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Classes
Player’s Handbook
Bring Light to Banish Darkness
The Light Domain emphasizes the divine power to bring about blazing fire and revelation. Clerics who wield this power are enlightened souls infused with radiance and
renewal. Some of these gods are identified with the sun or as charioteers who guide the sun across the sky. Others are sentinels who pierce deception. Some are deities of beauty and artistry who teach that art is a vehicle for the soul’s improvement.
Baphomet
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Out of the Abyss
maintained and surrounded by a moat constructed in the fashion of a three-dimensional maze. The palace itself is a towering structure whose interior is as labyrinthine as the plane on which it resides
until cured. See the Dungeon Master’s Guide for more on madness.
Madness of Baphomet
d100
Flaw (lasts until cured)
01–20
“My anger consumes me. I can’t be
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Athreos God of Passage All mortals are destined to face Athreos, the River Guide, when their lives come to an end. The god of passage ferries the dead across the Tartyx River, conveying each mortal
soul to its destiny in the Underworld. For most people, Athreos embodies the greatest mysteries of existence—the terror and wonder of life’s last moment and the revelation of one’s ultimate fate in
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Athreos God of Passage All mortals are destined to face Athreos, the River Guide, when their lives come to an end. The god of passage ferries the dead across the Tartyx River, conveying each mortal
soul to its destiny in the Underworld. For most people, Athreos embodies the greatest mysteries of existence—the terror and wonder of life’s last moment and the revelation of one’s ultimate fate in
Ranger
Legacy
This doesn't reflect the latest rules and lore.
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Classes
Basic Rules (2014)
talents and abilities are honed with deadly focus on the grim task of protecting the borderlands. Independent Adventurers Though a ranger might make a living as a hunter, a guide, or a tracker, a
destroy your home village? Or did you see too much of the destruction these monsters cause and commit yourself to reining in their depredations? Is your adventuring career a continuation of your work
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
Gate-Towns A ring of sixteen evenly spaced towns, equidistant to the Spire, lies at the edge of the Outlands. Each is constructed around a portal to one of the Outer Planes, and these gate-towns are
. Details on the planes can be found in the Dungeon Master’s Guide. The following sections present each of the gate-towns in alphabetical order.
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
revelation, the characters receive a message via a Sending spell from Alustriel offering to provide more help once the characters are ready. If the characters don’t plan to return to Sigil, encourage them to
. Ending Unrealities. Each of Vecna’s three demiplanes is an “unreality” constructed from a specific secret. The secret is represented by a unique item in the unreality called a “manifested secret
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
Gate-Towns A ring of sixteen evenly spaced towns, equidistant to the Spire, lies at the edge of the Outlands. Each is constructed around a portal to one of the Outer Planes, and these gate-towns are
. Details on the planes can be found in the Dungeon Master’s Guide. The following sections present each of the gate-towns in alphabetical order.
