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Monsters
Mordenkainen Presents: Monsters of the Multiverse
, any equipment it is wearing or carrying, and any creature it is grappling teleport to an unoccupied space within 500 feet of it, provided that the starting space and the destination are in dim light or
ferry their victims to isolated spots and then leave the hapless souls to the designs of whatever horrors lurk there.
Any creatures meazels draw through the shadows are cursed by the meazels&rsquo
Monsters
Princes of the Apocalypse
eyes again. If the creature looks at Marlos in the meantime, it must immediately make the save.
If Marlos sees himself reflected on a polished surface within 30 feet of him and in an area of bright
concentrating on earthquake.
Marlos’s second option for a lair action is to draw power from the earth node to heal. When he does so, he regains 30 (6d8 + 3);{"diceNotation":"6d8+3","rollType":"roll"} hit points.Acid
Magic Items
Acquisitions Incorporated
As a rank 2 hoardsperson, you are granted the use of a living loot satchel, which is an uncommon magic item. It functions as a bag of holding and is available in a variety of colors and styles
Dexterity (Sleight of Hand) check. On a success, you draw forth an item of your choice on the Adventuring Gear table in chapter 5 of the Player’s Handbook. The item must be of a size that can fit
Backgrounds
Bigby Presents: Glory of the Giants
embody the might of giants. You are used to moving through a world much bigger than you, and that is reflected in your skills, attitude, and perspective on life.
Skill Proficiencies: Intimidation
Origin Stories
How you came to live among colossal creatures is up to you to determine, but the Foundling Origin table suggests a variety of possibilities.
Foundling Origin
d6
Origin
Monsters
Fizban's Treasury of Dragons
their coastal territories overlap, and they can nurture an inexplicably intense hatred of these metallic dragons. They can also draw the ire of druids and other nature protectors who don’t
young topaz dragon engages in repeated aerial battles with a young gynosphinx to determine territory. Both of them are secretly starting to enjoy the bouts.
2
A young topaz dragon found and ate a
classes
Player’s Handbook
: Athletics, Insight, Intimidation, Medicine, Persuasion, or Religion
Weapon Proficiencies
Simple and Martial weapons
Armor Training
Light, Medium, and Heavy armor and Shields
Starting
Paladin’s oath is a powerful bond. It is a source of power that turns a devout warrior into a blessed champion.
Paladins train to learn the skills of combat, mastering a variety of weapons and
classes
Tasha’s Cauldron of Everything
and inventions. You can find everything you need to play one of these inventors in the next few sections.
Artificers use a variety of tools to channel their arcane power. To cast a spell, an artificer
result of the wondrous ingenuity of artificers.
Creating an Artificer
To create an artificer, consult the following subsections, which give you hit points, proficiencies, and starting equipment. Then
Kenku
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
groups called flocks. A flock is led by the oldest and most experienced kenku with the widest store of knowledge to draw on, often called Master.
Although kenku can’t create new things, they have
might sound like fun, but it can prove distracting and could slow down the game.
Kenku Names
Given that kenku can duplicate any sound, their names are drawn from a staggering variety of
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
the length of the journey. The characters’ thoughts draw them toward a distant, floating object. It appears to be a hemisphere, until its slow rotation reveals its true form: a giant skull missing its
jawbone, formed out of some kind of pale rock. As the characters draw closer, the skull reveals itself to be the size of a small mountain. Its surface is covered in lichens and broad patches of mold
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
in most D&D campaigns. Use a larger town or city if you want a campaign with urban adventuring.
2. Create a Local Region See “Mapping the Campaign” earlier in this chapter for guidance. Draw a map
adventure locales. An area that size is likely to have one to three additional settlements as well as the home base, so give thought to them as well.
3. Craft a Starting Adventure A single dungeon
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Proficiencies Choose 2: History, Insight, Medicine, Persuasion, or Religion Weapon Proficiencies Simple weapons Armor Training Light and Medium armor and Shields Starting Equipment Choose A or B: (A) Chain
Shirt, Shield, Mace, Holy Symbol, Priest’s Pack, and 7 GP; or (B) 110 GP Clerics draw power from the realms of the gods and harness it to work miracles. Blessed by a deity, a pantheon, or another
Compendium
- Sources->Dungeons & Dragons->Ravenloft: The Horrors Within
monstrosities, and grim settings into your own horrifying creations. This chapter explores how to create a Domain of Dread, starting with defining its Darklord, the villain at the domain’s heart
nine plus the master of the suit.
