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Spells
Player’s Handbook
Unconscious condition and can’t be awoken.
Ending the Spell. When you cast the spell, specify a trigger that will end it. The trigger can be as simple or as elaborate as you choose, but the DM must
true love, or defeating a specific monster.
A Dispel Magic spell can end the spell only if it is cast with a level 9 spell slot, targeting either the prison or the component used to create it.
Monsters
Curse of Strahd
): darkvision, knock, mirror image
3rd level (3 slots): clairvoyance, lightning bolt, magic circle
4th level (1 slot): greater invisibilityMultiattack. Ezmerelda makes three attacks: two with her +1 rapier
family had done to van Richten, ran away from home. After many harrowing adventures, she tracked down van Richten two years later. Thinking she was a Vistana assassin, he put a sword to her throat and
Species
Van Richten’s Guide to Ravenloft
In the Land of the Mists, power and dread lie in the simple question “What happened to me?” The following lineages are races that characters might gain through remarkable events. These
unfold during adventures that lead your character to replacing their race with this new lineage. Work with your DM to establish if you’re amenable to such a development and how such stories
Dominate Monster
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as "Attack that
against the spell. If the saving throw succeeds, the spell ends.
At Higher Levels. When you cast this spell with a 9th-level spell slot, the duration is concentration, up to 8 hours.
Dominate Beast
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as "Attack that creature
the spell. If the saving throw succeeds, the spell ends.
At Higher Levels. When you cast this spell with a 5th-level spell slot, the duration is concentration, up to 10 minutes. When you use a 6th
Dominate Person
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as "Attack that
against the spell. If the saving throw succeeds, the spell ends.
At Higher Levels. When you cast this spell using a 6th-level spell slot, the duration is concentration, up to 10 minutes. When you use a
Spells
Xanathar's Guide to Everything
creature will take and where it will move during its next turn, or you can issue a simple, general command, such as to fetch a key, stand watch, or stack some books. If you issue no commands, the
, it reverts to its original form, and any remaining damage carries over to that form.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can animate two additional objects for each slot level above 3rd.
Spells
Xanathar's Guide to Everything
You weave together threads of shadow to create a sword of solidified gloom in your hand. This magic sword lasts until the spell ends. It counts as a simple melee weapon with which you are proficient
reappear in your hand.
At Higher Levels. When you cast this spell using a 3rd- or 4th-level spell slot, the damage increases to 3d8. When you cast it using a 5th- or 6th-level spell slot, the damage increases to 4d8. When you cast it using a spell slot of 7th level or higher, the damage increases to 5d8.
Backgrounds
Sword Coast Adventurer's Guide
the language. You can find mercenary work between adventures sufficient to maintain a comfortable lifestyle (see “Practicing a Profession” under “Downtime Activities” in
a crude sense of humor.
8
I face problems head-on. A simple, direct solution is the best path to success.
d6
Ideal
1
Greater Good. Our lot is to lay down our lives in
Spells
Lost Laboratory of Kwalish
100 square feet. Access between levels consists of a simple ladder and hatch. Each level takes one of the following forms, chosen by you when you cast the spell:
A bedroom with a bed, chairs, chest
configuration every day for one year.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the tower can have one additional story for each slot level beyond 3rd.
Backgrounds
Guildmasters’ Guide to Ravnica
an established place in the hierarchy of the Boros Legion. You can requisition simple equipment for temporary use, and you can gain access to any Boros garrison in Ravnica, where you can rest in safety
lifestyle between adventures.
