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Magic Items
Dungeon Master’s Guide
As a Magic action, you can place this 1-inch adamantine statuette on the ground and, using a command word, cause it to grow rapidly into a square adamantine tower. Repeating the command word causes
interior is divided into two floors, with a ladder, staircase, or ramp (your choice) connecting them. This ladder, staircase, or ramp ends at a trapdoor leading to the roof. When created, the tower has
Monsters
Fizban's Treasury of Dragons
lair has the following features:
Connecting Passages. Because a deep dragon lacks a sapphire dragon’s ability to shape stone, add a few connecting passages or secret doors to otherwise
.
Verdant Growth. Vegetation and fungi within 6 miles of the dragon’s lair grow faster and cover a greater area than they normally would. Foraging in this area yields twice the usual amount of food
Monsters
Fizban's Treasury of Dragons
features:
Connecting Passages. Because a deep dragon lacks a sapphire dragon’s ability to shape stone, add a few connecting passages or secret doors to otherwise inaccessible chambers, possibly
fungi within 6 miles of the dragon’s lair grow faster and cover a greater area than they normally would. Foraging in this area yields twice the usual amount of food.
If the dragon dies, these
Monsters
Fizban's Treasury of Dragons
of caves and tunnels; the stone surfaces are smooth and water-worn, and the air is cool and slightly damp.
Glowing Crystals. Large clusters of glowing amethyst crystals grow out from the walls and
, preferring caverns with at least one entrance submerged underwater. They prize locations with a combination of open space, connecting tunnels, and dead ends to make the most of their natural and
Backgrounds
Guildmasters’ Guide to Ravnica
member you can receive free healing and care at a Selesnya enclave, though you must provide any material components needed for spells.
Selesnya Guild Spells
Prerequisite: Spellcasting or Pact Magic
, empathetic, and generally peaceful — unless roused to action. Their flaws and bonds alike grow naturally from their close ties to the community.
Personality Traits
d8
Personality Trait
Monsters
Fizban's Treasury of Dragons
the air is cool and slightly damp.
Glowing Crystals. Large clusters of glowing amethyst crystals grow out from the walls and ceiling, casting dim light in a 30-foot radius.
Chimneys. Two chimneys
. They prize locations with a combination of open space, connecting tunnels, and dead ends to make the most of their natural and magical mobility, using flight and teleportation to navigate obstacles in
Magic Items
The Book of Many Things
offer, it returns to its home plane.
Giant. You immediately grow 2d10 inches in height, and your hit point maximum and current hit points both increase by 20.
Humanoid. You can immediately choose to
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
spells
questions before the spell ends. You receive a correct answer for each question. Old Ones aren’t necessarily omniscient, so you might receive “unclear” as an answer if a question pertains
an answer instead.
When you cast this spell, roll a d20;{"diceNotation":"1d20", "rollType":"roll", "rollAction":""}. If you roll a 1, the deity appears in the nearest unoccupied space and attacks creatures (including you) in the area for the spell’s duration before returning to its realm.
monsters
-Niggurath’s space is filled with magical fire it is banished from the world and prevented from returning for 4d10;{"diceNotation":"4d10", "rollType":"roll", "rollAction":"Boundless Horror"} years
community survives and in time its numbers swell.
Growing Demands. As the community thrives, the demands placed upon them grow. Soon, they must offer up so many living sacrifices that they cannot afford to
Kobold
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
network of passages beneath the streets, connecting them to a nearby waterway and greatly improving the town’s sanitation. If the kobolds like the area and aren’t mistreated by the humans
hidden that the surface-dwelling citizens in the area often don’t know what lies beneath them.
Because the kobolds make sure they stay out of the way of anyone more dangerous than themselves, grow
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
were taken. Some three months after their return, they receive a summons to the dwarf kingdom of Gauntlgrym in the North. King Bruenor Battlehammer desires an audience with them regarding their
experiences in the Underdark. Representatives of several factions with an interest in what is happening in the Underdark will also be in attendance. Following the audience, Bruenor extends an offer to the characters, who are tasked with returning to the Underdark once more on a perilous mission.