2: Draw a Card. Ensure the deck is well shuffled, then draw from the top.
3: Consult a Table. Reference the card’s number to find your result on a table; in the
Compendium
- Sources->Dungeons & Dragons->Mordenkainen Presents: Monsters of the Multiverse
Air Genasi Traits Air genasi are descended from djinn, the genies of the Elemental Plane of Air. Embodying many of the airy traits of their otherworldly ancestors, air genasi can draw upon their
incapacitated. Lightning Resistance. You have resistance to lightning damage. Mingle with the Wind. You know the shocking grasp cantrip. Starting at 3rd level, you can cast the feather fall spell with
classes
Player’s Handbook
, Medicine, Persuasion, or Religion
Weapon Proficiencies
Simple weapons
Armor Training
Light and Medium armor and Shields
Starting Equipment
Choose A or B: (A) Chain Shirt, Shield
, Mace, Holy Symbol, Priest's Pack, and 7 GP; or (B) 110 GP
Clerics draw power from the realms of the gods and harness it to work miracles. Blessed by a deity, a pantheon, or another immortal entity
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
, Persuasion, or Religion Weapon Proficiencies Simple weapons Armor Training Light and Medium armor and Shields Starting Equipment Choose A or B: (A) Chain Shirt, Shield, Mace, Holy Symbol, Priest’s Pack, and 7
GP; or (B) 110 GP Clerics draw power from the realms of the gods and harness it to work miracles. Blessed by a deity, a pantheon, or another immortal entity, a Cleric can reach out to the divine
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
northeastern portion of a continent called Orrithia, also known as the Vastlands, which is populated by a tremendous variety of peoples. For the purposes of D&D, though, you can place Strixhaven
an interplanar nexus that allows it to draw students from across the Material Plane or the entire multiverse. Whatever world you decide to place Strixhaven in, three elements of the wider world of Arcavios might have some impact on adventures in the school.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
happens to the people and places around them, which can, in turn, draw them into further adventures. Chapter 5, "Equipment" of the Player’s Handbook details the expenses that a character incurs for
between adventures. This chapter fills in the gaps, describing the expenses of owning property and hiring NPCs, and a variety of additional downtime activities characters can pursue. The beginning of the
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
kind. With the aid of this magic, you have learned how to embody the might of giants. You are used to moving through a world much bigger than you, and that is reflected in your skills, attitude, and
reminds you of home, and a pouch containing 10 gp Origin Stories How you came to live among colossal creatures is up to you to determine, but the Foundling Origin table suggests a variety of possibilities
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Ki Starting at 2nd level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. Your monk level determines the number of
Step of the Wind. You learn more ki features as you gain levels in this class. When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Ki Starting at 2nd level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. Your monk level determines the number of
Step of the Wind. You learn more ki features as you gain levels in this class. When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
are key to the story, as well as one of the locations where Strahd can be found. Chapter 1 also outlines Strahd’s goals, and it suggests adventure hooks to draw the player characters into the cursed
realm of Barovia. If the characters are 1st level, the character background in appendix A is available to them, and consider starting their time in Barovia with the mini-adventure “Death House” in
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
being a starting point for incredible adventures. Historically, Saltmarsh and the dangers facing its people provided a widening sphere of adventure, with increasingly dire threats drawing heroes to
inhabitants, the nearby coasts, and what dangers threaten the region. A variety of new backgrounds also help make new characters part of the Saltmarsh community, giving them personal stakes in the
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
divine power. A variety of gods across the worlds of D&D inspire their followers to embrace this path. Tempus from the Forgotten Realms and Hextor and Erythnul of Greyhawk are all prime examples. In
of the Gods 6th Fanatical Focus 10th Zealous Presence 14th Rage beyond Death Divine Fury Starting when you choose this path at 3rd level, you can channel divine fury into your weapon strikes. While
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
quality of equipment and treasure, or analyze resources in a local area. The Hoardsperson Franchise Rank Features
