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classes
Sword Coast Adventurer's Guide
Bladesingers master a tradition of wizardry that incorporates swordplay and dance. Originally created by elves, this tradition has been adopted by non-elf practitioners, who honor and expand on the
elven ways.
In combat, a bladesinger uses a series of intricate, elegant maneuvers that fend off harm and allow the bladesinger to channel magic into devastating attacks and a cunning defense. Many
classes
Sword Coast Adventurer's Guide
Bladesingers master a tradition of wizardry that incorporates swordplay and dance. Originally created by elves, this tradition has been adopted by non-elf practitioners, who honor and expand on the
elven ways.
In combat, a bladesinger uses a series of intricate, elegant maneuvers that fend off harm and allow the bladesinger to channel magic into devastating attacks and a cunning defense. Many
Autumn Eladrin
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Mordenkainen’s Tome of Foes
Enchanting Presence. Any non-eladrin creature that starts its turn within 60 feet of the eladrin must make a DC 16 Wisdom saving throw. On a failed save, the creature becomes charmed by the eladrin
material components:
At will: calm emotions, sleep
3/day each: cure wounds (as a 5th-level spell), lesser restoration
1/day each: greater restoration, heal, raise dead
Magic Resistance. The eladrin has
races
incorporates a huge expanse of land – originally a series of riverways that crossed a wide-open, hilly plane. Over centuries, shallow gorges were carved by rivers, steep valleys in an otherwise
: Boulderfist, Ruggedhide, Ironguts, and Booming-Chest. If their names are in Archosauric, to a non-speaker they would sound like: Karko-ragh, Gurrgu, Oo-tarm-ma, and Vro-fath.
Ankylier Traits
Creature
Monsters
Planescape: Adventures in the Multiverse
vapors that coalesce at a point it can see within 120 feet of itself. The vapors fill a 20-foot-radius sphere centered on that point, then vanish. Each non-yugoloth creature in that area must make a DC
in the baernaloth’s lair other than the baernaloth takes necrotic or psychic damage or drops to 0 hit points, the baernaloth regains 10 (3d6);{"diceNotation":"3d6", "rollType":"heal
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
steady series of new residents over long years.
Creatures. A group of five monks led by an elder monk can be found here at any time, sleeping, eating, and taking part in decidedly non-monastic
M4. Dormitories When not on duty, the monks reside in this series of ill-kept rooms. Each of these dormitory cells contains only a bed, a trunk for personal effects, and a table. All are crafted of
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
healing the sick and wounded, caring for those in need, and driving away the forces of death and undeath. Almost any non-evil deity can claim influence over this domain, particularly agricultural deities
. Channel Divinity: Preserve Life Starting at 2nd level, you can use your Channel Divinity to heal the badly injured. As an action, you present your holy symbol and evoke healing energy that can restore a
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
healing the sick and wounded, caring for those in need, and driving away the forces of death and undeath. Almost any non-evil deity can claim influence over this domain, particularly agricultural deities
spell’s level. Channel Divinity: Preserve Life Starting at 2nd level, you can use your Channel Divinity to heal the badly injured. As an action, you present your holy symbol and evoke healing energy that
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Autumn Eladrin Eladrin often enter the autumn season when they are overcome by feelings of goodwill. In this aspect, they defuse conflicts and alleviate suffering by using their magic to heal, to
Perception 13
Languages Common, Elvish, Sylvan
Challenge 10 (5,900 XP)
Enchanting Presence. Any non-eladrin creature that starts its turn within 60 feet of the eladrin must make a DC 16 Wisdom
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
misinformation exists about driders among non-drow, but all dark elves know exactly what driders are: failures. They have either fared badly in Lolth’s test or displeased her in some other way.
Once its
it’s lucky, the new drider finds a safe place to hide while its wounds heal.