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Character Advancement If you want to use story-based level advancement, the characters receive experience points for achieving the following milestones rather than defeating monsters: Obtaining the
. Returning the Books of Prophecy. The characters gain 1 level when they deliver the second set of Books of Prophecy to Shalfey. If you follow this method, the characters should reach 6th level by the adventure’s conclusion.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
were taken. Some three months after their return, they receive a summons to the dwarf kingdom of Gauntlgrym in the North. King Bruenor Battlehammer desires an audience with them regarding their
experiences in the Underdark. Representatives of several factions with an interest in what is happening in the Underdark will also be in attendance. Following the audience, Bruenor extends an offer to the characters, who are tasked with returning to the Underdark once more on a perilous mission.
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Character Advancement If you want to use story-based level advancement, the characters receive experience points for achieving the following milestones rather than defeating monsters: Obtaining the
. Returning the Books of Prophecy. The characters gain 1 level when they deliver the second set of Books of Prophecy to Shalfey. If you follow this method, the characters should reach 6th level by the adventure’s conclusion.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Leaving the Chasm Once the characters get what they came for, there’s little reason to stay. In fact, characters who stay too long run the risk of encountering six gnolls returning from a hunt
they leave alive remain a potential threat to Ten-Towns. Real Adventure Hook If the characters retrieve the hook of fisher’s delight, they might decide to keep it, or they might try returning it to
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Leaving the Chasm Once the characters get what they came for, there’s little reason to stay. In fact, characters who stay too long run the risk of encountering six gnolls returning from a hunt
they leave alive remain a potential threat to Ten-Towns. Real Adventure Hook If the characters retrieve the hook of fisher’s delight, they might decide to keep it, or they might try returning it to
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
with room to spare, connecting the Evermoor Way into and through Yartar. The road leads east to Everlund and Silverymoon, and west to Triboar and eventually Waterdeep via the Long Road. Yartar is
). Reason to Visit. The “Dark Dealings in Yartar” side trek (chapter 6) brings the characters here. More broadly, characters affiliated with the Lords’ Alliance can readily receive support in Yartar, and Harpers and Zhentarim can get aid, too, if they’re discreet and know how to contact an agent in town.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
with room to spare, connecting the Evermoor Way into and through Yartar. The road leads east to Everlund and Silverymoon, and west to Triboar and eventually Waterdeep via the Long Road. Yartar is
). Reason to Visit. The “Dark Dealings in Yartar” side trek (chapter 6) brings the characters here. More broadly, characters affiliated with the Lords’ Alliance can readily receive support in Yartar, and Harpers and Zhentarim can get aid, too, if they’re discreet and know how to contact an agent in town.
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
-tree Vitu-Ghazi. A dryad, called a voda, is called forth from that central tree to be the leader of the community, connecting the vernadi and its devotees to the Worldsoul and uniting them with the
has always been troubled. The Living Guildpact is absent, but the Guildpact comes and goes. The Worldsoul has not changed, nor has the will of Mat’Selesnya: the conclave’s main goal is to grow, as it
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
-tree Vitu-Ghazi. A dryad, called a voda, is called forth from that central tree to be the leader of the community, connecting the vernadi and its devotees to the Worldsoul and uniting them with the
has always been troubled. The Living Guildpact is absent, but the Guildpact comes and goes. The Worldsoul has not changed, nor has the will of Mat’Selesnya: the conclave’s main goal is to grow, as it
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Daern’s Instant Fortress Wondrous Item, Rare (Requires Attunement) As a Magic action, you can place this 1-inch adamantine statuette on the ground and, using a command word, cause it to grow rapidly
, with arrow slits on all sides and a battlement atop it. Its interior is divided into two floors, with a ladder, staircase, or ramp (your choice) connecting them. This ladder, staircase, or ramp ends at
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Daern’s Instant Fortress Wondrous Item, Rare (Requires Attunement) As a Magic action, you can place this 1-inch adamantine statuette on the ground and, using a command word, cause it to grow rapidly
, with arrow slits on all sides and a battlement atop it. Its interior is divided into two floors, with a ladder, staircase, or ramp (your choice) connecting them. This ladder, staircase, or ramp ends at
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Daern’s Instant Fortress Wondrous Item, Rare (Requires Attunement) As a Magic action, you can place this 1-inch adamantine statuette on the ground and, using a command word, cause it to grow rapidly
