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Magic Items
Dungeon Master’s Guide
) check related to the Abyss. When you do so, you gain Advantage on the check.
Containment. The first ten pages of the Demonomicon are blank. As a Magic action while holding the book, you can target a
roll for a spell you cast against a Fiend, you use the maximum possible result instead of rolling.
Random Properties. The Artifact has the following random properties (see “Artifacts” in
Demonomicon of Iggwilv
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Magic Items
Tasha’s Cauldron of Everything
how many pages are removed, and it longs to be more than mere reference material.
Random Properties. The artifact has the following random properties, which you can determine by rolling on the tables
a fiend, you use the maximum possible result instead of rolling.
Ensnarement. While carrying the book, whenever you cast the magic circle spell naming only fiends, or the planar binding spell
Orc
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races
Mordenkainen Presents: Monsters of the Multiverse
order from the encroachments of Fiends and other extraplanar threats. Gruumsh’s blessings have made orcs tireless guardians and mighty allies wherever they are found, even when they turn their
three different scores by 1. Follow this rule regardless of the method you use to determine the scores, such as rolling or point buy. The “Quick Build” section for your character’s
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Rogue Class Features As a Rogue, you gain the following class features when you reach the specified Rogue levels. These features are listed in the Rogue Features table. Rogue Features Level
Proficiency Bonus Class Features Sneak Attack 1 +2 Expertise, Sneak Attack, Thieves’ Cant, Weapon Mastery 1d6 2 +2 Cunning Action 1d6 3 +2 Rogue Subclass, Steady Aim 2d6 4 +2 Ability Score Improvement 2d6
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Rogue Class Features As a Rogue, you gain the following class features when you reach the specified Rogue levels. These features are listed in the Rogue Features table. Rogue Features Level
Proficiency Bonus Class Features Sneak Attack 1 +2 Expertise, Sneak Attack, Thieves’ Cant, Weapon Mastery 1d6 2 +2 Cunning Action 1d6 3 +2 Rogue Subclass, Steady Aim 2d6 4 +2 Ability Score Improvement 2d6
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Rogue Class Features As a Rogue, you gain the following class features when you reach the specified Rogue levels. These features are listed in the Rogue Features table. Rogue Features Level
Proficiency Bonus Class Features Sneak Attack 1 +2 Expertise, Sneak Attack, Thieves’ Cant, Weapon Mastery 1d6 2 +2 Cunning Action 1d6 3 +2 Rogue Subclass, Steady Aim 2d6 4 +2 Ability Score Improvement 2d6
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
Triboar Trail Phandalin lies in a part of the North known as “the Triboar Trail,” “the Triboar Cutoff,” or “the Cony Gap.” This stretch of foothills and rolling, sparsely wooded plains extends
the story moving. “You walk for several miles and encounter nothing of interest” is far less evocative and memorable than, “A light rain dampens the rolling plains as you travel north. Around midday
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
Triboar Trail Phandalin lies in a part of the North known as “the Triboar Trail,” “the Triboar Cutoff,” or “the Cony Gap.” This stretch of foothills and rolling, sparsely wooded plains extends
the story moving. “You walk for several miles and encounter nothing of interest” is far less evocative and memorable than, “A light rain dampens the rolling plains as you travel north. Around midday
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Rogue Class Features As a Rogue, you gain the following class features when you reach the specified Rogue levels. These features are listed in the Rogue Features table. Rogue Features Level
Proficiency Bonus Class Features Sneak Attack 1 +2 Expertise, Sneak Attack, Thieves’ Cant, Weapon Mastery 1d6 2 +2 Cunning Action 1d6 3 +2 Rogue Subclass, Steady Aim 2d6 4 +2 Ability Score Improvement 2d6
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Mythic Fantasy While an angry god tries time and again to destroy him, a clever rogue makes the long journey home from war. Braving the terrifying guardians of the underworld, a noble warrior
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Mythic Fantasy While an angry god tries time and again to destroy him, a clever rogue makes the long journey home from war. Braving the terrifying guardians of the underworld, a noble warrior
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
render the trap harmless, doing so with a successful DC 20 Dexterity check. If this check fails by 5 or more, the trap flies apart as described above. Treasure. The dead dwarf was an adventuring rogue
trap arrives at a location determined by rolling a d20 and consulting the following table: d20 Teleport Destination 1–8 The teleport trap in area 6 9–14 The teleport trap in area 10 15–20 The teleport trap in area 24a
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
