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Spells
Player’s Handbook
from this spell, the steed is replaced by the new one.
The steed resembles a Large, rideable animal of your choice, such as a horse, a camel, a dire wolf, or an elk. Whenever you cast the spell, choose
Initiative count, and it functions as a controlled mount while you ride it (as defined in the rules on mounted combat). If you have the Incapacitated condition, the steed takes its turn immediately
Monsters
Out of the Abyss
Stone Camouflage. The Pudding King has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.
Gnome Cunning. The Pudding King has advantage on Intelligence, Wisdom, and Charisma
this action. His statistics and capabilities are otherwise replaced by those of the new form.
Create Green Slime (Recharges after a Long Rest). The Pudding King creates a patch of green slime. The slime appears on a section of wall, ceiling, or floor within 30 feet of the Pudding King.Acid, Poison
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Teleport.
Assault (Costs 2 Actions). Titivilus makes one Silver Sword attack, or he uses Frightful Word.Dispater, the gloomy Lord of Dis, rules from his iron palace, seeming to hide behind its
that either Titivilus is Dispater in disguise or Titivilus has removed the archduke and replaced him altogether.
Titivilus recognizes the precariousness of his position. After all, Dispater’s
races
. Cannons, automatons, flintlocks, and explosives are all reputed to be results of gnomish crafting. The process of tinkering is as important as the result. Gnomes create new inventions simply to prove it
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
, whether in the guise of the child they replaced or an adult halfling, gnome, or other person of similar stature. With few physical needs, a wechselkind can easily wander from settlement to settlement
Shapechange
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
replaced by the statistics of the chosen creature, though you retain your alignment and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in
rules for the original form, with one exception: if your new form has more hit points than your current one, your hit points remain at their current value.
races
Mordenkainen Presents: Monsters of the Multiverse
changelings develop identities that have more depth, crafting whole personas complete with histories and beliefs. A changeling adventurer might have personas for many situations, including negotiation
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
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Crafting Magic Items “Equipment” contains rules on brewing Potions of Healing and scribing Spell Scrolls. To create other magic items, follow the rules below. In these rules, “you” refers to the character crafting the magic item.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Crafting Equipment Using the rules below, characters can make nonmagical items, Potions of Healing, and Spell Scrolls.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Crafting Magic Items The Player’s Handbook contains rules on brewing Potions of Healing and scribing Spell Scrolls. To create other magic items, follow the rules below. In these rules, “you” refers
to the character crafting the magic item. Arcana Proficiency To craft a magic item, you and any assistants must have proficiency in the Arcana skill. Tools The Magic Item Tools table lists which tool
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Deep Gnome Characters At the DM’s discretion, you can play a deep gnome character. When you choose the subrace of your gnome, you can choose deep gnome, using the following rules to create your character.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Crafting Equipment Using the rules below, characters can make nonmagical items, Potions of Healing, and Spell Scrolls.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Creating a Magic Item The magic items in chapter 7 are but a few of the magic treasures that characters can discover during their adventures. You can modify these magic items or create new ones using the guidelines in this section. Rules for characters crafting magic items are in chapter 7.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Time and Cost Crafting a magic item takes an amount of time and money based on the item’s rarity as shown in the Magic Item Crafting Time and Cost table. Work per Day. For each day of crafting, you
must work for 8 hours. If an item requires multiple days, those days needn’t be consecutive. Assistants. Characters can combine their efforts to shorten the crafting time. Divide the time needed to
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
you take the action. This entry also provides the DC for the action. Craft. This entry lists what, if anything, you can craft with the tool. For crafting rules, see “Crafting Equipment” later in the
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
you take the action. This entry also provides the DC for the action. Craft. This entry lists what, if anything, you can craft with the tool. For crafting rules, see “Crafting Equipment” later in the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Crafting and Harvesting Poison During downtime between adventures, a character can use the crafting rules in the Player’s Handbook to create basic poison if the character has proficiency with a
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
gnome Lorehold apprentice; see chapter 7) approaches them. The gnome announces that Aerojaunt Field is reserved for the characters’ Mage Tower team to practice. The characters’ designated practice slot is
at the end of this week. As a student referee, Rosie is tasked with helping the characters learn the rules of Mage Tower and the game’s basic techniques. Further, as long as the entire party has not
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Tools, using the rules in the Player’s Handbook. Craft: Magic Item (Armament). If you are level 9+, can you commission the facility’s hirelings to craft a Common or an Uncommon magic item chosen by
“Crafting Magic Items” section in chapter 7 for the time and money that must be spent to craft the item. If the item allows its user to cast any spells from it, you must craft the item yourself (the
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Horror Adventures Creating your own horror adventures is like crafting any other D&D adventure with one exception: your goal is to horrify your players in the most fun way possible. Frightening
