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Spells
Player’s Handbook
You touch a creature that has been dead for no longer than 200 years and that died for any reason except old age. The creature is revived with all its Hit Points.
This spell closes all wounds
, neutralizes any poison, cures all magical contagions, and lifts any curses affecting the creature when it died. The spell replaces damaged or missing organs and limbs. If the creature was Undead, it is
Backgrounds
Baldur’s Gate: Descent into Avernus
visit prosperous Bloomridge to try a fashionable restaurant or boutique, or watch a spectacle at the Oasis Theater, the patriars have little reason to venture into the dirtier, more dangerous parts of the
almost all the nobility of Baldur’s Gate. As a result, for those who wish to play patriars, the Patriar feature below replaces the Position and Privilege feature of the noble background. Those who
Monsters
Icewind Dale: Rime of the Frostmaiden
time). Thus, she has no reason to capitulate to mortals’ demands. As the embodiment of winter’s cruelty, she is incapable of showing mercy or compassion. Play her as a supremely cold and
.
A stat block is given for each of Auril’s three forms. These descriptions do not reflect Auril at full power, but rather Auril as she is encountered in this adventure.Lair Actions
Auril
Monsters
Icewind Dale: Rime of the Frostmaiden
can’t truly die (although the characters can rid the world of her for a time). Thus, she has no reason to capitulate to mortals’ demands. As the embodiment of winter’s cruelty, she is
loses all the traits and actions of the old form and gains those of the new form.
A stat block is given for each of Auril’s three forms. These descriptions do not reflect Auril at full power, but
Backgrounds
Sword Coast Adventurer's Guide
possibilities.)
Now you’re looking for something else, perhaps greater reward for the risks you take, or the freedom to choose your own activities. For whatever reason, you’re leaving
civilization. Silent Rain. Consisting solely of elves, Silent Rain is a legendary mercenary company operating out of Evereska. Caring little for gold or fame, Silent Rain agrees only to jobs that either
Monsters
Van Richten’s Guide to Ravenloft
vaporous visions amid the fog, mysterious eddies in the Mists sometimes gather such evils, forcing them into unique, misshapen bodies untethered from the laws of reason or reality. Such unspeakable
Dread are far from safe—or empty.
Mist horrors are bodiless spirits of dread, entities given form by the fears of those they encounter. Mist horrors use the unspeakable horror stat block with the
Monsters
Van Richten’s Guide to Ravenloft
into unique, misshapen bodies untethered from the laws of reason or reality. Such unspeakable horrors might continue to haunt the misty netherworld between the Domains of Dread, or they might slink
fog, finding it preferable to horrors elsewhere. But the Mists drifting between the Domains of Dread are far from safe—or empty.
Mist horrors are bodiless spirits of dread, entities given form by
Monsters
Van Richten’s Guide to Ravenloft
eddies in the Mists sometimes gather such evils, forcing them into unique, misshapen bodies untethered from the laws of reason or reality. Such unspeakable horrors might continue to haunt the misty
.
Mist horrors are bodiless spirits of dread, entities given form by the fears of those they encounter. Mist horrors use the unspeakable horror stat block with the Malleable Mass body option, which makes
Monsters
Van Richten’s Guide to Ravenloft
, forcing them into unique, misshapen bodies untethered from the laws of reason or reality. Such unspeakable horrors might continue to haunt the misty netherworld between the Domains of Dread, or they
given form by the fears of those they encounter. Mist horrors use the unspeakable horror stat block with the Malleable Mass body option, which makes them appear to be composed of living mist. Further
Backgrounds
Baldur’s Gate: Descent into Avernus
want.
4
I’m a born gambler who can’t resist taking a risk for a potential payoff.
5
I lie about almost everything, even when there’s no good reason to.
6
Sarcasm and
insults are my weapons of choice.
7
I keep multiple holy symbols on me and invoke whatever deity might come in useful at any given moment.