Boros Guild Spells
Prerequisite: Spellcasting or Pact Magic class feature
For you, the spells on the Boros Guild Spells table are added to the spell list of your
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Riddles A riddle is a verbal puzzle. Riddles can be simple or complex, brief or protracted, and low stakes or deadly. This section includes basic guidance for DMs who want to design and use riddles in adventures.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
monsters can be a simple matter, though, and enhances the atmosphere of horror adventures. Six simple techniques can transform a stat block straight out of the Monster Manual (or other source) into a
. Monstrous Traits. Simple tweaks to a monster’s stat block can enhance its horror. Monstrous Minions. Simple traits can reflect a monster’s relationship to the evil master it serves.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Linking Adventures A campaign in the style of an episodic television show rarely needs story links between its adventures. Each adventure features its own villains, and once the characters complete
experience points, they become more powerful, as do the threats they must overcome. This kind of campaign is easy to run, since it requires little effort beyond finding or creating adventures
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Survivors Terror doesn’t come just for the brave and prepared—often quite the opposite. Some of the most harrowing horror stories involve the least likely heroes, individuals who find their simple
lives transformed into waking nightmares. In most horror adventures, your players will employ familiar, adventure-ready characters. That doesn’t need to be the case, though. Instead, for short, low
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
, adventures in a shared campaign are designed to take either 2 hours or 4 hours. In each hour of play, assume the characters can complete the following: Three or four simple combat encounters, or one or
can be different for each group. For more narrative adventures, try to focus on simple but flexible encounters or events. For instance, an adventure requires the characters to protect a high priest of
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
into even a simple spell is physically and mentally taxing, and higher- level spells are even more so. Thus, each spellcasting class's description (except that of the warlock) includes a table showing
casts a spell, he or she expends a slot of that spell's level or higher, effectively "filling" a slot with the spell. You can think of a spell slot as a groove of a certain size--small for a 1st-level
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
gloom in your hand. This magic sword lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It deals 2d8 psychic damage on a hit and has the finesse, light, and
3rd- or 4th-level spell slot, the damage increases to 3d8. When you cast it using a 5th- or 6th-level spell slot, the damage increases to 4d8. When you cast it using a spell slot of 7th level or higher, the damage increases to 5d8.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
into even a simple spell is physically and mentally taxing, and higher- level spells are even more so. Thus, each spellcasting class’s description (except that of the warlock) includes a table showing
casts a spell, he or she expends a slot of that spell’s level or higher, effectively "filling" a slot with the spell. You can think of a spell slot as a groove of a certain size — small for a 1st-level
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Spell Level Every spell has a level from 0 to 9, which is indicated in a spell’s description. A spell’s level is an indicator of how powerful it is. Cantrips—simple spells that can be cast almost by
spell levels. For example, a level 3 Wizard has four level 1 spell slots and two level 2 slots. When you cast a spell, you expend a slot of that spell’s level or higher, effectively “filling” a slot
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Spell Level Every spell has a level from 0 to 9, which is indicated in a spell’s description. A spell’s level is an indicator of how powerful it is. Cantrips—simple spells that can be cast almost by
spell levels. For example, a level 3 Wizard has four level 1 spell slots and two level 2 slots. When you cast a spell, you expend a slot of that spell’s level or higher, effectively “filling” a slot
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
action required), which it does its best to obey. You can specify a simple and general course of action, such as “Attack that creature,” “Run over there,” or “Fetch that object.” If the creature completes
Levels. When you cast this spell with a 5th-level spell slot, the duration is concentration, up to 10 minutes. When you use a 6th-level spell slot, the duration is concentration, up to 1 hour. When you use a spell slot of 7th level or higher, the duration is concentration, up to 8 hours.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
action required), which it does its best to obey. You can specify a simple and general course of action, such as “Attack that creature,” “Run over there,” or “Fetch that object.” If the creature completes
Levels. When you cast this spell with a 5th-level spell slot, the duration is concentration, up to 10 minutes. When you use a 6th-level spell slot, the duration is concentration, up to 1 hour. When you use a spell slot of 7th level or higher, the duration is concentration, up to 8 hours.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