roll, and add the total (minimum of 1) to your Hit Point maximum. Instead of rolling, you can use the fixed value shown in the Fixed Hit Points by Class table. Fixed Hit Points by Class Class Hit
Points per Level Barbarian 7 + Con. modifier Fighter, Paladin, or Ranger 6 + Con. modifier Bard, Cleric, Druid, Monk, Rogue, or Warlock 5 + Con. modifier Sorcerer or Wizard 4 + Con. modifier Record
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
roll, and add the total (minimum of 1) to your Hit Point maximum. Instead of rolling, you can use the fixed value shown in the Fixed Hit Points by Class table. Fixed Hit Points by Class Class Hit
Points per Level Barbarian 7 + Con. modifier Fighter, Paladin, or Ranger 6 + Con. modifier Bard, Cleric, Druid, Monk, Rogue, or Warlock 5 + Con. modifier Sorcerer or Wizard 4 + Con. modifier Record
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
roll, and add the total (minimum of 1) to your Hit Point maximum. Instead of rolling, you can use the fixed value shown in the Fixed Hit Points by Class table. Fixed Hit Points by Class Class Hit
Points per Level Barbarian 7 + Con. modifier Fighter, Paladin, or Ranger 6 + Con. modifier Bard, Cleric, Druid, Monk, Rogue, or Warlock 5 + Con. modifier Sorcerer or Wizard 4 + Con. modifier Record
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
render the trap harmless, doing so with a successful DC 20 Dexterity check. If this check fails by 5 or more, the trap flies apart as described above. Treasure. The dead dwarf was an adventuring rogue
trap arrives at a location determined by rolling a d20 and consulting the following table: d20 Teleport Destination 1–8 The teleport trap in area 6 9–14 The teleport trap in area 10 15–20 The teleport trap in area 24a
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
roll, and add the total (minimum of 1) to your Hit Point maximum. Instead of rolling, you can use the fixed value shown in the Fixed Hit Points by Class table. Fixed Hit Points by Class Class Hit
Points per Level Barbarian 7 + Con. modifier Fighter, Paladin, or Ranger 6 + Con. modifier Bard, Cleric, Druid, Monk, Rogue, or Warlock 5 + Con. modifier Sorcerer or Wizard 4 + Con. modifier Record
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
or two, which you can determine by rolling on the Ten-Towns Rumors table (See "Ten-Towns Rumors"). The inn’s proprietor, a retired sellsword named Scramsax (neutral human veteran), knows full well
Dualdon before it was finally caught by a human rogue named Kintyre and her companion, a human druid who called himself the Maverick. They hauled Ol’ Bitey to the Northlook in the hope of having it cooked
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
or two, which you can determine by rolling on the Ten-Towns Rumors table (See "Ten-Towns Rumors"). The inn’s proprietor, a retired sellsword named Scramsax (neutral human veteran), knows full well
Dualdon before it was finally caught by a human rogue named Kintyre and her companion, a human druid who called himself the Maverick. They hauled Ol’ Bitey to the Northlook in the hope of having it cooked
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
properties, which you can determine by rolling on the tables in the “Artifacts” section of the Dungeon Master’s Guide: Demonomicon of Iggwilv 2 minor beneficial properties 1 minor detrimental property 1
carrying the book, when you make a damage roll for a spell you cast against a fiend, you use the maximum possible result instead of rolling. Ensnarement. While carrying the book, whenever you cast the
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
properties, which you can determine by rolling on the tables in the “Artifacts” section of the Dungeon Master’s Guide: Demonomicon of Iggwilv 2 minor beneficial properties 1 minor detrimental property 1
carrying the book, when you make a damage roll for a spell you cast against a fiend, you use the maximum possible result instead of rolling. Ensnarement. While carrying the book, whenever you cast the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
discern information about demons or a Wisdom (Survival) check related to the Abyss. When you do so, you gain Advantage on the check. Containment. The first ten pages of the Demonomicon are blank. As a
Scourging. While carrying the book, when you make a damage roll for a spell you cast against a Fiend, you use the maximum possible result instead of rolling. Random Properties. The Artifact has the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
encounter nothing of interest” is okay, but far less evocative and memorable than, “A light rain dampens the rolling plains as you travel north. Around midday, you break for lunch under a lonely tree
. There, the rogue finds a small rock that looks like a grinning face, but otherwise you encounter nothing out of the ordinary.” The trick is to focus on a few details that reinforce the desired mood rather
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
initiative that introduces more uncertainty into combat, at the cost of speed of play. Under this variant, the participants in a battle roll initiative each round. Before rolling, each character or