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
revelation, the characters receive a message via a Sending spell from Alustriel offering to provide more help once the characters are ready. If the characters don’t plan to return to Sigil, encourage them to
. Ending Unrealities. Each of Vecna’s three demiplanes is an “unreality” constructed from a specific secret. The secret is represented by a unique item in the unreality called a “manifested secret
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
promoting his latest book, Volo’s Guide to Monsters, and he has a quest for the characters. One of Volo’s friends, a handsome simpleton named Floon Blagmaar, has disappeared, seemingly kidnapped. The search
for Floon leads to the revelation that he was caught up in a case of mistaken identity, and the characters are actually looking for two victims. The intended target was Lord Neverember’s estranged son
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
promoting his latest book, Volo’s Guide to Monsters, and he has a quest for the characters. One of Volo’s friends, a handsome simpleton named Floon Blagmaar, has disappeared, seemingly kidnapped. The search
for Floon leads to the revelation that he was caught up in a case of mistaken identity, and the characters are actually looking for two victims. The intended target was Lord Neverember’s estranged son
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
engineers extended and widened many of the interconnecting passages of the Darklake. They also constructed locks for raising and lowering watercraft to different levels within it, opening up large
patterns of the Underdark. Still, better to trust a kuo-toa guide than attempt to traverse the Darklake alone and become lost within it forever. The adventurers can use the Darklake to reach many
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
engineers extended and widened many of the interconnecting passages of the Darklake. They also constructed locks for raising and lowering watercraft to different levels within it, opening up large
patterns of the Underdark. Still, better to trust a kuo-toa guide than attempt to traverse the Darklake alone and become lost within it forever. The adventurers can use the Darklake to reach many
compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
the bell as the mark of the Cult of Chaos and an omen of future turmoil. If informed about the symbol’s meaning, Fazzir finds the revelation deeply troubling. The mark washes off easily, but its stain
gatehouse, read the following boxed text aloud:
This gatehouse consists of a broad stone archway framed by a squat building constructed along the keep’s inner wall. Battlements line its flat roof, atop
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
the Dungeon Master’s Guide). The comprehensive illustrations and instructions in a manual detail the process for creating a golem of a particular type. “Beyond the unopenable doors lay a grand hall
can’t be reasoned with or tricked with words. Constructed Nature. A golem doesn’t require air, food, drink, or sleep.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
K67. Hall of Bones Once a mess hall for the castle guards, this room is now desecrated ground (see “Wilderness Hazards” in chapter 5, “Adventure Environments,” of the Dungeon Master’s Guide). Dark
bones that hangs from the ceiling above a long table constructed of bones in the center of the room. Ten chairs made of bones and festooned with decorative skulls surround the table, resting atop which
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
K67. Hall of Bones Once a mess hall for the castle guards, this room is now desecrated ground (see “Wilderness Hazards” in chapter 5, “Adventure Environments,” of the Dungeon Master’s Guide). Dark
bones that hangs from the ceiling above a long table constructed of bones in the center of the room. Ten chairs made of bones and festooned with decorative skulls surround the table, resting atop which
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
the Dungeon Master’s Guide). The comprehensive illustrations and instructions in a manual detail the process for creating a golem of a particular type. “Beyond the unopenable doors lay a grand hall
can’t be reasoned with or tricked with words. Constructed Nature. A golem doesn’t require air, food, drink, or sleep.
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
, the city will be pulled down into the River Styx and bound to the Nine Hells forever. Lulu tries her best to serve as the party’s guide in Avernus, but the hollyphant’s memories are fragmented. It
Bleeding Citadel — a celestial sanctuary trapped in Avernus. The quest for the sword forms the crux of chapter 4, leading to the revelation that Zariel can be redeemed. The characters’ success doesn’t hinge
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
, the city will be pulled down into the River Styx and bound to the Nine Hells forever. Lulu tries her best to serve as the party’s guide in Avernus, but the hollyphant’s memories are fragmented. It
Bleeding Citadel — a celestial sanctuary trapped in Avernus. The quest for the sword forms the crux of chapter 4, leading to the revelation that Zariel can be redeemed. The characters’ success doesn’t hinge
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
claiming dominion over an aspect of the world, such as war, forests, or the sea. Gods exert influence over the world by granting divine magic to their followers and sending signs and portents to guide them
by magic traps, as well as magically constructed dungeons inhabited by monsters created by magic, cursed by magic, or endowed with magical abilities.
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
. Five of the doors are constructed from iron bars, with the exception of what appears to be a glass door at the end.
The doors to the cells are locked, and Stolos (in area 11) has the keys. They can
Impersonation trait to create copies of anyone approaching too closely. Manipulating Time Having a mechanical guide spend 1 charge in this area causes one of the cell doors (chosen at random
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
claiming dominion over an aspect of the world, such as war, forests, or the sea. Gods exert influence over the world by granting divine magic to their followers and sending signs and portents to guide them
by magic traps, as well as magically constructed dungeons inhabited by monsters created by magic, cursed by magic, or endowed with magical abilities.
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
. Five of the doors are constructed from iron bars, with the exception of what appears to be a glass door at the end.
