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Backgrounds
Guildmasters’ Guide to Ravnica
. That’s the world you have been trying to grow in the laboratories of the Simic Combine. Nature is all about adaptation, evolution, and balance — but for it to keep up with the pace of
advancing civilization, nature needs some help from biomancers and terraformers. If, along the way, you happen to create super-soldiers and mutant monsters that can bolster the combine’s defenses
Backgrounds
Guildmasters’ Guide to Ravnica
member of the Selesnya Conclave, you can count on your guild mates to provide shelter and aid. You and your companions can find a place to hide or rest in any Selesnya enclave in the city, unless you have
member you can receive free healing and care at a Selesnya enclave, though you must provide any material components needed for spells.
Selesnya Guild Spells
Prerequisite: Spellcasting or Pact Magic
Monsters
Fizban's Treasury of Dragons
, chosen to pique visitors’ curiosity and provide an excuse for the host to tell these items’ tales.A Deep Dragon’s Lair
Deep dragons make their lairs in well-hidden caves or sunless
or ambush visitors if the need arises. A well-cultivated lair abounds with Underdark fungi and plants, with the floor, walls, and ceiling covered in carpets of mold and moss, or featuring larger
Monsters
Fizban's Treasury of Dragons
inaccessible or storied locales, chosen to pique visitors’ curiosity and provide an excuse for the host to tell these items’ tales.A Deep Dragon’s Lair
Deep dragons make their lairs in
that allow them to escape or ambush visitors if the need arises. A well-cultivated lair abounds with Underdark fungi and plants, with the floor, walls, and ceiling covered in carpets of mold and moss
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Combat Encounters The following features can make a combat encounter more interesting or challenging: Changes in Elevation. Terrain features that provide a change of elevation (such as stacks of
force characters who normally attack at range to move around. Mixed Monster Groups. When different types of monsters work together, they can combine their abilities—just like characters with different
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Combat Encounters The following features can make a combat encounter more interesting or challenging: Changes in Elevation. Terrain features that provide a change of elevation (such as stacks of
force characters who normally attack at range to move around. Mixed Monster Groups. When different types of monsters work together, they can combine their abilities—just like characters with different
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Investigator or a Confiscator right under a target’s nose—or provide cover to agents with different specialties as they do their jobs. A high Charisma, proficiency with the disguise kit (or access to spells that
can be a crucial skill, which many characters in this role combine with magical means of scrying to learn about their enemies and objectives. Bards and wizards make natural Investigators, especially
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Investigator or a Confiscator right under a target’s nose—or provide cover to agents with different specialties as they do their jobs. A high Charisma, proficiency with the disguise kit (or access to spells that
can be a crucial skill, which many characters in this role combine with magical means of scrying to learn about their enemies and objectives. Bards and wizards make natural Investigators, especially
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
settlement, start adding these local features so that it begins to feel a little more like a home base, albeit a temporary one. Let the settlement develop as the need arises. Home Base A settlement
characters. Detail its leadership, including law enforcement (discussed later in the chapter). Include characters who can provide information, such as sages, soothsayers, librarians, and observant
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
settlement, start adding these local features so that it begins to feel a little more like a home base, albeit a temporary one. Let the settlement develop as the need arises. Home Base A settlement
characters. Detail its leadership, including law enforcement (discussed later in the chapter). Include characters who can provide information, such as sages, soothsayers, librarians, and observant
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
warriors as the demons savagely tear into each other. The drow move to engage the demons and defend the outpost, leaving the characters with an opportunity to escape. You can combine this event with
way down. Reaching the lift requires getting past the drow clustered on the platform and then attempting to operate it during the attack, which might prove difficult. If you want to provide an
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
warriors as the demons savagely tear into each other. The drow move to engage the demons and defend the outpost, leaving the characters with an opportunity to escape. You can combine this event with
way down. Reaching the lift requires getting past the drow clustered on the platform and then attempting to operate it during the attack, which might prove difficult. If you want to provide an
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
sloping ramps in addition to the tunnels, so the beholder can easily move its minions around as the need arises. Common rooms found in a beholder’s lair are described in the sections that follow. Central
tunnels open into the rooms below, allowing the beholder to spy on creatures in its lair and perhaps target them with eye rays. (Opponents can shoot back, but the holes function like arrow slits and provide
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
within 20 feet of the forest’s edge, three satyrs come into view. When this happens, read: Three bipedal creatures that combine the features of men and goats laugh drunkenly as they stumble from the
there appears to be no storm brewing. At night, in places where the canopy of trees thins to provide a clear enough view, occasional bolts of red lightning can be seen in the distance. Strange
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
step 5. Choose Starting Equipment Your background and class both provide starting equipment. Any coins that you gain at this step can be immediately spent on equipment from chapter 6. In addition, you
treasure you acquire on your adventures. CHRIS SEAMAN Consider how your choices combine to set
your character on the path to adventure Choose a Species Choose a species for your character. The following
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
techniques to share lore with your players:
Echoes of the Past. Features like a crater in the side of a mountain, a defaced statue in the town square, or a holiday celebrating a local hero provide concrete
useful for revealing a few details. You can combine them to share nuanced histories and help players feel like they’re digging into a rich and realistic history.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
step 5. Choose Starting Equipment Your background and class both provide starting equipment. Any coins that you gain at this step can be immediately spent on equipment from chapter 6. In addition, you
treasure you acquire on your adventures. CHRIS SEAMAN Consider how your choices combine to set
your character on the path to adventure Choose a Species Choose a species for your character. The following
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
techniques to share lore with your players:
Echoes of the Past. Features like a crater in the side of a mountain, a defaced statue in the town square, or a holiday celebrating a local hero provide concrete
useful for revealing a few details. You can combine them to share nuanced histories and help players feel like they’re digging into a rich and realistic history.