Initiative Modifier Tiny +5 Small +2 Medium +0 Large -2 Huge -5 Gargantuan -8 Don’t apply the same modifier more than once on a creature’s turn. For example, a rogue fighting with two daggers gains
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
encounter nothing of interest” is okay, but far less evocative and memorable than, “A light rain dampens the rolling plains as you travel north. Around midday, you break for lunch under a lonely tree
. There, the rogue finds a small rock that looks like a grinning face, but otherwise you encounter nothing out of the ordinary.” The trick is to focus on a few details that reinforce the desired mood rather
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
discern information about demons or a Wisdom (Survival) check related to the Abyss. When you do so, you gain Advantage on the check. Containment. The first ten pages of the Demonomicon are blank. As a
Scourging. While carrying the book, when you make a damage roll for a spell you cast against a Fiend, you use the maximum possible result instead of rolling. Random Properties. The Artifact has the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
initiative that introduces more uncertainty into combat, at the cost of speed of play. Under this variant, the participants in a battle roll initiative each round. Before rolling, each character or
Initiative Modifier Tiny +5 Small +2 Medium +0 Large -2 Huge -5 Gargantuan -8 Don’t apply the same modifier more than once on a creature’s turn. For example, a rogue fighting with two daggers gains
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
-shaking prophecy held within.
Connected Creatures Gold dragons tend to hold themselves apart from the worlds they watch over, favoring isolation and trusting only a few close allies and guardians
determinism and has tracked down and befriended a rogue pentadrone.
6 A gold dragon wyrmling has befriended a group of githzerai monks and visits them regularly to conduct elaborate thought
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
-shaking prophecy held within.
Connected Creatures Gold dragons tend to hold themselves apart from the worlds they watch over, favoring isolation and trusting only a few close allies and guardians
determinism and has tracked down and befriended a rogue pentadrone.
6 A gold dragon wyrmling has befriended a group of githzerai monks and visits them regularly to conduct elaborate thought
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
constellation most prominent in the game’s current time of year, or you can choose randomly by rolling on the table. The following are examples of events that might correspond with a zodiac phenomenon: A
similar magic. 9 Rogue. Sneaks find their efforts easier in the region. Creatures in the region make Dexterity (Stealth) checks with advantage. 10 Gem. At midnight on a clear night, the stars appear to
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
constellation most prominent in the game’s current time of year, or you can choose randomly by rolling on the table. The following are examples of events that might correspond with a zodiac phenomenon: A
similar magic. 9 Rogue. Sneaks find their efforts easier in the region. Creatures in the region make Dexterity (Stealth) checks with advantage. 10 Gem. At midnight on a clear night, the stars appear to
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
descended deep to the Haven of the Red Quill. The guardians almost finished us before the door was opened. Gods, how I wish …” The characters are welcome to take or copy any of the documents, but Taresson
pockets a random trinket (determined by rolling on the Trinkets table in the Player’s Handbook). On a failed check, the character sends a pile of dusty items spilling to the floor and earns a stern look
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
. Your size is Medium. Here’s how to determine your height and weight randomly, starting with rolling a size modifier: Size modifier = 2d10 Height = 4 feet + 6 inches + your size modifier in inches Weight
with your people. You can communicate simple ideas with beasts that can breathe water. They can understand your words, though you have no special ability to understand them in return. Guardians of
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
. Your size is Medium. Here’s how to determine your height and weight randomly, starting with rolling a size modifier: Size modifier = 2d10 Height = 4 feet + 6 inches + your size modifier in inches Weight
with your people. You can communicate simple ideas with beasts that can breathe water. They can understand your words, though you have no special ability to understand them in return. Guardians of
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
descended deep to the Haven of the Red Quill. The guardians almost finished us before the door was opened. Gods, how I wish …” The characters are welcome to take or copy any of the documents, but Taresson
pockets a random trinket (determined by rolling on the Trinkets table in the Player’s Handbook). On a failed check, the character sends a pile of dusty items spilling to the floor and earns a stern look