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Classes
Player’s Handbook
;s armies, but even fewer people can claim the calling of a Paladin. When they do receive the call, these blessed folk turn from their former occupations and take up arms and magic.
Becoming a
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
Classes
Player’s Handbook
explosive fire, arcing lightning, subtle deception, and spectacular transformations. Their magic conjures monsters from other planes of existence, glimpses the future, or forms protective barriers. Their
Features table. See the multiclassing rules to determine your available spell slots.
Wizard Features
——Spell Slots per Spell Level——
Level
Proficiency Bonus
Monsters
Acquisitions Incorporated
slots): invisibility, Jim's glowing coin,* scorching ray
3rd level (3 slots): incite greed,* dispel magic, fireball
4th level (3 slots): conjure minor elementals, polymorph
5th level (1 slot): mislead
: 4 (1d4 + 2);{"diceNotation":"1d4+2","rollType":"damage","rollAction":"Dagger","rollDamageType":"piercing"} piercing damage.
Minor Conjuration. Jim conjures an inanimate object, no larger than 3 feet
Spells
Guildmasters’ Guide to Ravnica
Putting a finger to your head, you pull a memory, an idea, or a message from your mind and transform it into a tangible string of glowing energy called a thought strand, which persists for the
memory), you can transform the thoughts or memories you read, rather than your own, into a thought strand.
Casting this spell while holding a thought strand allows you to instantly receive whatever
Monsters
Bigby Presents: Glory of the Giants
envelops the land within 6 miles of the scion (see the Dungeon Master’s Guide for rules on extreme cold). If the climate in the area already features extreme cold, the cold is numbing—creatures
, Piercing, and Slashing from Nonmagical AttacksChilling Mist. The cradle magically conjures a cloud of chilling mist that fills a 30-foot-radius sphere centered on a point it can see within 90 feet of
Monsters
Mordenkainen Presents: Monsters of the Multiverse
);{"diceNotation":"5d8+7", "rollType":"damage", "rollAction":"Necrotic Bolt", "rollDamageType":"necrotic"} necrotic damage.
Conjure Undead (1/Day). While holding the Wand of Orcus, Orcus conjures Undead
Dungeon Master’s Guide.Orcus’s Lair
Orcus makes his lair in the fortress city of Naratyr, which is on Thanatos, the layer of the Abyss that he rules. Surrounded by a moat fed by the
Monsters
Quests from the Infinite Staircase
this role, Nafas sends adventurers to distant worlds to fulfill the wishes of creatures beyond his reach. Adventurers who return to Nafas successful receive gifts as rewards. As a noble genie, Nafas
palace within the Infinite Staircase where winds and wishes converge (see chapter 1 of Quests from the Infinite Staircase). Windcatchers rise above its spacious chambers and softly glowing domes, and
Magic Items
The Book of Many Things
your Intelligence, Wisdom, or Charisma as the spellcasting ability (your choice).
Priest. Your Wisdom score increases by 2, to a maximum of 22.
Prisoner. Glowing chains made of magical force appear
either decrease your number of declared draws by two or receive a rare or rarer wondrous item, which appears in your hands. The DM chooses the item.
Statue. You immediately have the petrified
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->Xanathar's Guide to Everything
. These “house rules,” presented below, serve as a sort of common language, ensuring that the rewards all characters receive are equivalent no matter what kind of adventure a character experienced.
Variant Rules A shared campaign might use some variant rules to handle certain aspects of the game. The Adventurers League, for instance, has variant systems for gaining levels and acquiring treasure
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
. These “house rules,” presented below, serve as a sort of common language, ensuring that the rewards all characters receive are equivalent no matter what kind of adventure a character experienced.
