Dungeon Master Guide 2024 English

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29.10.

2024, 22:47 The Basics - Dungeon Master’s Guide - Dungeons & Dragons - Sources - D&D Beyond

PREV CHAPTER CH. 2: RUNNING THE GAME

Chapter 1: The Basics


ARTIST: LUCA BANCONE

YOU DON’T NEED A MAGICAL GAME TABLE TO PLAY D&D, BUT WOULDN’T IT BE FUN?

Dungeons & Dragons is a game in which you and your friends take on roles and tell a shared story. While the Player’s Handbook teaches you how to
play the game and how to create characters who are the heroes of the story, the Dungeon Master’s Guide is written for the player who presides over
the game and makes sure everyone is having fun. This player is the Dungeon Master, or DM. Being a Dungeon Master is a fun, empowering, and
rewarding experience, and this chapter walks you through the basics.

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What Does a DM Do?

The DM gets to play many fun roles:

Actor. The DM plays the monsters, choosing their actions and rolling dice for their attacks. The DM also plays all the people the characters meet.

Director. Like the director of a movie, the DM decides (and describes) what the players’ characters encounter in the course of an adventure. The DM is
also responsible for the pace of a play session and for creating situations that facilitate fun.

Improviser. A big part of being the DM is deciding how to apply the rules as you go and imagining the consequences of the characters’ actions in a
way that will make the game fun for everyone.

Referee. When it’s not clear what ought to happen next, the DM decides how to apply the rules.

Storyteller. The DM crafts adventures, setting situations in front of the characters that entice them to explore and interact with the game world.

Teacher. It’s often the DM’s job to teach new players how to play the game.

Worldbuilder. The DM creates the world where the game’s adventures take place. Even if you’re using a published setting, you get to make it yours.

DM Tips

The most important part of being a good DM is facilitating the fun of everyone at the table. Keep these tips in mind to help things go smoothly.

Embrace the Shared Story. D&D is about telling a story as a group, so let the other players contribute through the words and deeds of their characters.
Encourage players to engage by asking them what their characters are doing.

It’s Not a Competition. The DM isn’t competing against the other players. It’s your job to provide fun challenges and keep the story moving.

Be Fair and Flexible. Treat your players in a fair, impartial manner. The rules help you do this, but when you need to act as referee, try to make
decisions that ensure everyone is having fun.

Communicate with Your Players. Open communication is essential to a successful D&D game. Many problems can be solved or even prevented with
honest conversation. Ask questions and solicit feedback after or between sessions.

It’s OK to Make Mistakes. If you overlook or misrepresent something, correct yourself and move on. No one expects you to memorize every rule or
detail. Even if you don’t realize your mistake until after a game session is over, it’s OK to acknowledge the mistake at the start of the next session and
make adjustments moving forward.

Things You Need

What you need to play hasn’t changed much since the game’s first publication in 1974.

Rulebooks

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As the Dungeon Master, you need this book plus the Player’s Handbook (which contains most of the rules of the game) and the Monster Manual. Your
players need access to the Player’s Handbook, too, but they can share as needed.

Let players know beforehand what books (other than the Player’s Handbook) they can reference during a playing session. For example, it’s not
appropriate for players to look up a monster in the Monster Manual (or the equivalent digital tool) while fighting that monster. If you’re running a
published adventure, players should avoid reading that adventure so they don’t spoil any surprises.

A Dungeon Master

One player has the special role of Dungeon Master.

Some people love being the DM all the time, while others can end up feeling trapped as the “forever DM” for their gaming group. The “Group Size”
section in chapter 2 discusses possibilities for sharing the role of Dungeon Master among multiple players in a group.

Players

Players who aren’t the Dungeon Master take on the roles of the heroes, also known as the characters or the adventurers.

D&D plays best with four to six players in addition to the DM, but it’s possible to run a game with fewer or more adventurers. See the “Group Size”
section in chapter 2 for advice on doing so.

Finding Players
Where do you find players? Here are a handful of suggestions:

Game or hobby stores (the Store Locator on the Wizards of the Coast website can help you find stores near you that host D&D events)
Friends, family, community members, and work colleagues who enjoy gaming or fantasy
Gaming clubs at schools
Social media and online messaging sites
Gaming conventions

A Place to Play

The bare minimum of space you need to play D&D is room for everyone in your group to gather and participate.

