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Magic Items
Dungeon Master’s Guide
The contents of this foul manuscript are the meat and drink of the wicked. It contains knowledge so horrid that to even glimpse the scrawled pages invites doom.
Most believe the lich-god Vecna the
Archlich;Vecna authored the Book of Vile Darkness. He recorded in its pages every horrid idea, every corrupt thought, and every example of foul magic he came across or devised.
Other practitioners of
Magic Items
Keys from the Golden Vault
The contents of this foul manuscript of ineffable wickedness are the meat and drink of those in evil’s thrall. No mortal was meant to know the secrets it contains, knowledge so horrid that to
even glimpse the scrawled pages invites madness.
Most believe the lich-god Vecna authored the Book of Vile Darkness. He recorded in its pages every diseased idea, every unhinged thought, and every
Book of Vile Darkness
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Dungeon Master’s Guide (2014)
The contents of this foul manuscript of ineffable wickedness are the meat and drink of those in evil’s thrall. No mortal was meant to know the secrets it contains, knowledge so horrid that to
even glimpse the scrawled pages invites madness.
Most believe the lich-god Vecna authored the Book of Vile Darkness. He recorded in its pages every diseased idea, every unhinged thought, and every
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Book of Vile Darkness Wondrous item, artifact (requires attunement) The contents of this foul manuscript of ineffable wickedness are the meat and drink of those in evil’s thrall. No mortal was meant
to know the secrets it contains, knowledge so horrid that to even glimpse the scrawled pages invites madness. Most believe the lich-god Vecna authored the Book of Vile Darkness. He recorded in its
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Book of Vile Darkness Wondrous item, artifact (requires attunement) The contents of this foul manuscript of ineffable wickedness are the meat and drink of those in evil’s thrall. No mortal was meant
to know the secrets it contains, knowledge so horrid that to even glimpse the scrawled pages invites madness. Most believe the lich-god Vecna authored the Book of Vile Darkness. He recorded in its
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
doors, disarmed traps, and the like. Events beyond the scope of a single adventure are best recorded in a notebook dedicated to your campaign. Whether it’s a physical book or an electronic file, such a
make for your players so that you don’t have to remember their contents later. Adventure Log. Think of this log as an episode guide for your campaign. Summarize each game session or adventure to help you
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
doors, disarmed traps, and the like. Events beyond the scope of a single adventure are best recorded in a notebook dedicated to your campaign. Whether it’s a physical book or an electronic file, such a
make for your players so that you don’t have to remember their contents later. Adventure Log. Think of this log as an episode guide for your campaign. Summarize each game session or adventure to help you
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Book of Vile Darkness Wondrous Item, Artifact (Requires Attunement) The contents of this foul manuscript are the meat and drink of the wicked. It contains knowledge so horrid that to even glimpse the
scrawled pages invites doom. Most believe the lich-god Vecna authored the Book of Vile Darkness. He recorded in its pages every horrid idea, every corrupt thought, and every example of foul magic he
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Book of Vile Darkness Wondrous Item, Artifact (Requires Attunement) The contents of this foul manuscript are the meat and drink of the wicked. It contains knowledge so horrid that to even glimpse the
scrawled pages invites doom. Most believe the lich-god Vecna authored the Book of Vile Darkness. He recorded in its pages every horrid idea, every corrupt thought, and every example of foul magic he
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
them to his closest allies in the Cult of the Dragon, granting each the power of a wyrmspeaker. Using the magic of the dragon masks, this Inner Circle of Wyrmspeakers helps Severin prepare the way
relative few serve as thieves, assassins, and spies. Dragon-themed symbolism and iconography pervade the cult’s official regalia—black clothing that features a cape or cloak cut to resemble dragon
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
painted frescoes line the walls deeper in the cave.
