plane
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
, individual Druids gain their magic from nature, a nature deity, or both, and they typically unite with other Druids to perform rites that mark the passage of the seasons and other natural cycles. Druids are
concerned with the delicate ecological balance that sustains plant and animal life and with the need for people to live in harmony with nature. Druids often guard sacred sites or watch over regions of
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
magic of animals, plants, and the four elements, Druids heal, transform into animals, and wield elemental destruction. Revering nature above all, individual Druids gain their magic from nature, a nature
sustains plant and animal life and with the need for people to live in harmony with nature. Druids often guard sacred sites or watch over regions of unspoiled nature, but when a significant danger
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Preserve the Balance For druids, nature exists in a precarious balance. The four elements that make up a world — air, earth, fire, and water — must remain in equilibrium. If one element were to gain
and vampires). Druids sometimes lead raids against such creatures, especially when the monsters encroach on the druids’ territory. Druids are often found guarding sacred sites or watching over regions
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
career to the epic heights of level 20. These tiers don’t have any rules associated with them; they point to the fact that the play experience evolves as characters gain levels. Tier 1 (Levels 1–4) In
choose a subclass. The threats they face usually pose a danger to local farmsteads or villages. Tier 2 (Levels 5–10) In tier 2, characters are full-fledged adventurers. Spellcasters gain iconic spells
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
career to the epic heights of level 20. These tiers don’t have any rules associated with them; they point to the fact that the play experience evolves as characters gain levels. Tier 1 (Levels 1–4) In
choose a subclass. The threats they face usually pose a danger to local farmsteads or villages. Tier 2 (Levels 5–10) In tier 2, characters are full-fledged adventurers. Spellcasters gain iconic spells
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Preserve the Balance For druids, nature exists in a precarious balance. The four elements that make up a world — air, earth, fire, and water — must remain in equilibrium. If one element were to gain
regions of unspoiled nature. But when a significant danger arises, threatening nature’s balance or the lands they protect, druids take on a more active role in combating the threat, as adventurers.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Natural Explorer You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert
you’re proficient in. While traveling for an hour or more in your favored terrain, you gain the following benefits: Difficult terrain doesn’t slow your group’s travel. Your group can’t become lost
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Natural Explorer You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert
you’re proficient in. While traveling for an hour or more in your favored terrain, you gain the following benefits: Difficult terrain doesn’t slow your group’s travel. Your group can’t become lost
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
are far more versatile than they were at lower levels, and they can usually find the right tool for a given challenge. Dedicated spellcasters gain access to 6th-level spells at 11th level, including
characters undertake. Adventurers explore uncharted regions and delve into long-forgotten dungeons, where they confront terrible masterminds of the lower planes, cunning rakshasas and beholders, and
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Other Heads of State The head of almost any nation described in chapter 2 could be your patron. For some nations and regions, it’s impossible to speak of a “head of state,” but you might enjoy the
Thrane and abroad. 18 Gain glory for Valenar by leading raids and battling threats from the Mournland. 19–20 On behalf of one member of Zilargo’s Triumvirate, collect information that could be used as leverage against the other two.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
and two major detrimental properties. Minor Beneficial Properties 1d100 Property 01–20 While attuned to the Artifact, you gain proficiency in one skill of the DM’s choice. 21–30 While attuned to
–90 As 61–70 above, except the spell is level 3. 91–00 While attuned to the Artifact, you gain a +1 bonus to Armor Class. Major Beneficial Properties 1d100 Property 01–20 While attuned to the
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
system to glimpse other regions of the Far Realm. The beholder would gaze into ten eyepieces to see random regions of the Far Realm. Several years ago, Golcuus inadvertently peered into the Briny Pool
corpse also causes the energy to dissipate, rendering the corpse safe to touch. Treasure. The thief’s belt contains four exquisite ornamental crystal daggers, each worth 600 gp. L5: Broken Glass This
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
elite champions who train alongside druids, rangers, and others sworn to protect nature. Other storm heralds hone their craft in lodges in regions wracked by storms, in the frozen reaches at the
, sea, or tundra. Your aura’s effect depends on that chosen environment, as detailed below. You can change your environment choice whenever you gain a level in this class. If your aura’s effects require
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
detrimental properties and two major detrimental properties. Minor Beneficial Properties d100 Property 01–20 While attuned to the artifact, you gain proficiency in one skill of the DM’s choice. 21–30
level. 81–90 As 61–70 above, except the spell is 3rd level. 91–00 While attuned to the artifact, you gain a +1 bonus to Armor Class. Major Beneficial Properties d100 Property 01–20 While
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
rare tomes scholars might carry to gain admission. The Guild knows the signs of a traveler headed for Candlekeep, and often dispatches robbers to steal books and resell them to the merchants of the city
of the city, the Flaming Fist, and numerous patriar families in Chult. This small military hub oversees much of the exploration (and exploitation) in regions of Chult claimed by Baldur’s Gate. It also
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
rare tomes scholars might carry to gain admission. The Guild knows the signs of a traveler headed for Candlekeep, and often dispatches robbers to steal books and resell them to the merchants of the city
Flaming Fist, and numerous patriar families in Chult. This small military hub oversees much of the exploration (and exploitation) in regions of Chult claimed by Baldur’s Gate. It also serves as a
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Circle of Dreams Druids who are members of the Circle of Dreams hail from regions that have strong ties to the Feywild and its dreamlike realms. The druids’ guardianship of the natural world makes
cover blocks the sphere. While within the sphere, you and your allies gain a +5 bonus to Dexterity (Stealth) and Wisdom (Perception) checks, and any light from open flames in the sphere (a campfire
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
cleans it doesn’t gain this boon. (Dwarven gods are not very forgiving.) Treasure. Beneath one of the overturned mine carts are four chunks of mithral ore, each worth 25 gp and weighing 10 pounds. 13b
well. The mine carts contain over a thousand chunks of copper ore, each weighing 10 pounds and worth 1 gp. The carts are so old that their axles are bent and rusted, rendering them inoperable.