When choosing the space you’ll be playing in, enlist your players’ help. Think about any accessibility needs you or they might have. Some players
might have difficulty with low light, background music, strong odors, cramped spaces, or specific allergens. Accommodate what you can;
communicate what you can’t as early as possible.

If possible, play in an area with minimal visual or auditory distractions. Favor surroundings that reinforce your desired atmosphere and have little non-
player traffic. If space is shared, reserve the space in advance.

You can also play D&D anywhere you might come together in an online space, from a group video call to a sophisticated virtual tabletop.

Dice

You need a full set of polyhedral dice: d4, d6, d8, d10, d12, and d20. It’s helpful to have at least two of each kind. Ideally, each player should also have
their own set of polyhedral dice.

Lots of digital dice rollers exist. Simple, browser-based dice rollers are easily found on the internet. Specialized dice apps can be found in app stores,
and virtual tabletops typically have dice-rolling functionality built in.

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Note-Taking Materials

Everyone needs some way to take notes. During every round of combat, someone needs to keep track of Initiative, Hit Points, conditions, and other
information. Players often like to take notes about what happens in the adventure, and at least one of them should record any clues and treasure the
characters collect.

Character Sheets
Players need some way to record important information about their characters. Plain paper works fine, but players might find official or fan-made
character sheets more helpful in organizing the information. A variety of digital character sheets are also available if you’re playing online or using
digital devices at the table.

Campaign Journal
Throughout this book you’ll find tracking sheets you can use to make your work as a DM easier. They range from sheets you can use to track NPCs or
settlements in your game to trackers you can use to make sure you’re giving the adventurers a good number of magic items. These tracking sheets
can form the basis of a campaign journal (see chapter 5), and they’ll help you plan your adventures and build your world. You can scan or photocopy
these sheets for your personal use, and you’ll find downloadable versions in appendix C.

Useful Additions

Various resources can enrich your game and make it more fun. Many of these resources might have digital versions, making computers, tablets, and
smartphones essential elements in some D&D games and for some players.

DM Screen
A DM screen shields your books, notes, and die rolls from your players. (See the “Ensuring Fun for All” section later in this chapter for more about
when and why you might want to hide die rolls.) Most DM screens have art on the outward-facing panels and handy rules information on the inside-
facing panels. Others might be made of fancy wood or sculpted to help set the mood for your game.

You don’t need a physical screen to hide things if you’re playing online, but it can be helpful to have ready access to important information like
condition definitions, common actions, and other key rules. Some DMs set up a physical DM screen near their computer screen. A virtual tabletop
might have reference information like this built in.

Adventures and Sourcebooks


Beyond the three core rulebooks, a plethora of additional content is available from Wizards of the Coast and other publishers. Adventures provide
hooks, plots, maps, and encounters you can use in your game. Sourcebooks include things like new character options, new monsters, and inspiration
for building your own adventures and campaigns. You can play D&D without any of these additional products, but many DMs (and players) find them
to be exciting additions to the game.

Battle Grid and Miniatures


Some DMs use a battle grid and miniatures to run combat encounters, which helps players visualize scenes when playing in person. A vinyl wet-erase
mat with a printed grid, a gridded whiteboard, a cutting mat, a large sheet of gridded paper, or a printed poster map—any of these can serve as a
battle grid. The grid should be marked in 1-inch squares.

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You also need plastic or metal miniatures to represent characters and


ARTIST: COUPLEOFKOOKS
monsters in the game, but you can use coins, extra dice, paper counters,
or even pieces of candy if miniatures are unavailable.

Many software tools designed to facilitate online D&D play provide a


battle grid. Even without such tools, though, many online D&D games use
screen sharing in combination with drawing programs, shared
whiteboards, or similar tools as simple battle grids. Some DMs are
comfortable with software that allows them to control lighting and show
the players exactly what they can see; others find that complex software
gets in the way of the game. Use whatever works for you and your group.

Card Accessories
Some players and DMs find it helpful to have information available in the
form of cards. You can buy (or make) cards with individual spells, magic
items, monster stat blocks, rules reference, and similar information for
easy reference.

WHAT DO YOU DO WHEN A DIE LANDS COCKED?


SEE THE END OF THIS CHAPTER FOR ADVICE

Preparing a Session
ARTIST: DAWN CARLOS
The more you prepare before your game, the more smoothly the game
will go—to a certain point. To avoid being either under- or overprepared,
use the one-hour guideline below and prioritize what to prepare
depending on the time you have available.