action required), which it does its best to obey. You can specify a simple and general course of action, such as “Attack that creature,” “Run over there,” or “Fetch that object.” If the creature
Levels. When you cast this spell using a 6th-level spell slot, the duration is concentration, up to 10 minutes. When you use a 7th-level spell slot, the duration is concentration, up to 1 hour. When you use a spell slot of 8th level or higher, the duration is concentration, up to 8 hours.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
enjoy lengthy periods of quiet time between adventures. If you don’t want to track the passage of days, weeks, and months, you might instead track the passage of time using seasons and seasonal
festivals. The answer to the question “When does this adventure take place?” can be as simple as “in the winter” or “during the fall harvest festival.” Timed Events Extraordinary events coinciding with
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
action required), which it does its best to obey. You can specify a simple and general course of action, such as “Attack that creature,” “Run over there,” or “Fetch that object.” If the creature
Levels. When you cast this spell using a 6th-level spell slot, the duration is concentration, up to 10 minutes. When you use a 7th-level spell slot, the duration is concentration, up to 1 hour. When you use a spell slot of 8th level or higher, the duration is concentration, up to 8 hours.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
von Zarovich. When a demiplane is connected to the Material Plane or some other plane, entering the demiplane can be as simple as moving through a portal or passing through a wall of mist. Demiplane
Adventures Demiplanes are limited realities shaped according to the will of whoever created them. Adventures in demiplanes might let characters explore how they would shape reality to suit their desires and ideals, or confront distortions of reality crafted by villains.
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
sidekick—to the group of adventurers. These rules take a creature with a low challenge rating and give it levels in one of three simple classes: Expert, Spellcaster, or Warrior. A sidekick can be
, and invite the creature to join them on their adventures. You can also use these rules to customize a monster for your own use as DM.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
adventure, virtually anything can happen in or around it. Fortified Outpost Features This outpost, as shown on map 4.5, is a simple building holding barracks, officers’ quarters, and storage areas encased
wait to be transported to dedicated prison camps. Map 4.5: Fortified Outpost View Player Version Fortified Outpost Adventures The Fortified Outpost Adventures table provides some possibilities for
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Simple Traps A simple trap activates and is thereafter harmless or easily avoided. A hidden pit dug at the entrance of a goblin lair, a poison needle that pops from a lock, and a crossbow rigged to
fire when an intruder steps on a pressure plate are all simple traps. Elements of a Simple Trap The description of a simple trap begins with a line that gives the trap’s level and the severity of the
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
Using This Book The adventures in an anthology such as Dragon Delves are versatile resources that can fill a variety of needs at your gaming table: as one-shot adventures, as “filler episodes” in an
ongoing campaign, or as a series that forms a campaign, bringing characters from level 1 to a climactic conclusion at level 12.
These adventures are designed to require minimal preparation (see
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
command any or all of them at the same time, issuing the same command to each one.) You decide what action the creature will take and where it will move during its next turn, or you can issue a simple
Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can animate two additional objects for each slot level above 3rd. Tiny Servant
Tiny construct, unaligned
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
of additional domains that make up the Domains of Dread. Detail and explore these domains in your adventures as you please, or use them as examples when creating your own domains using the guidance in
chapter 2. Not all domains need to be elaborately detailed settings. As the domains in this section demonstrate, creating a simple concept for a Darklord and the horrors surrounding them can be a
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
altar is a serene priest in sunny robes.
The priest is, in fact, a gray slaad using its Change Shape ability to fool the characters. The slaad was sent here to kill them, plain and simple. It
STEAL’s rival, the Golden Vault.) If you’re weaving multiple adventures from this anthology into your campaign, one or more villains from earlier adventures might have secret ties to this evil
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
storyteller and referee. The DM creates adventures for the players’ characters, who navigate its hazards and decide which paths to explore. The DM also narrates what they experience and plays the friends
Guide and Monster Manual. The first of these books guides the DM through creating and running adventures, and the second holds hundreds of monsters to fill those adventures. Dice. You need a set of