1 Proficiencies and Starting Equipment, What a Deal
2 Living Loot
Satchel, Living the Good Life
3 Secret Satchel, That Thing You Need
4 Portable Hole Satchel,
That Expensive Thing You Need
Proficiencies and Starting Equipment As a rank 1 hoardsperson
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
the Premise” earlier in this chapter. Hook. Each adventure offers one way to draw characters in to the adventure. See “Draw In the Players” earlier in this chapter. Encounters. The rest of each
to life, and build on the ideas the players bring to each encounter. Alter these outlines freely to suit your tastes—and those of your players—and your ideas for your campaign. A Starting Campaign
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Mapping a Dungeon Every dungeon needs a map showing its layout. The dungeon’s location, creator, purpose, history, and inhabitants should give you a starting point for designing your dungeon map. If
prefer a scale where each square represents 5 feet, or you can subdivide your 10-foot grid into a 5-foot grid when you draw your maps for combat.) When you draw your map, keep the following points in
Compendium
- Sources->Dungeons & Dragons->Mordenkainen Presents: Monsters of the Multiverse
trait to take the Help action as a bonus action, and you can do so a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest. Starting at 3rd level
check or a saving throw, you can draw on your bonds of reciprocity to gain a bonus to the roll equal to the number of allies you can see within 30 feet of you (maximum bonus of +3). You can use this
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Starting the Adventure The Storyteller Nimuel reveals the chaos caused by a rampaging bakunawa The adventure begins as the characters approach Kalapang. As they draw near, they witness a calamity
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Adventures in Falkovnia Falkovnia provides the perfect setting for disaster horror, particularly of the zombie apocalypse variety. Characters might be harried by zombie pursuit across the empty
of your group and what threats you want to represent. The “Zombie” entry in chapter 5 presents a variety of zombie types to complement the shambling zombie of the Monster Manual, posing greater
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
have the same origin, but it’s more likely (particularly in the hoard of an older dragon) that the coins have a variety of origins. If you aren’t interested in explaining the details of coinage from a
variety of contemporary and historical cultures in your game’s setting, it’s enough to tell your players that some of the coins are unfamiliar in their size, shape, or inscription—but their value is
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
hubris. Wood elves tend to be hardier than other elves, more solid and grounded than their cousins. This attitude is reflected in their culture and traditions; wood elves tend more toward physical
variety of folk. Wood elves in Faerûn have the racial traits of wood elves in the Player’s Handbook. They have tan or coppery skin, with hair of wood brown, golden blond, black, or a shining metallic
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
doesn’t have to be a work of literature, but it can still draw on common themes that lend a distinctive flavor to its stories. Consider these examples: A campaign about confronting the inevitability of
ghost accept death and move on, or one of the adventurers might even become a ghost! Variations on a Theme Mixing things up once in a while allows your players to enjoy a variety of adventures. Even a
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
harmony. A society’s values, they contend, are reflected in the laws it creates. Something is good if it is lawful. To the Azorius, the highest virtue is a society built on stability and order, and the
their greatest enemies. They have cracked down on the Gruul Clans and imposed a variety of creatively written laws outlawing that guild’s presence in as many public places as possible. The Azorius also
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Shields Starting Equipment Choose A or B: (A) Chain Mail, Shield, Longsword, 6 Javelins, Holy Symbol, Priest’s Pack, and 9 GP; or (B) 150 GP Paladins are united by their oaths to stand against the
Paladin’s oath is a powerful bond. It is a source of power that turns a devout warrior into a blessed champion. Paladins train to learn the skills of combat, mastering a variety of weapons and armor. Even
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
. The Great Old One might be unaware of your existence or entirely indifferent to you, but the secrets you have learned allow you to draw your magic from it. Entities of this type include Ghaunadar
whispers, Tasha’s hideous laughter 2nd detect thoughts, phantasmal force 3rd clairvoyance, sending 4th dominate beast, Evard’s black tentacles 5th dominate person, telekinesis Awakened Mind Starting