The One-Hour Guideline

A D&D game session usually starts with some out-of-game chatter as


everyone settles down to play. Once the session gets underway, most
groups can accomplish at least three things during one hour of play,
where each “thing” might be any of the following:

Explore a location such as a chamber in a castle or a cave


Converse with an intelligent creature
Reach consensus on a divisive issue
Solve a tricky riddle or puzzle
Survive a deadly trap
Fight a low-difficulty combat encounter

A more difficult combat encounter might count as two or three things,


and a tense negotiation can use most or all of an hour of play on its own.

LIKE ZUGGTMOY, THE DEMON QUEEN OF FUNGI,


CULTIVATES HER FUNGAL GARDENS, YOU CAN CAREFULLY
CULTIVATE A VIBRANTLY GROWING CAMPAIGN!

Preparation Time

The following guidelines can help you prepare for a session of play using a published adventure.

One-Hour Preparation
If you spend one hour each week preparing for your game, follow these steps:

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Step 1. Focus on the story of the adventure. Read or reread the adventure’s introduction and background information. Create a bulleted list of key plot
points to make sure a coherent story unfolds.

Step 2. Identify the encounters you want to run, then figure out how likely it is each encounter will get played, categorizing each one as “definite,”
“possible,” or “unlikely.”

Step 3. Gather any maps you’ll need for the definite and possible encounters, then focus the remainder of your prep time on the definite encounters,
as outlined below.

For combat encounters, review the monsters’ tactics and stat blocks. Note any special rules that apply to the setting of the encounter.

For social interaction encounters, make notes about the nonplayer characters (NPCs) in the encounter—their personalities, goals, and tactics.

For exploration encounters, record any clues or other information the characters should learn, and review any special rules that might come into play
in the encounter.

Step 4. Consider how each definite encounter relates to the players’ motivations (see the “Know Your Players” section in chapter 2). Think about
elements you can add to interest them. For example, a combat encounter could open with a tense negotiation designed to appeal to players who
enjoy social interaction.

Step 5. Skim the encounters you flagged as possible.

Two-Hour Preparation
With another hour to prepare, add these steps:

Step 6. Carefully review each “possible” encounter.

Step 7. Devote any time you have left to creating improvisational aids (see the “Improvising Answers” section in chapter 2).

Three-Hour Preparation
If you have three hours to prepare, add these steps:

Step 8. Skim each “unlikely” encounter.

Step 9. Create a new encounter designed to appeal specifically to one player, or alter an existing encounter to relate to the goals and motivations of
that player’s character. Over the course of several sessions, do this for all your players and their characters.

How to Run a Session

This section explains how to run a game session; later on, chapters 4 and 5 detail how to combine sessions into adventures and adventures into
campaigns.

Recap

Start each game session after the first with a recap of what happened in the previous session. A recap helps players get back into the story. It also
provides important information to players who missed the previous session. You can provide this recap, or you can invite one or more players to
deliver the recap instead. Each approach has benefits:

DM Recap. Provide the recap yourself if you have specific information you need to impart or if you want the recap to be concise and focused on
what’s relevant.

Player Recap. Let the players provide the recap if you want to gauge what they think is important or learn more about what they’re getting out of the
game. If the players miss any important details in their recap, you can interject a reminder.

Encounters

The bulk of a typical D&D session consists of a series of encounters, similar to how a movie is a series of scenes. In each encounter, there are
chances for the DM to describe creatures and places and for characters to make choices. Encounters can involve exploration (interacting with the
environment, including puzzles), social interaction with creatures, or combat. The Player’s Handbook outlines the general rhythm of play in an
encounter. The following sections offer more detailed information on how an encounter typically unfolds, in three steps.

Step 1: Describe the Situation

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As the DM, you decide how much to tell the players and when. All the information the players need to make choices comes from you. Within the rules
of the game and the limits of the characters’ knowledge and senses, tell players everything they need to know.

Published adventures often include text in a box like this, which is meant to be read aloud to the players when their characters first arrive at a location or under a
specific circumstance, as described in the text. It usually describes locations so the players know what’s happening and have a sense of what their characters’
options are.

Whether you’re running a published adventure or one of your own creation, your initial description of a room or situation should focus on what the
characters can perceive. You don’t have to reveal every detail at once. Most players begin to lose focus after about three sentences of descriptive
text. As characters search rooms, open drawers and chests, and examine things more closely, give players more details about what their characters
find.

The “Narration” section in chapter 2 offers more extensive advice and examples of narration.

