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Backgrounds
Dragonlance: Shadow of the Dragon Queen
Prerequisite: Dragonlance Campaign
You have trained to be a valorous warrior known as a Knight of Solamnia. Strict rules guide your every action, and you work to uphold them as you strive to
Monsters
Strixhaven: A Curriculum of Chaos
nature. Eventually that growth turns the daemogoth into a titan.
The titans maintain their lesser cousins’ ability to trade magical power for a mortal’s pain, but they tend to demand
;Supernatural Gifts” in the Dungeon Master’s Guide). As long as the creature has the blessing, it must expend and roll two of its Hit Dice whenever it finishes a long rest. It takes
Magic Items
Princes of the Apocalypse
the area of effect, the rules for heavy precipitation apply, as detailed in chapter 5 of the Dungeon Master’s Guide. If there is a substantial body of water in the area, it floods after 2d10 hours
batter it. The wind is strong enough to uproot weak trees and destroy light structures after at least 10 minutes of exposure. Otherwise, the rules for strong wind apply, as detailed in chapter 5 of the
Monsters
Bigby Presents: Glory of the Giants
’s Guide for rules on extreme cold). If the climate in the area already features extreme cold, the cold is numbing—creatures in the area without immunity or resistance to cold damage have
Magic Items
Icewind Dale: Rime of the Frostmaiden
rest within 30 feet of it, meditating on the mythallar. Up to eight creatures can be attuned to it at one time; otherwise, the Ythryn mythallar follows the attunement rules in the Dungeon Master&rsquo
;s Guide. If a ninth creature tries to attune to the mythallar, nothing happens.
All creatures attuned to the Ythryn mythallar can sense when the device is being used. A creature attuned to the device
Monsters
Bigby Presents: Glory of the Giants
envelops the land within 6 miles of the scion (see the Dungeon Master’s Guide for rules on extreme cold). If the climate in the area already features extreme cold, the cold is numbing—creatures
Monsters
Fizban's Treasury of Dragons
nightmarish cousins of chromatic dragons. The warped magical energy of their subterranean realm gives them the ability to exhale magical spores that instill fear and scar the mind.
Deep dragons&rsquo
it to the surface world. Lost and confused, the wyrmling has been captured by a group of cruel adventurers.
3
A deep dragon wyrmling whimsically rules over a worshipful group of kobolds, sending
Backgrounds
Ghosts of Saltmarsh
the moon and sold it for twice its value in the morning. In your more charitable times, you have transported innocents out of war zones or helped guide herd animals to safety on the banks of a
’s Code. I uphold the unwritten rules of the smugglers, who do not cheat one another or directly harm innocents. (Lawful)
3
All for a Coin. I’ll do nearly anything if it
Baphomet
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Out of the Abyss
, the Horned King and the Prince of Beasts. He rules over minotaur;minotaurs and others with savage hearts. He is worshiped by those who want to break the confines of civility and unleash their bestial
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
Orcus
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Out of the Abyss
chapter 7, "Treasure” of the Dungeon Master’s Guide.Orcus’s Lair
Orcus makes his lair in the fortress city of Naratyr, which is on Thanatos, the layer of the Abyss that he rules
within line of sight of the demon lord, roll on the Madness of Orcus table to determine the nature of the madness, which is a character flaw that lasts until cured. See the Dungeon Master’s Guide
races
Ingenious and full of energy, gnomes are thought to be distant cousins of the dwarves. Shorter than their dwarf kin and less bulky, these small-framed folk are often known for their ever-working
can be done. It’s said among other folk that if you’re looking for a gnome in a populated city, you need only wait for the explosion to guide your steps.
During the Era of Expansion
races
comprises all laneshi born as twins, a common occurrence among their people. The first-born twin is always inducted into the mystic caste, while the other is consecrated as their sibling’s spirit guide
unknown reasons. Perhaps some new and greater threat stirs in the dark depths of the sea, and the laneshi seek aid from their air-breathing cousins. Or perhaps there’s truth in the fearful whispers
races
Mordenkainen Presents: Monsters of the Multiverse
Neither bugs nor bears, bugbears are the hulking cousins of goblins and hobgoblins. With roots in the Feywild, early bugbears resided in hidden places, in hard-to-reach and shadowed spaces. Long ago
character is a member of the human race or of a fantastical race. If you select a fantastical race, follow these additional rules during character creation.
Ability Score Increases
When determining
races
Mordenkainen Presents: Monsters of the Multiverse
hobgoblin legions have emerged, with ranks of devoted soldiers famed for their unity.
Hobgoblins are generally taller than their goblin cousins but not quite as big as bugbears. They have curved
fantastical race. If you select a fantastical race, follow these additional rules during character creation.
Ability Score Increases
When determining your character’s ability scores, increase one score
races
Mordenkainen Presents: Monsters of the Multiverse
Once members of a people who escaped servitude to mind flayers, githyanki split from their cousins, githzerai, and fled to the Astral Plane. In that timeless, silvery realm, githyanki honed their
race. If you select a fantastical race, follow these additional rules during character creation.
Ability Score Increases
When determining your character’s ability scores, increase one score
races
Mordenkainen Presents: Monsters of the Multiverse
Distant cousins of giants, the first firbolgs wandered the primeval forests of the multiverse, and the magic of those forests entwined itself with the firbolgs’ souls. Centuries later, that
Character
At 1st level, you choose whether your character is a member of the human race or of a fantastical race. If you select a fantastical race, follow these additional rules during character
races
Mordenkainen Presents: Monsters of the Multiverse
Githzerai migrated to the Everchanging Chaos of Limbo after the ancient schism that split their ancestors from their cousins, githyanki. Limbo is a roiling maelstrom of matter and energy, collapsing
choose whether your character is a member of the human race or of a fantastical race. If you select a fantastical race, follow these additional rules during character creation.