The doors to the cells are locked, and Stolos (in area 11) has the keys. They can
Impersonation trait to create copies of anyone approaching too closely. Manipulating Time Having a mechanical guide spend 1 charge in this area causes one of the cell doors (chosen at random
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Guide at market prices. Twelve years ago, Jessamine had a brief but torrid love affair with an Amnian sea captain. The “fruit” of that affair is a shy daughter named Ymezra. Under Jessamine’s watchful
and sellswords Jobal (NE male Chultan human scout) made a fortune as a wilderness guide when the party he was working for discovered a stunning cache of Chultan gold and jewels. Miraculously, only Jobal
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Guide at market prices. Twelve years ago, Jessamine had a brief but torrid love affair with an Amnian sea captain. The “fruit” of that affair is a shy daughter named Ymezra. Under Jessamine’s watchful
and sellswords Jobal (NE male Chultan human scout) made a fortune as a wilderness guide when the party he was working for discovered a stunning cache of Chultan gold and jewels. Miraculously, only Jobal
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
staircase constructed to navigate it.
Labyrinth Encounters d20 Encounter 1–10 No encounter 11 1 behir 12 2d4 flumphs 13 Gnoll pack 14 1d4 grells 15 1d4 hezrous 16 4d8 manes 17 2d4 minotaurs 18 1
himself at the party’s mercy. Kurr is suffering from a form of indefinite madness (see “Madness” in chapter 8 of the Dungeon Master’s Guide) which, if cured, reverts him to a typically feral gnoll. While
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
staircase constructed to navigate it.
Labyrinth Encounters d20 Encounter 1–10 No encounter 11 1 behir 12 2d4 flumphs 13 Gnoll pack 14 1d4 grells 15 1d4 hezrous 16 4d8 manes 17 2d4 minotaurs 18 1
himself at the party’s mercy. Kurr is suffering from a form of indefinite madness (see “Madness” in chapter 8 of the Dungeon Master’s Guide) which, if cured, reverts him to a typically feral gnoll. While
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
upward, crafting streets of magically calcified strands of spider silk from the cavern floor to the vaulted roof above. Hollow, cocoon-like dwellings are constructed both above and below the layers of
and deal 8 (1d6 + 5) slashing damage on a hit. Viln carries four daggers coated with purple worm poison (see “Poisons” in chapter 8 of the Dungeon Master’s Guide). The poison on a dagger’s blade is
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
slime (see “Dungeon Hazards” in chapter 5 of the Dungeon Master’s Guide) to pour out of it. Treasure. There used to be twenty copper tankards secured to the wall carvings, but most of them have vanished
constructed the pit covers so that they won’t open if an object is rolled over them. A character can circumvent the traps by climbing into an empty barrel and rolling down the hall or climbing onto a barrel
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
slime (see “Dungeon Hazards” in chapter 5 of the Dungeon Master’s Guide) to pour out of it. Treasure. There used to be twenty copper tankards secured to the wall carvings, but most of them have vanished
constructed the pit covers so that they won’t open if an object is rolled over them. A character can circumvent the traps by climbing into an empty barrel and rolling down the hall or climbing onto a barrel
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Master’s Guide) at the bottom of it. A character who searches the hallway floor for traps finds a pit trap with a successful DC 15 Wisdom (Perception) check. The lids are cleverly constructed and can be
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
humans and lycanthropes, a union that grants them limited bestial abilities and feral instincts. The warforged are a constructed race created during the Last War, seeking to find its place in a post
-war world. D&D with a Twist. Every race, monster, spell, and magic item in the Player’s Handbook, Dungeon Master’s Guide, and Monster Manual has a place somewhere in Eberron, but it might not be the
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
humans and lycanthropes, a union that grants them limited bestial abilities and feral instincts. The warforged are a constructed race created during the Last War, seeking to find its place in a post
-war world. D&D with a Twist. Every race, monster, spell, and magic item in the Player’s Handbook, Dungeon Master’s Guide, and Monster Manual has a place somewhere in Eberron, but it might not be the
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Master’s Guide) at the bottom of it. A character who searches the hallway floor for traps finds a pit trap with a successful DC 15 Wisdom (Perception) check. The lids are cleverly constructed and can be