Step 2: Let the Players Talk


Once you’re done describing the situation, ask the players what their characters want to do. Note what the players say, and identify how to resolve
their actions. Ask them for more information if you need it.

Sometimes the players might give you a group answer: “We go through the door.” Other times, individual players might want to do specific things—one
might search a chest while another examines a bookshelf. Outside combat, the characters don’t need to take turns, but you need to give each player a
chance to tell you what their character is doing so you can decide how to resolve everyone’s actions. In combat, everyone takes turns in Initiative
order.

Step 3: Describe What Happens


After the players describe their characters’ actions, it’s the DM’s job to resolve those actions, guided by the rules and the adventure you’ve prepared.
So how do you decide? Think through these possibilities:

No Rules Required. Sometimes, resolving a situation is easy. If an adventurer wants to cross an empty room and open a door, you can just say that
the door opens and describe what lies beyond (perhaps referencing your map or notes).

Obstacles to Success. A lock, a guard, or some other obstacle might hinder a character’s ability to complete a task. In those cases, you typically call
for a D20 Test, usually an ability check. For example, a successful Dexterity (Sleight of Hand) check might be needed to pick the lock, while a
successful Charisma (Persuasion) check and some coins might be needed to bribe the guard. The “Resolving Outcomes” section in chapter 2 gives
more guidance on how to use D20 Tests and other tools to determine the results of characters’ actions.

Roleplaying. When the players interact with other creatures, roleplay those creatures based on whether they are Friendly, Indifferent, or Hostile.
Improvise based on what you know about the creatures, their knowledge, and their motivations. Then bring these creatures to life as you describe
what happens. (See the “Running Social Interaction” section in chapter 2 for more advice.)

One Action at a Time. The rules about actions in the Player’s Handbook limit how many things a character can do at once. Keeping those rules in
mind can help you adjudicate situations.

Combat. In combat, many situations involve attack rolls or saving throws. The rules of combat can help you determine the effectiveness of a
character’s actions. The “Running Combat” section in chapter 2 offers advice on combat.

Spellcasting. If a character casts a spell, you can usually let the player tell you what the spell does and how to resolve it. If questions arise, read the
text of the spell yourself—how a spell is supposed to work is usually pretty clear. The general rules of spellcasting in the Player’s Handbook are also
essential for resolving a spell’s effects.

Exceptions Supersede General Rules. General rules govern each part of the game, but the game also includes class features, spells, magic items,
monster abilities, and other elements that can contradict a general rule. When an exception and a general rule disagree, the exception wins. For
example, it’s a general rule that melee weapon attacks use the attacking character’s Strength modifier. But if a feature says that a character can make
melee weapon attacks using Charisma, that exception supersedes the general rule.

When narrating results, try to give a flavorful description while clearly communicating what’s happening in the language of the game. See the
“Narration in Combat” section in chapter 2 for more advice and examples.

Describing results often leads to another decision point, which returns the flow of the game to step 1.

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Passing Time

The game has a rhythm and flow that includes periods of action and excitement interspersed with lulls. Think of how movies show time passing
between scenes. When an encounter ends, you can move on to the next one. You can often gloss over hours of travel with a quick narrative summary
(see the “Travel” section in chapter 2 for more advice). Similarly, if a rest period passes uneventfully, tell the players that and move on. Don’t make the
players spend time discussing which character cooks what for dinner unless they enjoy such descriptions. It’s OK to gloss over mundane details and
return to the action as quickly as possible.

Expect players to discuss the events of the game, spend time planning, and engage in long conversations in character. You don’t need to be involved
in those discussions unless they have questions for you. Learn to recognize the times when you can take a break as the DM, and then resume the
action as soon as everyone’s ready.

Ending a Session

Try not to end a game session in the middle of an encounter. It’s difficult to keep track of information such as Initiative order and other round-by-
round details between sessions. An exception to this guideline is when you purposely end a session with a cliffhanger, where the story pauses just as
something monumental happens or some surprising turn of events occurs. A cliffhanger can keep players intrigued and excited until the next
session.

If a player missed a session and you had that player’s character leave the party for a while, make sure that there’s a way to bring the character back
when the player returns. Sometimes a cliffhanger can serve this purpose: the character charges in to help their beleaguered companions.

Allow a few minutes at the end of play for everyone to discuss the events of the session. Ask your players what parts of the session they liked and
what they would have liked to see more. Take notes on what happened and the situation at the end of the session so you can refer back to those
notes as you prepare the next session.