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
within 20 feet of the forest’s edge, three satyrs come into view. When this happens, read: Three bipedal creatures that combine the features of men and goats laugh drunkenly as they stumble from the
there appears to be no storm brewing. At night, in places where the canopy of trees thins to provide a clear enough view, occasional bolts of red lightning can be seen in the distance. Strange
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
sloping ramps in addition to the tunnels, so the beholder can easily move its minions around as the need arises. Common rooms found in a beholder’s lair are described in the sections that follow. Central
tunnels open into the rooms below, allowing the beholder to spy on creatures in its lair and perhaps target them with eye rays. (Opponents can shoot back, but the holes function like arrow slits and provide
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
gibbering mouthers and then retreat from this room without defeating them all, the surviving gibbering mouthers combine into a single flesh meld (see appendix A) that arises from the muck the next time the
are those human prisoners for, I wonder?” The cloaker then cackles wildly. “Ilvaash arises!” The cloaker mutate doesn’t actually know who Ilvaash is. Failed Save. On a failed saving throw, the
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
gibbering mouthers and then retreat from this room without defeating them all, the surviving gibbering mouthers combine into a single flesh meld (see appendix A) that arises from the muck the next time the
are those human prisoners for, I wonder?” The cloaker then cackles wildly. “Ilvaash arises!” The cloaker mutate doesn’t actually know who Ilvaash is. Failed Save. On a failed saving throw, the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
challenging: Changes in Elevation. Terrain features that provide a change of elevation (such as stacks of empty crates, ledges, and balconies) reward clever positioning and encourage characters to jump, climb
can combine their abilities—just like characters with different classes and origins. A diverse force is more powerful. Reasons to Move. Use features that encourage characters and their enemies to
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
challenging: Changes in Elevation. Terrain features that provide a change of elevation (such as stacks of empty crates, ledges, and balconies) reward clever positioning and encourage characters to jump, climb
can combine their abilities—just like characters with different classes and origins. A diverse force is more powerful. Reasons to Move. Use features that encourage characters and their enemies to
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
the island. (If this occurs, you should provide only a rough map of the cellars without including the Winding Way.) Odium refuses to join the party in a fight against the other survivors. Bayleaf
arises. Disciples The remnants of the abbey’s faithful (two acolytes and two cultists) are not a particularly spirited lot. After the devastating loss to the pirates, they are not eager to join battle
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
achieve their final rest, the ghosts provide the following additional information: Olanthius despises Zariel but is supernaturally bound to her service. The ghosts suggest there is still good in him
character removes a rose from a casket, the flower immediately withers and dies, and the wraith arises from the casket to attack any living creature or fiend that it sees. A wraith can’t touch any of the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
the island. (If this occurs, you should provide only a rough map of the cellars without including the Winding Way.) Odium refuses to join the party in a fight against the other survivors. Bayleaf
arises. Disciples The remnants of the abbey’s faithful (two acolytes and two cultists) are not a particularly spirited lot. After the devastating loss to the pirates, they are not eager to join battle
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
achieve their final rest, the ghosts provide the following additional information: Olanthius despises Zariel but is supernaturally bound to her service. The ghosts suggest there is still good in him
character removes a rose from a casket, the flower immediately withers and dies, and the wraith arises from the casket to attack any living creature or fiend that it sees. A wraith can’t touch any of the
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
they don’t, they join groups of another sort, such as mercenary companies or cults. Simic hybrids are all created within the Simic Combine, so it’s rare for them not to be part of it.
Renown As you
.) They provide you with lodging and food in dire circumstances and pay for your funeral if needed. If you are accused of a crime, your guild offers legal support, as long as a good case can be made for
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
they don’t, they join groups of another sort, such as mercenary companies or cults. Simic hybrids are all created within the Simic Combine, so it’s rare for them not to be part of it.
Renown As you
.) They provide you with lodging and food in dire circumstances and pay for your funeral if needed. If you are accused of a crime, your guild offers legal support, as long as a good case can be made for
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
if subdued and tied up. Development. If the characters question the defeated bandits, the criminals admit to working for Moguhl from time to time, but they can provide no other actionable information
. If Moguhl is captured and convinced to talk, she can provide intelligence on the prison beneath Castle Never, which she has been gathering in case she needs to break in to talk to Oppal. Characters
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
if subdued and tied up. Development. If the characters question the defeated bandits, the criminals admit to working for Moguhl from time to time, but they can provide no other actionable information
. If Moguhl is captured and convinced to talk, she can provide intelligence on the prison beneath Castle Never, which she has been gathering in case she needs to break in to talk to Oppal. Characters
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
skill can identify the tinctures and combine them into an ingested poison. A creature that ingests the poison must make a DC 13 Constitution saving throw. On a failed saving throw, it takes 10 (3d6
above sea level. Three 6-foot-high walls to the north, southwest, and southeast provide limited cover, but much of the rooftop is exposed to the elements. A wooden drawbridge can be lowered on one side
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
skill can identify the tinctures and combine them into an ingested poison. A creature that ingests the poison must make a DC 13 Constitution saving throw. On a failed saving throw, it takes 10 (3d6
above sea level. Three 6-foot-high walls to the north, southwest, and southeast provide limited cover, but much of the rooftop is exposed to the elements. A wooden drawbridge can be lowered on one side
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
skill can identify the tinctures and combine them into an ingested poison. A creature that ingests the poison must make a DC 13 Constitution saving throw. On a failed saving throw, it takes 10 (3d6
above sea level. Three 6-foot-high walls to the north, southwest, and southeast provide limited cover, but much of the rooftop is exposed to the elements. A wooden drawbridge can be lowered on one side