Variant Rules A shared campaign might use some variant rules to handle certain aspects of the game. The Adventurers League, for instance, has variant systems for gaining levels and acquiring treasure
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Healing Hit Points can be restored by magic, such as the Cure Wounds spell or a Potion of Healing, or by a Short or Long Rest (see the rules glossary). When you receive healing, add the restored Hit
Points to your current Hit Points. Your Hit Points can’t exceed your Hit Point maximum, so any Hit Points regained in excess of the maximum are lost. For example, if you receive 8 Hit Points of healing and have 14 Hit Points and a Hit Point maximum of 20, you regain 6 Hit Points, not 8.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Healing Hit Points can be restored by magic, such as the Cure Wounds spell or a Potion of Healing, or by a Short or Long Rest (see the Rules Glossary). When you receive healing, add the restored Hit
Points to your current Hit Points. Your Hit Points can’t exceed your Hit Point maximum, so any Hit Points regained in excess of the maximum are lost. For example, if you receive 8 Hit Points of healing and have 14 Hit Points and a Hit Point maximum of 20, you regain 6 Hit Points, not 8.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Healing Hit Points can be restored by magic, such as the Cure Wounds spell or a Potion of Healing, or by a Short or Long Rest (see the Rules Glossary). When you receive healing, add the restored Hit
Points to your current Hit Points. Your Hit Points can’t exceed your Hit Point maximum, so any Hit Points regained in excess of the maximum are lost. For example, if you receive 8 Hit Points of healing and have 14 Hit Points and a Hit Point maximum of 20, you regain 6 Hit Points, not 8.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Healing Hit Points can be restored by magic, such as the Cure Wounds spell or a Potion of Healing, or by a Short or Long Rest (see the rules glossary). When you receive healing, add the restored Hit
Points to your current Hit Points. Your Hit Points can’t exceed your Hit Point maximum, so any Hit Points regained in excess of the maximum are lost. For example, if you receive 8 Hit Points of healing and have 14 Hit Points and a Hit Point maximum of 20, you regain 6 Hit Points, not 8.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Class Features When you gain a new level in a class, you get its features for that level. You don’t, however, receive the class’s starting equipment, and a few features have additional rules when you’re multiclassing: Channel Divinity, Extra Attack, Unarmored Defense, and Spellcasting.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Class Features When you gain a new level in a class, you get its features for that level. You don’t, however, receive the class’s starting equipment, and a few features have additional rules when you’re multiclassing: Channel Divinity, Extra Attack, Unarmored Defense, and Spellcasting.
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Duels in the Repository Strixhaven students have the following rules for duels at the Furygale Repository: Only two students duel at a time. Duelists must use magic to defeat their opponents. Weapons
and magic items aren’t allowed. A duelist can’t receive aid from non-duelists. A duel is over when one duelist surrenders or is incapacitated. A duelist may not kill another duelist. Any duelist who
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Duels in the Repository Strixhaven students have the following rules for duels at the Furygale Repository: Only two students duel at a time. Duelists must use magic to defeat their opponents. Weapons
and magic items aren’t allowed. A duelist can’t receive aid from non-duelists. A duel is over when one duelist surrenders or is incapacitated. A duelist may not kill another duelist. Any duelist who
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
. Describe the Power of Secrets rules to the players at this time, but don’t let them spend any secrets yet. When the characters receive Vecna’s Link, they can spend secrets using the Power of Secrets rules, as described in the introduction.
Power of Secrets The characters can learn three secrets in this chapter applicable to the Power of Secrets rules found in this book’s introduction. These secrets are tied to three NPCs whom the
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
. Describe the Power of Secrets rules to the players at this time, but don’t let them spend any secrets yet. When the characters receive Vecna’s Link, they can spend secrets using the Power of Secrets rules, as described in the introduction.