Example of Play

These pages present a short example of play, similar to the ones in the Player’s Handbook, to illustrate how everything outlined in the “How to Run a
Session” section works in practice. In this example, the Dungeon Master is running an adventure (“The Fouled Stream”) from chapter 4. The four
players are Amy (playing Auro, a Halfling Rogue), Maeve (playing Mirabella, an Elf Wizard), Phillip (playing Gareth, a Human Cleric), and Russell
(playing Shreeve, a Goliath Fighter).

The DM starts by asking the players to recap the action of the previous session, most of which consisted of creating characters.

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Jared (as DM): Last session, we met our four heroes in the little
ARTIST: BRIAN VALEZA
farming village of High Ery. Who remembers what happened?

Amy: We were at a village council meeting about the weird stuff in the
river making the fish inedible. We volunteered to investigate.

Russell: So we set out and followed the river upstream. At the first fork,
we met a treant named Borogrove who pointed us to a cave that was
the source of the polluted stream.

Amy: Before he wandered off, he gave us a magic acorn, and that’s


where we ended last week.

Jared: So now you’re in this gloomy forest. Dry leaves rustle under your
feet. You’re still beside the stream, which looks murky and
unwholesome beneath the shadowy trees. What do you want to do
now?

Russell (as Shreeve): We continue upstream? (The others nod.)

Jared: OK, you make your way upstream for about another hour. The
farther you go, the murkier and stinkier the water becomes. Rounding
a bend, you can see a cave in the hillside ahead of you. The stream
tumbles from the cave mouth. There are withered shrubs clumped
around the cave, apparently poisoned by this nasty water. SINISTER SHAPES LURK NEAR THE CAVE
ENTRANCE AS THE ADVENTURERS APPROACH

1
Phillip (as Gareth): Into the cave!
The DM knows something the players don’t: the withered shrubs
1 Jared: Who’s leading the way? are actually monsters. It’s important to establish which characters
are closest to the hidden monsters.
Russell: I’ll go first.
2
Jared: The cave entrance is ten feet wide, with the stream running
By asking the players to choose their characters’ marching order,
right down the middle. Do you want to go single file or two abreast?
the DM cleverly pivots away from the withered shrubs. The
2
Phillip: I don’t love the idea of stepping across the stream. Let’s go players don’t realize their characters are in danger, and the DM is
waiting for the right time to reveal the hidden monsters.
single file, staying on this side of the water. (Everyone else agrees.)

Jared: OK, who’s second?

Phillip: Gareth will go second.

Maeve (as Mirabella): I’ll be third in line.

Amy (as Auro): I’ll make sure nothing’s following us.

Jared: OK, Shreeve, as you reach the cave mouth, you hear
the shrubs rustling.

Russell: Oh, I should’ve checked to make sure nothing was


hiding in the shrubs!

Jared: In fact, the shrubs themselves are moving. They’re not rooted
at all—each one has two little legs and sharp claws! Everyone, roll
Initiative.
3
Russell: How many shrubs are attacking?
The DM rolls Initiative just once for all six monsters and writes

Jared: Six. Auro, what’s your Initiative? down that they’ll go on Initiative count 17. The DM then goes
around the table to get each player’s Initiative roll. See the
3
Amy: I got a 14. “Running Combat” section in chapter 2 for advice about rolling
and tracking Initiative.
Russell: Shreeve goes on 5.

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Maeve: A natural 20 gives me a 21!

Phillip: 19 for Gareth.


Jared: Mirabella, you’re first. What do you do?
4
Maeve: How many of these walking bundles of kindling can I get in a
15-foot Cone? The DM doesn’t have the exact positions of the monsters mapped
out on a grid, but it’s fair to assume that they’re clumped close
Jared: There are three on your side of the stream and three on the
together as they move to attack the characters.
4
other side. You can get either group in your Cone.

Maeve: Mirabella puts her thumbs together and wiggles her fingertips.
(Maeve mimics this action.) Fire shoots out from her fingers, 5
catching the ones on our side of the stream. Burning Hands!
It’s always fair for the DM to expect players to explain what their
5 Jared: OK, what do I need to do? spells and abilities do. The DM has enough to keep track of!

