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Xanathar's Guide to Everything
Your patron is a powerful being of the Upper Planes. You have bound yourself to an ancient empyrean, solar, ki-rin, unicorn, or other entity that resides in the planes of everlasting bliss. Your pact
desire to wander that paradise for the rest of your days. But you know that your mission is among mortals for now, and that your pact binds you to bring light to the dark places of the world.
Celestial
Bugbear
Legacy
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Species
Volo's Guide to Monsters
wandering children unless they clearly have something to gain by doing so. From the viewpoint of the rest of the world, their aggression and savagery are thankfully offset by their rarity and lethargy
individuals in a group typically number fewer than a dozen, consisting of siblings and their mates as well as a handful of offspring and an elder or two. A gang lives in and around a small enclosure
monsters
", "rollDamageType":"Poison"} Poison damage and has the Poisoned condition. While Poisoned, it can’t regain Hit Points. The target repeats the saving throw when it finishes a Long Rest, ending
Tiny objects and foul food.
Loyal Dwelling. The lair itself, including any greater structure or complex it resides within, rejects intruders. Ability checks to pick locks or find secret doors have
monsters
the following effect. Constitution Saving Throw: DC 15. Failure: The target is cursed until it finishes a Short or Long Rest. While cursed in this way, the creature makes Dexterity-based D20
convenience, Dorianna’s Hand is included in Ysondkhelir’s Bonus Actions.
Ysondkhelir only visits Dorianna in her dreams; physically, the denizen of Leng resides in the war room on the prison level
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
-four miles per day over a period of ten hours. The characters must rest for eight hours per day, with the remaining six hours consisting of making and breaking camp, preparing meals, and a little bit of foraging or hunting as the opportunity permits.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Explorers The party runs into another band of explorers, consisting of a mage, a priest, a scout, and 1d6 tribal warriors. Roll a d6 to determine the group’s situation: 1–2. The explorers are lost
headed toward the nearest landmark, intent on exploring it.
6. The explorers are healthy and heading back to Port Nyanzaru for rest and supplies.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Explorers The party runs into another band of explorers, consisting of a mage, a priest, a scout, and 1d6 tribal warriors. Roll a d6 to determine the group’s situation: 1–2. The explorers are lost
headed toward the nearest landmark, intent on exploring it.
6. The explorers are healthy and heading back to Port Nyanzaru for rest and supplies.
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
-four miles per day over a period of ten hours. The characters must rest for eight hours per day, with the remaining six hours consisting of making and breaking camp, preparing meals, and a little bit of foraging or hunting as the opportunity permits.
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
. “The Ordning” explores the relationships among and within different giant kinds, with a focus on the ordning’s role in driving adventures. “Gods and Religion” describes a pantheon of gods consisting of
beliefs. As with the rest of this book, this chapter focuses on the main families of giants described in the Monster Manual, but much of this advice can also be applied to other creatures of the Giant type. Katerina Ladon
Compendium
- Sources->Dungeons & Dragons->Intro to Stormwreck Isle
an arcane observatory built on a nearby island by wizards long gone, and it hinted at powerful magic hidden there. A small cloister known as Dragon’s Rest also resides on the island. The caretaker of
Compendium
- Sources->Dungeons & Dragons->Intro to Stormwreck Isle
an arcane observatory built on a nearby island by wizards long gone, and it hinted at powerful magic hidden there. A small cloister known as Dragon’s Rest also resides on the island. The caretaker of
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
. “The Ordning” explores the relationships among and within different giant kinds, with a focus on the ordning’s role in driving adventures. “Gods and Religion” describes a pantheon of gods consisting of
beliefs. As with the rest of this book, this chapter focuses on the main families of giants described in the Monster Manual, but much of this advice can also be applied to other creatures of the Giant type. Katerina Ladon
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
pinched off from the rest of the multiverse. Theoretically, a plane shift spell can carry travelers to a demiplane, but the proper frequency required for the tuning fork would be extremely hard to
Mordenkainen’s magnificent mansion spell creates a demiplane consisting of a foyer with multiple adjoining rooms, while the land of Barovia (in the Ravenloft setting) exists entirely within a demiplane under
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
off from the rest of the multiverse. Theoretically, a Plane Shift spell can carry travelers to a demiplane, but the proper frequency required for the tuning fork can be extremely hard to acquire. The
Magnificent Mansion spell creates a demiplane consisting of a foyer with multiple adjoining rooms, while the land of Barovia exists entirely within a demiplane under the sway of its vampire lord, Strahd
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
lap if the characters decide to visit the Caer. Here are a couple reasons why the characters might go there: Looking for a good night’s rest in Caer-Dineval, the characters are directed to the castle
her missing son, Huarwar. Crannoc Siever, the town speaker, resides in the castle and is also a prisoner. Devil-worshiping cultists calling themselves the Knights of the Black Sword have taken over and
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
lap if the characters decide to visit the Caer. Here are a couple reasons why the characters might go there: Looking for a good night’s rest in Caer-Dineval, the characters are directed to the castle
her missing son, Huarwar. Crannoc Siever, the town speaker, resides in the castle and is also a prisoner. Devil-worshiping cultists calling themselves the Knights of the Black Sword have taken over and
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
pinched off from the rest of the multiverse. Theoretically, a plane shift spell can carry travelers to a demiplane, but the proper frequency required for the tuning fork would be extremely hard to
Mordenkainen’s magnificent mansion spell creates a demiplane consisting of a foyer with multiple adjoining rooms, while the land of Barovia (in the Ravenloft setting) exists entirely within a demiplane under
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
mage; also see “Thornwell’s Offer,” above). The district is policed by a poorly trained militia consisting of some two hundred guards (LE humans) led by ten officers (LE human bandit captains) and one
, and mentions the tragic skin condition that requires the councillor to take regular immersion in water for relief. The rest of the councillors are occupied with other concerns. If one of their fellow