8
I pocket anything I see that might have some
Monsters
Icewind Dale: Rime of the Frostmaiden
might prove helpful:
So long as she has mortal worshipers, Auril can’t truly die (although the characters can rid the world of her for a time). Thus, she has no reason to capitulate to mortals
form survives. When she transitions from one form to another, she loses all the traits and actions of the old form and gains those of the new form.
A stat block is given for each of Auril’s three
Monsters
Van Richten’s Guide to Ravenloft
unique, misshapen bodies untethered from the laws of reason or reality. Such unspeakable horrors might continue to haunt the misty netherworld between the Domains of Dread, or they might slink forth into
, finding it preferable to horrors elsewhere. But the Mists drifting between the Domains of Dread are far from safe—or empty.
Mist horrors are bodiless spirits of dread, entities given form by the
Magic Items
Tasha’s Cauldron of Everything
The Teeth of Dahlver-Nar are stories given form. They are a collection of teeth, each suggestive of wildly different origins and made from various materials. The collection rests within a leather
tooth replaces one of your teeth as if you implanted it (potentially replacing another implanted tooth, see below).
Each tooth can only be used once. Track which teeth have been used. If a tooth’s
True Resurrection
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
You touch a creature that has been dead for no longer than 200 years and that died for any reason except old age. If the creature's soul is free and willing, the creature is restored to life with all
its hit points.
This spell closes all wounds, neutralizes any poison, cures all diseases, and lifts any curses affecting the creature when it died. The spell replaces damaged or missing organs and
Monsters
Mordenkainen's Fiendish Folio Volume 1
and his followers the initial, unwilling recruits into his crusade. Today, hobgoblins chafe at the suggestion that creatures as lazy and untamed as norkers could claim such an honor. For that reason
' strength and ferocity.. For this reason, norkers are likely encountered away from their brethren. Their natural armor and weapons make them dangerous foes even when relegated to menial labor. Only
Monsters
Mordenkainen's Fiendish Folio Volume 1
norkers could claim such an honor. For that reason alone, hobgoblin warlords are loath to use these creatures, preferring to keep them around as disposable labor in mines and quarries.
Nasty, Brutish
defeat goblinoids that underestimate the norkers' strength and ferocity.. For this reason, norkers are likely encountered away from their brethren. Their natural armor and weapons make them dangerous
monsters
expend a use to take one of the following actions. Shub-Niggurath regains all expended uses at the start of each of its turns. If Shub-Niggurath is unable to use legendary actions for any reason, it
represents burgeoning life unburdened by the demands of ethics, laws, or society. Her worshippers exist in isolated enclaves, largely consisting of families, isolated villagers, or exiles who renounce the
backgrounds
murders have given you a strong arm and a knowledge of death and fatal blows.
You may have worked for the , dispatching those who work against the nobility (if their blood is not worth draining). You
may have worked for the Arcanist Inquisition, putting unrepentant mages to death. You may have carried out sanctioned sacrifices for the Prismatic Circle.
For some reason, you left your career: maybe
races
appetite and a mostly sedentary lifestyle. More than a single ogresh could easily deplete the surplus of a small village, so the reason for their wanderlust is a simple case of biological necessity
.
Given their reliance on other folk for survival, it comes as no surprise that many ogresh are masters of social interaction. But some folk maintain that the ogresh ability to glean insight from others
Charlatan
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Backgrounds
Player’s Handbook (2014)
a born gambler who can’t resist taking a risk for a potential payoff.
5
I lie about almost everything, even when there’s no good reason to.
6
Sarcasm and insults are my
weapons of choice.
7
I keep multiple holy symbols on me and invoke whatever deity might come in useful at any given moment.
8
I pocket anything I see that might have some value.
d6
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
or more of the elements given below. Each section tells you whether it replaces or adds to your background.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
or more of the elements given below. Each section tells you whether it replaces or adds to your background.
Lizardfolk
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
quirk for a lizardfolk character or to inspire a unique mannerism.