The wizards who escaped Zikzokrishka’s wrath used this cave as a scriptorium and hall of records. They recorded what they knew and continued their
to destroy the city of Azumar and open the tomb of Prince Hamukai as the survivors flee to Haruun.” The crude map shows the location of the city of Azumar relative to Haruun. Following the map
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
them to his closest allies in the Cult of the Dragon, granting each the power of a wyrmspeaker. Using the magic of the dragon masks, this Inner Circle of Wyrmspeakers helps Severin prepare the way
relative few serve as thieves, assassins, and spies. Dragon-themed symbolism and iconography pervade the cult’s official regalia—black clothing that features a cape or cloak cut to resemble dragon
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
painted frescoes line the walls deeper in the cave.
The wizards who escaped Zikzokrishka’s wrath used this cave as a scriptorium and hall of records. They recorded what they knew and continued their
to destroy the city of Azumar and open the tomb of Prince Hamukai as the survivors flee to Haruun.” The crude map shows the location of the city of Azumar relative to Haruun. Following the map
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
8. Gray Alchemist The Gray Ghosts have claimed this cave as both a safe house and a laboratory, where their alchemists can work in relative peace and isolation. This area is surprisingly clean and
below the laboratory and contains two bunk beds and two small chests, all made of zurkhwood (See “Treasure” below for information on the contents of the chests). The door is barred on this side and has
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
8. Gray Alchemist The Gray Ghosts have claimed this cave as both a safe house and a laboratory, where their alchemists can work in relative peace and isolation. This area is surprisingly clean and
below the laboratory and contains two bunk beds and two small chests, all made of zurkhwood (See “Treasure” below for information on the contents of the chests). The door is barred on this side and has
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
, but a knock spell or similar magic opens it, granting access to the attic and its contents. Granny Nightshade also set a password (“rumpleclump”) that, when spoken within 5 feet of the dollhouse
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
, but a knock spell or similar magic opens it, granting access to the attic and its contents. Granny Nightshade also set a password (“rumpleclump”) that, when spoken within 5 feet of the dollhouse
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
on a successful one. The glyph vanishes after it triggers, and the flame doesn’t damage the contents of the room. Treasure. The desk drawer contains quills, ink, paper, a pouch holding 60 gp, and
room, including the walls, is painted cerulean. Its contents are sized for a small inhabitant; the desk is two feet tall, and the bed is four feet long.
This is Porro’s private chamber. Its cerulean
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
on a successful one. The glyph vanishes after it triggers, and the flame doesn’t damage the contents of the room. Treasure. The desk drawer contains quills, ink, paper, a pouch holding 60 gp, and
room, including the walls, is painted cerulean. Its contents are sized for a small inhabitant; the desk is two feet tall, and the bed is four feet long.
This is Porro’s private chamber. Its cerulean
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. The mage atop the gate tower (area 18a) demands to know who they are and why they have come, granting entry only if their answers raise no suspicions. As the visitors make their way through the
giant spiders on the web roof. The contents of the pen are as follows: Goblins. Twelve armed but weary-looking goblins are gnawing on bones and resting on straw pallets.
Refuse. The pen is littered
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
filled with colorful covers and attractive shades of parchment.
Bookshelf. Characters who examine the contents of the bookshelf find that there’s no rhyme or reason to the organization of the books
dragons can bring up their famous love of ships and the sea in an attempt to bond with Ashgarlyth. If the players fight Ashgarlyth, treat the laboratory as his lair, granting the dragon lair actions as
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. The mage atop the gate tower (area 18a) demands to know who they are and why they have come, granting entry only if their answers raise no suspicions. As the visitors make their way through the
giant spiders on the web roof. The contents of the pen are as follows: Goblins. Twelve armed but weary-looking goblins are gnawing on bones and resting on straw pallets.
Refuse. The pen is littered
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
filled with colorful covers and attractive shades of parchment.