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
. Matches pit two teams against each other: one consisting of creatures enlisted by the casino, the other consisting of casino patrons looking to prove their mettle in combat. Before each match
hit points. If the patrons’ team wins a match, each combatant on the team receives 100 talons. The matches have one-hour breaks between them, allowing participants to take a short rest in the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
mage; also see “Thornwell’s Offer,” above). The district is policed by a poorly trained militia consisting of some two hundred guards (LE humans) led by ten officers (LE human bandit captains) and one
, and mentions the tragic skin condition that requires the councillor to take regular immersion in water for relief. The rest of the councillors are occupied with other concerns. If one of their fellow
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
The Celestial Your patron is a powerful being of the Upper Planes. You have bound yourself to an ancient empyrean, solar, ki-rin, unicorn, or other entity that resides in the planes of everlasting
patron, and a desire to wander that paradise for the rest of your days. But you know that your mission is among mortals for now, and that your pact binds you to bring light to the dark places of the world
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
The Celestial Your patron is a powerful being of the Upper Planes. You have bound yourself to an ancient empyrean, solar, ki-rin, unicorn, or other entity that resides in the planes of everlasting
patron, and a desire to wander that paradise for the rest of your days. But you know that your mission is among mortals for now, and that your pact binds you to bring light to the dark places of the world
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
. Matches pit two teams against each other: one consisting of creatures enlisted by the casino, the other consisting of casino patrons looking to prove their mettle in combat. Before each match
hit points. If the patrons’ team wins a match, each combatant on the team receives 100 talons. The matches have one-hour breaks between them, allowing participants to take a short rest in the
Compendium
- Sources->Dungeons & Dragons->Rrakkma
the age and experience of your audience should be liberally exercised. Creatures/NPCs An eidolon of the former high priest of this temple resides within the central sacred statue of this chamber. The
statue.
EXPLORATION
If the adventurers investigate they notice the tops of the statues are oddly flattened, as they were built to have a descending ceiling rest upon them.
SOCIAL
Once released from
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Symbiotic Being A second being resides within your body along with you. It manifests physically somewhere on you and relies on you for its survival. At the same time, it offers you knowledge and
symbiote resides, it reappears on your body in another location at the next midnight. Roll on or choose an option from the Symbiotic Nature table to determine what sort of symbiotic being shares your
Compendium
- Sources->Dungeons & Dragons->Rrakkma
the age and experience of your audience should be liberally exercised. Creatures/NPCs An eidolon of the former high priest of this temple resides within the central sacred statue of this chamber. The
statue.
EXPLORATION
If the adventurers investigate they notice the tops of the statues are oddly flattened, as they were built to have a descending ceiling rest upon them.
SOCIAL
Once released from
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
followers of Yurtrus and Shargaas are relegated to the deep, dark recesses of the site, away from the rest of the tribe. At the center of the camp is the tribe’s war hearth. Once a war hearth is lit
their differences or engage in contests of strength. War Chief’s Quarters Adjacent to the main chamber is the room where the war chief resides, holds council, and hands out blessings or punishments
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Symbiotic Being A second being resides within your body along with you. It manifests physically somewhere on you and relies on you for its survival. At the same time, it offers you knowledge and
symbiote resides, it reappears on your body in another location at the next midnight. Roll on or choose an option from the Symbiotic Nature table to determine what sort of symbiotic being shares your
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
followers of Yurtrus and Shargaas are relegated to the deep, dark recesses of the site, away from the rest of the tribe. At the center of the camp is the tribe’s war hearth. Once a war hearth is lit
their differences or engage in contests of strength. War Chief’s Quarters Adjacent to the main chamber is the room where the war chief resides, holds council, and hands out blessings or punishments
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
of this stone treasury. Several jars rest inside the boat, whose bow features an empty, fist-sized indent.
A mural on the east wall depicts the boat sailing on the clouds with a glittering gemstone
exact copy of the boat from the treasury floats thirty feet from you, perfectly still. The large gemstone from the painting is set in its bow, and ten ornate vases rest within it.
This portal and
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
array of demiplanes, each stranger than the last. When descending into a chasm, you could find a labyrinth inhabited by demons or discover a realm consisting of the guts of a colossal living creature
where you began. The Mror Holds demonstrate this mystery. Over the past century, the dwarves discovered a vast subterranean kingdom within the Ironroot Mountains. Most of these halls rest in the
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
array of demiplanes, each stranger than the last. When descending into a chasm, you could find a labyrinth inhabited by demons or discover a realm consisting of the guts of a colossal living creature
where you began. The Mror Holds demonstrate this mystery. Over the past century, the dwarves discovered a vast subterranean kingdom within the Ironroot Mountains. Most of these halls rest in the
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
of this stone treasury. Several jars rest inside the boat, whose bow features an empty, fist-sized indent.
A mural on the east wall depicts the boat sailing on the clouds with a glittering gemstone
exact copy of the boat from the treasury floats thirty feet from you, perfectly still. The large gemstone from the painting is set in its bow, and ten ornate vases rest within it.
This portal and
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
the mountain, and let them know that the master of the mountain also resides that way. They’ll tell the characters his name is Gar Shatterkeel, and that he’s a very powerful ocean dweller with a
500 gp for the set). Lastly, there is a periapt of wound closure and a gem of seeing amidst the rest of the hoard.
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
the mountain, and let them know that the master of the mountain also resides that way. They’ll tell the characters his name is Gar Shatterkeel, and that he’s a very powerful ocean dweller with a
500 gp for the set). Lastly, there is a periapt of wound closure and a gem of seeing amidst the rest of the hoard.