Lizardfolk Quirks
d8
Quirk
1
You hate waste and see no reason not to scavenge fallen enemies. Fingers are tasty and
notable deeds or actions. For example, Garurt translates as “axe,” a name given to a lizardfolk warrior who defeated an orc and claimed his foe’s weapon. A lizardfolk who likes to
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
: Instantaneous You touch a creature that has been dead for no longer than 200 years and that died for any reason except old age. If the creature’s soul is free and willing, the creature is restored to life
with all its hit points. This spell closes all wounds, neutralizes any poison, cures all diseases, and lifts any curses affecting the creature when it died. The spell replaces damaged or missing
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
touch a creature that has been dead for no longer than 200 years and that died for any reason except old age. The creature is revived with all its Hit Points. This spell closes all wounds, neutralizes
any poison, cures all magical contagions, and lifts any curses affecting the creature when it died. The spell replaces damaged or missing organs and limbs. If the creature was Undead, it is restored to
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
: Instantaneous You touch a creature that has been dead for no longer than 200 years and that died for any reason except old age. If the creature’s soul is free and willing, the creature is restored to life
with all its hit points. This spell closes all wounds, neutralizes any poison, cures all diseases, and lifts any curses affecting the creature when it died. The spell replaces damaged or missing
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
touch a creature that has been dead for no longer than 200 years and that died for any reason except old age. The creature is revived with all its Hit Points. This spell closes all wounds, neutralizes
any poison, cures all magical contagions, and lifts any curses affecting the creature when it died. The spell replaces damaged or missing organs and limbs. If the creature was Undead, it is restored to
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
: Instantaneous You touch a creature that has been dead for no longer than 200 years and that died for any reason except old age. If the creature’s soul is free and willing, the creature is restored to life
with all its hit points. This spell closes all wounds, neutralizes any poison, cures all diseases, and lifts any curses affecting the creature when it died. The spell replaces damaged or missing
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
: Instantaneous You touch a creature that has been dead for no longer than 200 years and that died for any reason except old age. If the creature’s soul is free and willing, the creature is restored to life
with all its hit points. This spell closes all wounds, neutralizes any poison, cures all diseases, and lifts any curses affecting the creature when it died. The spell replaces damaged or missing
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
touch a creature that has been dead for no longer than 200 years and that died for any reason except old age. The creature is revived with all its Hit Points. This spell closes all wounds, neutralizes
any poison, cures all magical contagions, and lifts any curses affecting the creature when it died. The spell replaces damaged or missing organs and limbs. If the creature was Undead, it is restored to
Kenku
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
. The kenku lack the talent to improvise or alter a plan, but a wise Master sets multiple plans in motion at once, confident that underlings can follow orders to the letter.
For this reason, many
might sound like fun, but it can prove distracting and could slow down the game.
Kenku Names
Given that kenku can duplicate any sound, their names are drawn from a staggering variety of
Kobold
Legacy
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Species
Volo's Guide to Monsters
undetected and don’t give their targets reason to harm them. For example, a group of city kobolds might sneak into a cobbler’s house at night to loot it of knives, leather bits, nails, and
, giving each individual and every generation a reason to feel pride and self-respect. The kobolds prefer to run away than fight, to live off the scraps of others, and they are often dominated by larger
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
districts and their neighborhoods. Although they might visit prosperous Bloomridge to try a fashionable restaurant or boutique, or watch a spectacle at the Oasis Theater, the patriars have little reason to
worldly savvy and local blindness characterizes almost all the nobility of Baldur’s Gate. As a result, for those who wish to play patriars, the Patriar feature below replaces the Position and
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
, adventurers traveling along a road or a trail might come across a tiny settlement consisting of a handful of homesteads built around an inn or tavern where locals gather. (If you need a tavern name, use the
ignore the encounter and create your own activity based on the information given in a location’s description; for example, the “Arn Forest” section mentions rock gnomes who inhabit the woods, which might make for a fun encounter of your own creation. Map 3.1: The North
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
districts and their neighborhoods. Although they might visit prosperous Bloomridge to try a fashionable restaurant or boutique, or watch a spectacle at the Oasis Theater, the patriars have little reason to
worldly savvy and local blindness characterizes almost all the nobility of Baldur’s Gate. As a result, for those who wish to play patriars, the Patriar feature below replaces the Position and