toolbox of horror-focused rules also provides options for what sort of grim adventures you might create. At the end of this chapter, a horror adventure puts these methods to use and leads characters on
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Laboratory Level 9 Bastion Facility Prerequisite: None
Space: Roomy
Hirelings: 1
Order: Craft
A Laboratory contains storage space for alchemical supplies and workspaces for crafting various
with Alchemist’s Supplies using the rules in the Player’s Handbook and chapter 7 of this book. Craft: Poison. You commission the facility’s hireling to craft a vial containing one application of a
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
: Craft: Adventuring Gear. The facility’s hirelings craft anything that can be made with the tools you chose when you added the Workshop to your Bastion (see above), using the rules in the Player’s
. The facility has the tool required to craft the item, and the hirelings have proficiency with that tool as well as proficiency in the Arcana skill. See the “Crafting Magic Items” section in chapter
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Adventure Background The clockwork automatons that protect Little Lockford are the creations of a gnome tinkerer named Tixie Tockworth, who recently decided to become a mechanical being herself. She
began with a series of procedures whereby she replaced parts of her body with machinery created in her workshop. At some point, Tockworth lost all compassion and empathy for her fellow townspeople
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
characters. Reinforce Expectations Make it clear that D&D is a group storytelling game. As the DM, you have a role in crafting adventures and arbitrating rules, but you aren’t solely responsible for how
zero.” Tasha’s Cauldron of Everything outlines how to run session zero discussions, but in general, use this session to discuss the game’s content, social contract, and house rules, and to create
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Creating Common Magic Items Normally, a magic item in Eberron is created using the crafting rules in the Dungeon Master’s Guide or Xanathar’s Guide to Everything. But if you have a dragonshard, you
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
100 gp total) to a svirfneblin named Kazook Pickshine in Blingdenstone, no questions asked. Jimjar, Topsy, and Turvy know of Kazook Pickshine and can provide basic information about the gnome
actually raw stones used in the crafting of spell gems. Werz met Kazook in Mantol-Derith (see chapter 9), and the two have been trading recently behind their superiors’ backs. He declines to mention this
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Crafting an Item A character who has the time, the money, and the needed tools can use downtime to craft armor, weapons, clothing, or other kinds of nonmagical gear. Resources and Resolution. In
desired sort. A character can sell an item crafted in this way at its listed price. Crafting Magic Items. Creating a magic item requires more than just time, effort, and materials. It is a long-term
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
quite happy with it. Their streets are safe, and as long as you play by the rules of the game, the Trust won’t target you. Outsiders find this casual acceptance of preemptive assassination to be
terrifying, but the Zil actually trust the Trust. Every Zil gnome is in a web of intrigues. This is condoned by the Trust, as long as no laws are broken and the state itself isn’t threatened. It’s fine for a
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
replaced by the eastern portion of the Kron Hills and the western border of the Gnarley Forest. Instead of Red Larch, the starting town of the adventure is Hommlet. The adventure content described in
the Dessarin River, carrying the barge traffic (and river piracy) that interests the Cult of the Crushing Wave. The gnome town of Tulvar replaces Westbridge, while the Etterboek takes the place of
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
dragonshard dust in place of any spell component that has a cost, unless the DM says otherwise (the dust’s market value is the same as the replaced component). Eberron dragonshard dust is used in the
dragonshards are used in the crafting of magic items that require dragonmarks for attunement. Larger ones may be required for eldritch machines or the creation of legendary items or artifacts.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Creating a Dragonmarked Character Dragonmarks manifest on certain members of a few species, represented in the rules by variant race options: For humans and half-orcs, a dragonmark is a variant race
Halfling Food, lodging, urban information Making Cannith Human Manufacturing Passage Orien Human Land transportation Scribing Sivis Gnome Communication, translation, verification Sentinel Deneith Human
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Gnome Gods Who forged the chains that bind Tiamat in Avernus? Why do the modrons go on the Great March? Who is the Lady of Pain, really? I can’t tell you, but the answers lie in the Golden Hills. And
if Garl and his gang don’t know, it can’t be known.
— Griballix, gnome of Sigil
It shouldn’t be surprising that gnomes, inveterate inventors that they are, have an incredible number of legends
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
you play by the rules of the game, the Trust ignores you. Outsiders find this casual acceptance of preemptive assassination to be terrifying, but the Zil genuinely trust the Trust. Zil gnomes live
within a web of intrigues. The Trust condones their actions, as long as they break no laws and don’t threaten the state or the status quo. A gnome charlatan can connive to steal a jewel mine from another
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
, when the carvings are replaced by answers written in Dethek, the Dwarvish script. Any carving that isn’t a question simply vanishes, with nothing appearing in its place. Questions that Kayalithica has
trusted?
Is the gnome lying about Loudwater’s defenses?
The primordial isn’t an all-knowing entity — quite the contrary. Its answers are motivated by a desire to sow discord, and it has no knowledge
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
transforms in a flash of light, gaining the physical form of its new rank. The promoted modron is replaced by one of its underlings in the same manner, all the way to the lowest levels of the hierarchy
reconnaissance mission. The march is long and dangerous, and only a small number of modrons returns to Mechanus. “Every 289 years, the entire multiverse goes mad. Like clockwork.”
— Kwint Stormbellow, rock gnome adventurer