Compendium
- Sources->Dungeons & Dragons->The Radiant Citadel
approve them again. As founding civilizations are rediscovered and rejoin the Radiant Citadel, the council is expanded, and the new Speakers gain power equal to that of their peers. A Speaker’s Role
Citadel, preventing the Jewels’ controls from functioning and rendering the vessels stranded. The Speaker who deactivated the Concord Jewels can reactivate the Jewels. (The rightful successor of a
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
approve them again. As founding civilizations are rediscovered and rejoin the Radiant Citadel, the council is expanded, and the new Speakers gain power equal to that of their peers. A Speaker’s Role
Citadel, preventing the Jewels’ controls from functioning and rendering the vessels stranded. The Speaker who deactivated the Concord Jewels can reactivate the Jewels. (The rightful successor of a
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
chwingas living in Icewind Dale or other cold regions can bestow using their Magical Gift action. Charm of Biting Cold. This charm has 3 charges. As a bonus action, you can expend 1 of the charm’s charges
taken. Once you do so, the charm vanishes from you. Charm of the Snow Walker. This charm has 3 charges. As an action, you can expend 1 of the charm’s charges to gain the following benefits for 24 hours
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Entémoch’s Boon This large cavern is located west of Blingdenstone (see the map of Underdark regions and locations in chapter 2) and has always been a closely guarded secret. Most svirfneblin who
becomes 1d4 + 6 days and the spell requires no concentration. The summoned elemental never becomes hostile toward the spell’s caster or its companions. To gain these benefits, the caster must provide
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Character Advancement In this adventure, the characters can gain a level by exploring different regions. After the characters complete at least one encounter in all four regions, everyone in the
party gains 1 level. This advancement occurs only once. If the characters are already level 3, they don’t gain a level for achieving this milestone. Region 1: Trail This dirt trail connects the Keep on
Magic Items
Infernal Machine Rebuild
and time, rendering it inoperable until those components are found again.
Infernal Machine Properties
d100
Beneficial Property
Detrimental Property
01
You have a flying speed of
object on the same plane as you and have the compass point constantly in the direction of the named target. You gain no knowledge of the distance to the target.
A specialized clockwork compass floats
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
their lost things will require the characters to explore the Feywild regions of Hither, Thither, and Yon (described in chapters 2, 3 and 4) and contend with the hags of the Hourglass Coven. The
. Determining What Was Lost Each character, having lost something precious as a child, is unable to gain inspiration (as described in the Player’s Handbook) until they get back what was taken from them. A
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
classmates practice magic at an arcane enclave Academy Perks With an academy as your group’s patron, you gain the following perks. Compensation. The academy pays for the work you do on its behalf. The nature
. Such documents grant you special status, such as access to forbidden regions or neutral standing in embattled areas. Such identification isn’t always a boon, though. In a land frequently plundered by
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Supernatural Regions Not all lands thrive as nature intended. Magical forces, strange interlopers, or tragic events can alter an area’s destiny, fundamentally changing the land. While the flora
affected location. The descriptions of the following supernatural regions summarize the region, present a table of potential effects within the affected area, and note triggers for a random effect. Feel
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
. The Uthgardt believe that their ancestors trapped their totem spirits under these mounds so that they and their descendants could commune with the spirits and gain their power. The Uthgardt fear magic
forests that surround the Silver Marches, and are even making forays into elf-controlled regions of the High Forest in an effort to find the Grandfather Tree and lay claim to it. Seriska Hungermaw is