So begins a drider’s life in exile. Another widespread misunderstanding about driders is that they serve the drow as
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
the hemispherical cup the holder of the instrument will be teleported instantly to be spat out of the devil’s mouth at area 6, nude, while all non-living materials with the individual go to area 33
, or one 4th-level) will stanch the flow of blood, as will a heal spell. If other magic is used against the blood, only the following spells will have any effect: Cone of cold freezes the blood and
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a4
forming a sort of elastic skin. The shape of the corridor is not square in cross-section, but rather semicircular, as if a series of hoops were supporting the ceiling. The protective skin is soft
there takes that damage. The skin will not “heal” once it is compromised. Major damage to the skin, as from a slash with a sword or an axe, will collapse the field like a deflating balloon in 1d6
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Velkynvelve The drow outpost is located high in a cavern, built 100 feet above the rocky floor. The outpost consists of a series of small caves in the cavern walls and four “hanging towers
and the entrance to the priestess’s tower. The swaying bridges are difficult terrain for non-drow.
Falling. A creature pushed off the stairs, a bridge, or the edge of a platform must attempt a DC 10
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
a tradition of wizardry that incorporates swordplay and dance. Originally created by elves, this tradition has been adopted by non-elf practitioners, who honor and expand on the elven ways. In combat
, a bladesinger uses a series of intricate, elegant maneuvers that fend off harm and allow the bladesinger to channel magic into devastating attacks and a cunning defense. Many who have observed a
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
responded with a whoo, then went off into a complicated series of chattering hoots and whoos. Montolio took it all in, weighing every detail. With the help of his friends, particularly this rather
graves or tombs. Many of these symbols were derived from elven lore or borrowed from groups like the Harpers. While by no means a secret language, these trail marks are often obtuse to non-rangers
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
handful of non-dwarf sages have even heard of it. Most people of the Dessarin Valley don’t know Besilmer at all, but they are familiar with two of its works: the engineering marvel known as the Stone
Second Trollwars, and finally a series of vicious drow raids. By the year 942 DR, human settlements in the Dessarin Valley had been all but wiped out, and the Knights of the Silver Horn were no more
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
seems to be in a decaying, crumbling, or corroded state. Optional Rule: Abyssal Corruption A non-evil visitor that finishes a long rest in the Abyss must make a DC 10 Charisma saving throw. On a failure
holds the Horned King’s enormous ziggurat palace. A confusing jumble of crooked hallways and myriad chambers, the palace is surrounded by a mile-wide moat concealing a maddening series of submerged stairs
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
and visitors to Baldur’s Gate are always welcome, spies and saboteurs are not. Legitimate foreign agents, such as ambassadors, are required to report to the High Hall for an elaborate series of
unclear, and if an individual doesn’t have a license marking them as one or the other, any duke or peer can unilaterally change a non-citizen’s status, effectively sentencing them to imprisonment or
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
rests here in the garden,
Whose waters, we hear, like to harden.
But a drink now and then,
Cures all in our ken,
And may even bring cries of “Pardon!”
Fountain All Heal (area G9
one is watching
The river is home to Vuuthramis, a shy but playful young bronze dragon. She lives in a cave hidden beneath the river. Vuuthramis drank from the Fountain All Heal (area G9) and
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
visitors to Baldur’s Gate are always welcome, spies and saboteurs are not. Legitimate foreign agents, such as ambassadors, are required to report to the High Hall for an elaborate series of
unclear, and if an individual doesn’t have a license marking them as one or the other, any duke or peer can unilaterally change a non-citizen’s status, effectively sentencing them to imprisonment or worse
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
of manacles, and a blue pearl worth 150 gp. D3: Lower Chambers The stairs descend into an space surrounded by a series of halls and cramped rooms. A thick, rotten smell permeates the air. Digging
restoration spell or similar magic could heal him. If the characters don’t heal Rone, a slaad tadpole emerges 1 hour after the characters encounter him, killing him. If the characters do heal Rone, he
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
carved in the white marble walls of the chamber, slight gusts whistling from each of their open mouths. Down the center of the chamber, toward the doors at the far end, a series of black stone platforms
. Throne Swarm Trap. The 20-foot-tall white throne is a magic trap that the Thayans might use if desperate. When any non-undead creature climbs onto it, a swarm of stinging insects pours out of the back of
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
repeat the saving throw, ending the effect on itself on a successful save. Any non-undead creature that ends its turn in the lighted room takes 10 (3d6) necrotic damage. A dispel magic spell suppresses
. Necrotic Essence. Viewed with detect magic, the area has an aura of necromancy. When non-undead creatures regain hit points in this zone, they regain only half as many. 41. Garbage Transfer This
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
enter area 3 against doing so. If someone does anyway, the vampire attacks. Fighting Pit. This rough-hewn arena is 15 feet lower than the floor around it and imbued with magic. Any non-undead creature
dais. Along the upper edge of the sarcophagus, a series of arcane glyphs pulses with pale white light.
