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Magic Items
Guildmasters’ Guide to Ravnica
access to privileged places in its guild’s headquarters and outposts. At the DM’s discretion, a character might be given a keyrune upon attaining a renown score of 25 in their guild
enough space for the creature, the keyrune doesn’t transform. See the Monster Manual for the creature’s stat block — the name of which is given in bold in the keyrune’s
Monsters
Storm King's Thunder
a secret yet widespread organization called the Kraken Society. Using information given to them by the evil storm giant sisters, Kraken Society operatives ambushed and killed Queen Neri. Iymrith then
that lair is invaded. The dragon then burrows out, leaving its attackers to be crushed and suffocated. When it returns later, it collects its possessions — along with the wealth of the dead
Species
Dragonlance: Shadow of the Dragon Queen
them. Altered by unbridled magic, a group of gnomes were transformed and given almost supernatural curiosity and fearlessness. These were the first kender.
Originating on the world of Krynn, kender are
multiverse is about a century, assuming the character doesn’t meet a violent end on an adventure.
Height and Weight
Player characters, regardless of race, typically fall into the same ranges of
Human
Legacy
This doesn't reflect the latest rules and lore.
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Species
Basic Rules (2014)
sang from every page. Long into the night Liriel read, lighting candle after precious candle.
She’d never given much thought to humans, but these stories fascinated her. In these yellowed
shorter lives that they strive to achieve as much as they can in the years they are given. Or maybe they feel they have something to prove to the elder races, and that’s why they build their mighty
Halfling
Legacy
This doesn't reflect the latest rules and lore.
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Species
Basic Rules (2014)
. They are inclined to be stout, weighing between 40 and 45 pounds.
Halflings’ skin ranges from tan to pale with a ruddy cast, and their hair is usually brown or sandy brown and wavy. They have
wide and wonder-filled world. For them, adventuring is less a career than an opportunity or sometimes a necessity.
Halfling Names
A halfling has a given name, a family name, and possibly a nickname
races
Mordenkainen Presents: Monsters of the Multiverse
of the fey realm has given them an innate ability to perform, to delight, and to resist magical intrusion. While they’re usually found in the Feywild, satyrs do wander to other planes of
characters, regardless of race, typically fall into the same ranges of height and weight that humans have in our world. If you’d like to determine your character’s height or weight randomly
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
the Acquisitions Incorporated franchise and the rules for running it. Franchise benefits are organized by level tier, and include an ever-expanding business territory, wide ranges of options and
party stand out in a crowded marketplace. And because taking a vacation is no excuse for diminished returns, an Acquisitions Incorporated franchise can make use of expanded rules for downtime and
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
the Acquisitions Incorporated franchise and the rules for running it. Franchise benefits are organized by level tier, and include an ever-expanding business territory, wide ranges of options and
party stand out in a crowded marketplace. And because taking a vacation is no excuse for diminished returns, an Acquisitions Incorporated franchise can make use of expanded rules for downtime and
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Parties Between two and four hunting parties, each consisting of 1d6 + 4 tribal warriors, are away when the characters arrive. Each one returns after 2d4 hours with fresh meat (such as a reindeer carcass).
includes the perimeter guards. All are tribal warriors who speak Common and have Survival +4. Half of them are asleep in the camp at any given time. 24 Noncombatants. These are children and elders who are
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Parties Between two and four hunting parties, each consisting of 1d6 + 4 tribal warriors, are away when the characters arrive. Each one returns after 2d4 hours with fresh meat (such as a reindeer carcass).
includes the perimeter guards. All are tribal warriors who speak Common and have Survival +4. Half of them are asleep in the camp at any given time. 24 Noncombatants. These are children and elders who are
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->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->Curse of Strahd
dwellings seem to hunker down in the mire, as though they have long since given up on escaping the thick mud. Everywhere you look, black clouds of flies dart about, hungry for blood.
The fog is much
thinner on the far side of the river, where a light flashes amid a dark ring of standing stones.
The river ranges in depth but is never more than 10 feet deep. Muriel Vinshaw, a wereraven in human
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
dwellings seem to hunker down in the mire, as though they have long since given up on escaping the thick mud. Everywhere you look, black clouds of flies dart about, hungry for blood.
The fog is much
thinner on the far side of the river, where a light flashes amid a dark ring of standing stones.
The river ranges in depth but is never more than 10 feet deep. Muriel Vinshaw, a wereraven in human
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
spending his time in the Biblioplex, where he works as a book clerk, assisting students in finding required texts and shelving returns. He moves silently through the stacks, and he has given more
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
spending his time in the Biblioplex, where he works as a book clerk, assisting students in finding required texts and shelving returns. He moves silently through the stacks, and he has given more
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
given earlier in the adventure. The legend lore spell returns only the following response: “The shackle that is the key, the prison built by a prisoner.” That cryptic clue refers to the manner in
Inquiries in Candlekeep Knowing that The Scrivener’s Tale came to them from Ramilir, the characters are likely to question him about the book’s origins. Horrified at having mistakenly given the
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
given earlier in the adventure. The legend lore spell returns only the following response: “The shackle that is the key, the prison built by a prisoner.” That cryptic clue refers to the manner in
Inquiries in Candlekeep Knowing that The Scrivener’s Tale came to them from Ramilir, the characters are likely to question him about the book’s origins. Horrified at having mistakenly given the
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
redeem her and wish to live. Souls are Forfeit Characters who choose to serve Zariel must sign a contract (see appendix A) forfeiting their souls to the archdevil. She then returns such characters to
the Material Plane to do her bidding. Zariel has numerous schemes spinning at any given time, but the adventurers are particularly well suited to preparing Baldur’s Gate to meet the same fate as
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
riddle’s answer is lightning. The first character who answers the riddle correctly while touching the sphinx gains resistance to lightning damage for 10 days. If an incorrect answer is given, the statue
transforms into an androsphinx and attacks the party. If it is victorious, the sphinx returns to its pedestal and reverts to its inanimate state. It turns to dust if reduced to 0 hit points. Voices of
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
riddle’s answer is lightning. The first character who answers the riddle correctly while touching the sphinx gains resistance to lightning damage for 10 days. If an incorrect answer is given, the statue
transforms into an androsphinx and attacks the party. If it is victorious, the sphinx returns to its pedestal and reverts to its inanimate state. It turns to dust if reduced to 0 hit points. Voices of
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
redeem her and wish to live. Souls are Forfeit Characters who choose to serve Zariel must sign a contract (see appendix A) forfeiting their souls to the archdevil. She then returns such characters to
the Material Plane to do her bidding. Zariel has numerous schemes spinning at any given time, but the adventurers are particularly well suited to preparing Baldur’s Gate to meet the same fate as
Orc
Legacy
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Species
Volo's Guide to Monsters
raid just as another group returns, laden with severed heads, sacks of loot, and armfuls of food. Warriors also serve as scouts, bringing back detailed reports about the surrounding area so that the
fight another day.