, with arrow slits on all sides and a battlement atop it. Its interior is divided into two floors, with a ladder, staircase, or ramp (your choice) connecting them. This ladder, staircase, or ramp ends at
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Daern’s Instant Fortress Wondrous Item, Rare (Requires Attunement) As a Magic action, you can place this 1-inch adamantine statuette on the ground and, using a command word, cause it to grow rapidly
, with arrow slits on all sides and a battlement atop it. Its interior is divided into two floors, with a ladder, staircase, or ramp (your choice) connecting them. This ladder, staircase, or ramp ends at
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
state of things in the Underdark and to court their aid in finding out more about the situation. The representatives of each faction receive a briefing on what the characters told Bruenor, and all have an
clandestine meeting — perhaps in the characters’ quarters, in an out-of-the-way alcove of the Iron Tabernacle, or in the Great Forge. King Bruenor is the original proponent of the adventurers returning to
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
state of things in the Underdark and to court their aid in finding out more about the situation. The representatives of each faction receive a briefing on what the characters told Bruenor, and all have an
clandestine meeting — perhaps in the characters’ quarters, in an out-of-the-way alcove of the Iron Tabernacle, or in the Great Forge. King Bruenor is the original proponent of the adventurers returning to
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
flocks, rampaging through croplands, and attacking homesteads and travelers. In settlements, discord and suspicion grow. Sinister strangers lurk in the shadows, whispering about how everything is soon
and unleash its destructive power everywhere. And they are further along in their plans than most people in the North realize. Four elemental cults grow in power in the Sumber Hills, claiming
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
the same goals. At the beginning of the campaign, the characters might discover a community in desperate straits and receive Karametra’s blessing as they restore it to a state of safety and prosperity
. Or they might find their home destroyed, only to receive a vision from Karametra that she’s placing the community’s refugees in their care. The greatest danger to champions of Karametra is walking
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
the same goals. At the beginning of the campaign, the characters might discover a community in desperate straits and receive Karametra’s blessing as they restore it to a state of safety and prosperity
. Or they might find their home destroyed, only to receive a vision from Karametra that she’s placing the community’s refugees in their care. The greatest danger to champions of Karametra is walking
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
flocks, rampaging through croplands, and attacking homesteads and travelers. In settlements, discord and suspicion grow. Sinister strangers lurk in the shadows, whispering about how everything is soon
and unleash its destructive power everywhere. And they are further along in their plans than most people in the North realize. Four elemental cults grow in power in the Sumber Hills, claiming
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
help to free me?”
The characters receive an impression of the direction to the entrance of the tomb, but the mysterious voice doesn’t respond to any queries. As they follow the voice, a narrow side
FEATURES
As characters explore the Lost Tomb of Khaem, keep in mind the following features.
Ceilings. Room ceilings are 15 feet high. The hallways connecting them are 10 feet high.
Doors. Each door in
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
help to free me?”
The characters receive an impression of the direction to the entrance of the tomb, but the mysterious voice doesn’t respond to any queries. As they follow the voice, a narrow side
FEATURES
As characters explore the Lost Tomb of Khaem, keep in mind the following features.
Ceilings. Room ceilings are 15 feet high. The hallways connecting them are 10 feet high.
Doors. Each door in
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
-foot-high ceilings, with 7-foot-high doorways connecting them. Climbing the outside walls without equipment requires a successful DC 15 Strength (Athletics) check. Each of the doors in the towers, as
in a magical force field. Duhlark’s paranoia continued to grow, until he suspected Alcedor of selling their secrets. Alcedor left the towers, never to be heard from again, and Duhlark became a recluse who died in his own fortress.
Magic Items
Infernal Machine Rebuild
, a supply of which can always be produced from the machine’s inner workings. This silver wire shares the same general nature as the silvery cord of an astral projection spell, connecting to the
violates the unicorn’s alignment, the unicorn immediately vanishes.
You grow a unicorn horn.
10
A specialized clockwork compass floats in front of you. You can name one character, place, or
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
-foot-high ceilings, with 7-foot-high doorways connecting them. Climbing the outside walls without equipment requires a successful DC 15 Strength (Athletics) check. Each of the doors in the towers, as
in a magical force field. Duhlark’s paranoia continued to grow, until he suspected Alcedor of selling their secrets. Alcedor left the towers, never to be heard from again, and Duhlark became a recluse who died in his own fortress.