Power of Secrets The characters can learn three secrets in this chapter applicable to the Power of Secrets rules found in this book’s introduction. These secrets are tied to three NPCs whom the
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
those points and then lose 2 Hit Points. Duration Temporary Hit Points last until they’re depleted or you finish a Long Rest (see the rules glossary). Temporary Hit Points Don’t Stack Temporary Hit
Points can’t be added together. If you have Temporary Hit Points and receive more of them, you decide whether to keep the ones you have or to gain the new ones. For example, if a spell grants you 12
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
those points and then lose 2 Hit Points. Duration Temporary Hit Points last until they’re depleted or you finish a Long Rest (see the rules glossary). Temporary Hit Points Don’t Stack Temporary Hit
Points can’t be added together. If you have Temporary Hit Points and receive more of them, you decide whether to keep the ones you have or to gain the new ones. For example, if a spell grants you 12
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
those points and then lose 2 Hit Points. Duration Temporary Hit Points last until they’re depleted or you finish a Long Rest (see the Rules Glossary). Temporary Hit Points Don’t Stack Temporary Hit
Points can’t be added together. If you have Temporary Hit Points and receive more of them, you decide whether to keep the ones you have or to gain the new ones. For example, if a spell grants you 12
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
those points and then lose 2 Hit Points. Duration Temporary Hit Points last until they’re depleted or you finish a Long Rest (see the Rules Glossary). Temporary Hit Points Don’t Stack Temporary Hit
Points can’t be added together. If you have Temporary Hit Points and receive more of them, you decide whether to keep the ones you have or to gain the new ones. For example, if a spell grants you 12
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
secrets. The characters can spend secrets like currency once they receive Vecna’s Link in chapter 1. Throughout the adventure, the characters can learn many secrets. Each chapter’s beginning includes a
“Power of Secrets” section that lists each secret that can be used with these rules. The Secrets Tracker in appendix C helps you keep track of secrets the characters have learned. The Secrets Tracker includes spoilers, so keep it hidden from the players.
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
been pushed toward the wall and its chairs haphazardly tossed out of the way. In the middle of the room hop four unusual frogs. Each is glowing in vibrant colors—red, blue, violet, and orange—and has
frogs with us?” The amphibians in the lounge are four frogs that students found outside the café and smuggled inside. The frogs’ glowing colors appear to be the result of some magic the students haven’t
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
been pushed toward the wall and its chairs haphazardly tossed out of the way. In the middle of the room hop four unusual frogs. Each is glowing in vibrant colors—red, blue, violet, and orange—and has
frogs with us?” The amphibians in the lounge are four frogs that students found outside the café and smuggled inside. The frogs’ glowing colors appear to be the result of some magic the students haven’t
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
secrets. The characters can spend secrets like currency once they receive Vecna’s Link in chapter 1. Throughout the adventure, the characters can learn many secrets. Each chapter’s beginning includes a
“Power of Secrets” section that lists each secret that can be used with these rules. The Secrets Tracker in appendix C helps you keep track of secrets the characters have learned. The Secrets Tracker includes spoilers, so keep it hidden from the players.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
fire, arcing lightning, subtle deception, and spectacular transformations. Their magic conjures monsters from other planes of existence, glimpses the future, or forms protective barriers. Their mightiest
Features table. As a Multiclass Character Gain the Hit Point Die from the Core Wizard Traits table. Gain the Wizard’s level 1 features, which are listed in the Wizard Features table. See the multiclassing rules in chapter 2 to determine your available spell slots.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Across the Fungal Fields Once the characters receive Basidia’s spores and overcome Juiblex’s black pudding spies, they should set out at once for the depths of Araumycos as the rapport takes hold
colors of fungi transform the caverns you pass through into softly glowing meadows. The floor is spongy, and the myconid spores are making you start to feel drowsy — at least, you hope that’s what’s
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->Out of the Abyss
Across the Fungal Fields Once the characters receive Basidia’s spores and overcome Juiblex’s black pudding spies, they should set out at once for the depths of Araumycos as the rapport takes hold
colors of fungi transform the caverns you pass through into softly glowing meadows. The floor is spongy, and the myconid spores are making you start to feel drowsy — at least, you hope that’s what’s
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
transformations. Their magic conjures monsters from other planes of existence, glimpses the future, or forms protective barriers. Their mightiest spells change one substance into another, call meteors
Die from the Core Wizard Traits table. Gain the Wizard’s level 1 features, which are listed in the Wizard Features table. See the multiclassing rules in “Creating a Character” to determine your available spell slots.
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