Cursed Prisms. Unless Issem is in the room, each character who is in the room and can see the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
–30: Fleetswake This festival celebrates the sea, maritime trade, and the gods of the sea, navigation, and weather. It spans the last tenday of Ches, and includes a series of boat races, the
sense of shared activities of plowing fields and moving (or “running”) livestock. But within the city, the holiday is celebrated with a series of races. Foot, horse, and chariot races are run through
Compendium
- Sources->Dungeons & Dragons->Adventure Atlas: The Mortuary
: This underground facility reeks of rotting flesh. Grim-faced workers shuffle between a series of chutes set into south wall, prodding supine bodies with rusty implements. Periodically, corpses tumble out
incorporeal Undead churns 20 feet below the catwalks. A non-Undead creature that enters the liquid for the first time on a turn or starts its turn there takes 7 (2d6) necrotic damage and must succeed
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
The Foundry Durgeddin’s followers lived and worked in a series of carved halls and chambers beyond the Glitterhame. Most of this part of the complex was thoroughly ransacked when the dwarven citadel
skeletons attack any non-undead creature that enters. They don’t pursue anyone beyond this chamber. Treasure. The rogue from the failed expedition lies in this room, her desiccated corpse half-buried under
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
The Glitterhame Below the Mountain Door lies the Glitterhame, a large series of natural caverns in the heart of the Stone Tooth. The caverns are beautiful: the walls sparkle and glisten with flecks
opportune moment to attack intruders with surprise. The other moves east to the gate and opens it to release a brown bear, which attacks any non-troglodyte in the next round (roll initiative for the bear
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
spell’s insanity effect, but permanent until ended with remove curse, greater restoration, heal, or similar magic). Treasure. The first character who views the wall and does not go mad discovers that a ring
. If the orcs are approached in a non-hostile manner, they become agreeable immediately if the characters mention the possibility of fighting against bugbears or giants. Guard Posts. The orcs have
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
halfling acolytes) can inevitably be found here chatting with the city’s downtrodden, offering what healing and alms they can. The church’s only source of non-donation income is a twisting series of crypts
those wards catering to poor Outer City residents, the hospital has constant security problems, from angry patients to spontaneously arising undead, unethical or experimental treatments by priests of non
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
spontaneously arising undead, unethical or experimental treatments by priests of non-good faiths, or excessive withdrawals from the stores of painkilling narcotics. It perhaps says something about Baldur’s Gate
dangerously pollute the river, leading a coalition of druids and patriars to construct the Sewer Keep. A series of three towers built into the walls at the western end of the Seatower neighborhood, the
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
temple. One can follow this path to a series of safe rooms secured by mechanical devices. Some safe rooms hold treasures of the faith, while others are rented to wealthy individuals who wish to keep their
, non-residents of the district are evicted after sundown. Vanthampur Villa Duke Vanthampur can’t stand the rank gossip that hangs in the air of the Manorborn neighborhood. Thus, her estate lies in
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
temple. One can follow this path to a series of saferooms secured by mechanical devices. Some saferooms hold treasures of the faith, while others are rented to wealthy individuals who wish to keep their
, though, non-residents of the district are evicted after sundown. Vanthampur Villa Duke Vanthampur can’t stand the rank gossip that hangs in the air of the Manorborn neighborhood. Thus, her estate lies
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
hoards are threatened. A copper dragon has brow plates jutting over its eyes, extending back to long horns that grow as a series of overlapping segments. Its backswept cheek ridges and jaw frills give it
the dragon or other non-evil creatures in the mist, warning such creatures of the danger. Gems and pearls within 1 mile of the dragon’s lair sparkle and gleam, shedding dim light in a 5-foot radius