Ability Score
races
Mordenkainen Presents: Monsters of the Multiverse
The saurian lizardfolk are thought by some sages to be distant cousins of dragonborn and kobolds. Despite their resemblance to those other scaled folk, however, lizardfolk are their own people and
level, you choose whether your character is a member of the human race or of a fantastical race. If you select a fantastical race, follow these additional rules during character creation.
Ability Score
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Dungeon Master’s Guide, you’ll find advice for how to create adventures and even create whole worlds. Guide the Story. You narrate much of the action during play, describing locations and creatures that
the adventurers face. The players decide what their characters do as they navigate hazards and choose what to explore. Then you use a combination of imagination and the game’s rules to determine the
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Dungeon Master’s Guide, you’ll find advice for how to create adventures and even create whole worlds. Guide the Story. You narrate much of the action during play, describing locations and creatures that
the adventurers face. The players decide what their characters do as they navigate hazards and choose what to explore. Then you use a combination of imagination and the game’s rules to determine the
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Chapter 2: Traps Revisited The rules for traps in the Dungeon Master’s Guide provide the basic information you need to manage traps at the game table. The material here takes a different, more
elaborate approach — describing traps in terms of their game mechanics and offering guidance on creating traps of your own using these new rules. Rather than characterize traps as mechanical or magical, these rules separate traps into two other categories: simple and complex.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
per day. Damage Threshold If a vehicle has a damage threshold (see the rules glossary), it’s noted in the table. Ship Repair Repairs to a damaged ship can be made while the vessel is berthed
. Repairing 1 Hit Point of damage requires 1 day and costs 20 GP for materials and labor. If the repairs are made in a location where supplies and skilled labor are abundant, such as a city shipyard, the
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Chapter 2: Traps Revisited The rules for traps in the Dungeon Master’s Guide provide the basic information you need to manage traps at the game table. The material here takes a different, more
elaborate approach — describing traps in terms of their game mechanics and offering guidance on creating traps of your own using these new rules. Rather than characterize traps as mechanical or magical, these rules separate traps into two other categories: simple and complex.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
per day. Damage Threshold If a vehicle has a damage threshold (see the Rules Glossary), it’s noted in the table. Ship Repair Repairs to a damaged ship can be made while the vessel is berthed
. Repairing 1 Hit Point of damage requires 1 day and costs 20 GP for materials and labor. If the repairs are made in a location where supplies and skilled labor are abundant, such as a city shipyard, the
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
in which adventurers interact with the environment in such places. The Dungeon Master’s Guide has rules covering more unusual situations.
The Environment By its nature, adventuring involves delving into places that are dark, dangerous, and full of mysteries to be explored. The rules in this section cover some of the most important ways
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Magic Item Descriptions This section presents an assortment of magic items in alphabetical order. See the Dungeon Master’s Guide for the rules on magic items.
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
to flourish in Brelish cities and churches. The Sovereign Host is the dominant religion of Breland, but in general the Brelish aren’t as devout as their cousins in other nations. King Boranel ir’Wynarn
of Breland rules in conjunction with an elected parliament. Boranel is a popular leader celebrated for his exploits during the Last War. But his children have yet to prove themselves, and there is a growing movement that advocates abandoning royal rule when Boranel passes.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
in which adventurers interact with the environment in such places. The Dungeon Master’s Guide has rules covering more unusual situations.
The Environment By its nature, adventuring involves delving into places that are dark, dangerous, and full of mysteries to be explored. The rules in this section cover some of the most important ways
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
most capable crews to watery graves. The following rules help adjudicate travel at sea, specifically voyages of an hour or more. This material builds on the travel rules in the Player’s Handbook and the Dungeon Master’s Guide.
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Rules House rules include optional rules, such as those presented in chapter 9 of the Dungeon Master’s Guide, and rules you create. If you plan to use any house rules, session zero is a good time to
” section in the introduction of the Dungeon Master’s Guide provides some guidance for doing so, based on known player archetypes. To help identify what types of players are in the group, you can ask each
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Rules House rules include optional rules, such as those presented in chapter 9 of the Dungeon Master’s Guide, and rules you create. If you plan to use any house rules, session zero is a good time to
” section in the introduction of the Dungeon Master’s Guide provides some guidance for doing so, based on known player archetypes. To help identify what types of players are in the group, you can ask each
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Spellcasting This section expands on the spellcasting rules presented in the Player’s Handbook and the Dungeon Master’s Guide, providing clarifications and new options.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Being the Dungeon Master If you want to be the mastermind of the game, consider being the DM. Here’s what DMs do: Build Adventures. You prepare the adventures that the players experience. Guide the
explore. Then you use a combination of imagination and the game’s rules to determine the results of the adventurers’ decisions. Adjudicate the Rules. You oversee how the group uses the game’s rules
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Being the Dungeon Master If you want to be the mastermind of the game, consider being the DM. Here’s what DMs do: Build Adventures. You prepare the adventures that the players experience. Guide the
explore. Then you use a combination of imagination and the game’s rules to determine the results of the adventurers’ decisions. Adjudicate the Rules. You oversee how the group uses the game’s rules
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Magic Item Descriptions This section presents an assortment of magic items in alphabetical order. See the Dungeon Master’s Guide for the rules on magic items.