Orc Names
Orc names don’t always have meaning in the Orc language, and most noteworthy orcs are given epithets by their tribe mates.
Orc Names
d12
Male Name
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
are slender, tawny-skinned folk with brown hair that ranges from almost blond to almost black. Most are tall and have green or brown eyes, but these traits are hardly universal. Humans of Chondathan
, Lackman, Stormwind, Windrivver Mulan Dominant in the eastern and southeastern shores of the Inner Sea, the Mulan are generally tall, slim, and amber-skinned, with eyes of hazel or brown. Their hair ranges
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
are slender, tawny-skinned folk with brown hair that ranges from almost blond to almost black. Most are tall and have green or brown eyes, but these traits are hardly universal. Humans of Chondathan
, Lackman, Stormwind, Windrivver Mulan Dominant in the eastern and southeastern shores of the Inner Sea, the Mulan are generally tall, slim, and amber-skinned, with eyes of hazel or brown. Their hair ranges
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
are slender, tawny-skinned folk with brown hair that ranges from almost blond to almost black. Most are tall and have green or brown eyes, but these traits are hardly universal. Humans of Chondathan
, Lackman, Stormwind, Windrivver Mulan Dominant in the eastern and southeastern shores of the Inner Sea, the Mulan are generally tall, slim, and amber-skinned, with eyes of hazel or brown. Their hair ranges
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
are slender, tawny-skinned folk with brown hair that ranges from almost blond to almost black. Most are tall and have green or brown eyes, but these traits are hardly universal. Humans of Chondathan
, Lackman, Stormwind, Windrivver Mulan Dominant in the eastern and southeastern shores of the Inner Sea, the Mulan are generally tall, slim, and amber-skinned, with eyes of hazel or brown. Their hair ranges
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
they have no recollection of the afterlife. Governance and Growth San Citlán is governed by the Trecena, a council consisting of thirteen elected representatives. The ability to vote for these
her rule indefinitely. Names Those native to San Citlán often have up to three names: a given name and two family surnames, inherited from their parents. The following are common names in San Citlán
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
shrine at the nearest volcano, accompanied by a priest to perform the offering. Villagers with individual requests might follow the caravan to make their own offerings. These offerings—typically consisting
eagle effigy whose burning signifies the offerings given and whose light represents the blessings from the gods. Watchers of the Ashes The Watchers of the Ashes are a religious coalition dedicated to
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
ceiling of which is uneven and ranges in height from 15 to 30 feet. The cave’s other features are as follows: Moss. Thick moss grows on the walls and the ceiling.
Fungi. The earthen floor gives rise to a
Guards. Five quaggoth spore servant gather here.
Fungi. The walls are lined with ripplebark (see “Fungi”).
The animating spores of the myconid sovereign have given the dead quaggoths a semblance of
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Inside the Syndicate The Orzhov are ruled by the iron-fisted Obzedat, a council consisting of the oldest and most powerful undead oligarchs. A vast hierarchy stretches out beneath them, so most of
given in the form of debt and obligation. Orzhov attorneys and advokists maintain offices near New Prahv and other Azorius courts. Despite their proximity to law enforcement, these offices are centers of
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
shrine at the nearest volcano, accompanied by a priest to perform the offering. Villagers with individual requests might follow the caravan to make their own offerings. These offerings—typically consisting
eagle effigy whose burning signifies the offerings given and whose light represents the blessings from the gods. Watchers of the Ashes The Watchers of the Ashes are a religious coalition dedicated to
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Inside the Syndicate The Orzhov are ruled by the iron-fisted Obzedat, a council consisting of the oldest and most powerful undead oligarchs. A vast hierarchy stretches out beneath them, so most of
given in the form of debt and obligation. Orzhov attorneys and advokists maintain offices near New Prahv and other Azorius courts. Despite their proximity to law enforcement, these offices are centers of
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
ceiling of which is uneven and ranges in height from 15 to 30 feet. The cave’s other features are as follows: Moss. Thick moss grows on the walls and the ceiling.
Fungi. The earthen floor gives rise to a
Guards. Five quaggoth spore servant gather here.
Fungi. The walls are lined with ripplebark (see “Fungi”).
The animating spores of the myconid sovereign have given the dead quaggoths a semblance of
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
away to her quarters for a moment. When she returns, read the following: Becklin reenters the room carrying a shallow wooden box, approximately three feet to a side. She sets it down gently on a table
. The characters all recall hearing Ispin’s story of being given the shield by a unicorn in the far-off forest of Darken Wood. None can say if this is true or another of Ispin’s tall tales. Becklin gives