Bookshelf. Characters who examine the contents of the bookshelf find that there’s no rhyme or reason to the organization of the books
dragons can bring up their famous love of ships and the sea in an attempt to bond with Ashgarlyth. If the players fight Ashgarlyth, treat the laboratory as his lair, granting the dragon lair actions as
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Mist. The glass bottles on the southwest shelf contain magically captured sounds, including songs, operas, and recorded lectures. Uncorking a bottle temporarily releases its auditory contents into the
library, after which the sound returns to its bottle. Breaking a bottle releases the sound, but the sound dissipates after it plays once. All the bottles are labeled. Sample contents include the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Mist. The glass bottles on the southwest shelf contain magically captured sounds, including songs, operas, and recorded lectures. Uncorking a bottle temporarily releases its auditory contents into the
library, after which the sound returns to its bottle. Breaking a bottle releases the sound, but the sound dissipates after it plays once. All the bottles are labeled. Sample contents include the
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
against the stronghold. They also use shark hide to fashion apparel and shark teeth to festoon their weapons (see area 20), Treasure The main cave contains two giant clams. The clams’ contents are
and leads to Queen Neri’s sunken tomb (area 22). Treasure A giant clam rests in the southwest corner of the room. The clam’s contents are determined by the Giant Clam table (see the “Maelstrom
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
against the stronghold. They also use shark hide to fashion apparel and shark teeth to festoon their weapons (see area 20), Treasure The main cave contains two giant clams. The clams’ contents are
and leads to Queen Neri’s sunken tomb (area 22). Treasure A giant clam rests in the southwest corner of the room. The clam’s contents are determined by the Giant Clam table (see the “Maelstrom
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
contents on the tables include mortars and pestles, small tools, bowls filled with crushed leaves, chopped fungus stalks, and other plant specimens. The many doors leading off this hall are all partly
Draconic, “Let the sorcerous power illuminate my spirit.” If anyone speaks this sentence aloud while standing on the tile, a puff of spectral flame harmlessly envelops the speaker, granting the target
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
contents on the tables include mortars and pestles, small tools, bowls filled with crushed leaves, chopped fungus stalks, and other plant specimens. The many doors leading off this hall are all partly
Draconic, “Let the sorcerous power illuminate my spirit.” If anyone speaks this sentence aloud while standing on the tile, a puff of spectral flame harmlessly envelops the speaker, granting the target
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
of the hammocks.
Three lizardfolk warriors occupy the hammocks. The chest and its contents are their property. The lizardfolk were provided by the chieftain of their clan to help ensure that the
scroll of gust of wind. It also holds Punketah’s spellbook, which has all the spells he has prepared recorded on its pages. 9. Captain’s Cabin This cabin is clean, and its furniture in good repair
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
of the hammocks.
Three lizardfolk warriors occupy the hammocks. The chest and its contents are their property. The lizardfolk were provided by the chieftain of their clan to help ensure that the
scroll of gust of wind. It also holds Punketah’s spellbook, which has all the spells he has prepared recorded on its pages. 9. Captain’s Cabin This cabin is clean, and its furniture in good repair
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
contents of its skull to their master, which absorbs the illithid’s brain and all the knowledge and experience contained therein. In this way the elder brain continually increases its knowledge, uniting
brain are always tempered by its relative immobility. Although its telepathic senses can reach for miles, moving anywhere is always a dangerous proposition. If forced outside its brine pool, an elder
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
reopened, the previous contents are gone and the cabinet’s shelves are filled with foodstuffs—fresh bread, dried meat, flasks of clear water, fruit, sweet cakes, and more. Once used, this property of the
experience glimpses of the immediate future flashing through their minds. At the start of the second round, each creature in the room can use a bonus action to focus on the future, granting advantage on
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
contents of its skull to their master, which absorbs the illithid’s brain and all the knowledge and experience contained therein. In this way the elder brain continually increases its knowledge, uniting
brain are always tempered by its relative immobility. Although its telepathic senses can reach for miles, moving anywhere is always a dangerous proposition. If forced outside its brine pool, an elder
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
reopened, the previous contents are gone and the cabinet’s shelves are filled with foodstuffs—fresh bread, dried meat, flasks of clear water, fruit, sweet cakes, and more. Once used, this property of the
experience glimpses of the immediate future flashing through their minds. At the start of the second round, each creature in the room can use a bonus action to focus on the future, granting advantage on