Maeve: The shrub things need to make Dexterity saving throws. The DC
is 14.
6
Jared: And how much damage do they take?
Asking for the spell’s damage allows the DM to roll a saving throw
Maeve: (Maeve rolls 3d6 for the spell’s damage.) 13 Fire damage if
for each monster and mark off the right amount of damage for
6 they fail the save, 6 if they succeed. that one. In this case, though, the monsters have Vulnerability to
Fire damage (because they’re just dry shrubs) and so few Hit
Jared: Magical fire tears through them and leaves smears of ash
Points that they’ll die no matter what they roll.
behind! Anything else, Mirabella?

Maeve: My work here is done. (She mimes blowing smoke away from
her fingertips.)

Jared: Gareth, you’re up next.

Phillip: Gareth holds his Holy Symbol and utters an


imprecation while pointing at the closest shrub and
casting Toll the Dead. The sound of a bell tolls, and the
shrub makes a Wisdom save, DC 14.

Jared: Well, I rolled a 1.

Phillip: It takes 7 Necrotic damage!

Jared: Whatever moisture was in this “bundle of kindling”


seems to dry up, and the thing keels over dead. Anything
else, Gareth?

Phillip: He glares menacingly at the other shrubs.

Jared: OK, their turn. One skitters toward Mirabella!

Russell: Can I interject myself between it and Mirabella? 7

Jared: Sure, I’ll allow it. You step into the monster’s path and... (The
It’s not Shreeve’s turn, but the DM decides to allow the Goliath
DM makes an attack roll for the monster but rolls a 7, which isn’t Fighter to step in the way of the monster’s attack because it gives
7 Shreeve a fun heroic moment. The DM changes the monster’s
going to hit.) It tears at your cloak but fails to wound you. The other
target to Shreeve and makes an attack roll.
one has lost any interest in fighting, and it starts running away. Now
it’s Auro’s turn.

Amy: Auro looks at the one that just attacked Shreeve and
pulls out his dagger. I get a 23 to hit!

Jared: That hits! What’s your damage?

Amy: Since Shreeve is next to it, I can use my Sneak


Attack! The shrub takes 12 Piercing damage.

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Jared: It’s felled! Mirabella, the last one is running away.


Will you let it escape?

Maeve: I think Borogrove would be disappointed in us if we


let it escape into the woods. I’ll cast Fire Bolt, getting a
14 to hit.

Jared: You nailed it.

Maeve: It takes 10 Fire damage!

Jared: Yeah, the last shrub is incinerated. Well done!

Every DM Is Unique

The preceding example of play shows how one Dungeon Master might run an encounter, but no two DMs run the game in exactly the same way—and
that’s how it should be! You’ll be most successful as a DM if you choose a play style that works best for you and your players.

Play Style

Here are some questions that can help you define your unique style as a DM and the kind of game you want to run:

Hack and Slash or Immersive Roleplaying? Does the game focus on combat and action or on a rich story with detailed NPCs?

All Ages or Mature Themes? Is the game for all ages, or does it involve mature themes?

Gritty or Cinematic? Do you prefer gritty realism, or are you more focused on making the game feel cinematic and superheroic?

Serious or Silly? Do you want to maintain a serious tone, or is humor your goal?

Preplanned or Improvised? Do you like to plan thoroughly, or do you prefer to improvise?

General or Thematic? Is the game a mixture of themes and genres, or does it center on a particular theme or a genre such as horror?

Morally Ambiguous or Heroic? Are you comfortable with moral ambiguity, such as allowing the characters to explore whether the end justifies the
means? Or are you happier with straightforward heroic principles, such as justice, sacrifice, and helping the downtrodden?

House Rules

House rules are new or modified rules you add to your game to make it your own and to enhance the style you have in mind for your game. Before you
establish a house rule, ask yourself two questions:

Will the rule or change improve the game?


Will my players like it?

If you’re confident that the answer to both questions is yes, give the new rule a try. Present house rules as experiments, and ask your players to
provide feedback on them. If you introduce a house rule that isn’t fun, remove or revise the rule.

Recording Rules Interpretations


If a question about the interpretation of a rule comes up in your game, record how you decide to interpret it. Add that to your collection of house rules
so you and the players can reference it when the rule comes up again later.

Atmosphere

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Some DMs use music to create an appropriate atmosphere for their game sessions. They might use soundtracks from adventure movies or video
games, although classical, ambient, or other music styles can also work well.

Some DMs adjust lighting or use sound effects. Miniatures and dioramas can contribute to the game’s atmosphere and help players visualize events.
Check with your players, though: some might find music, lighting, or sound effects distracting; might prefer not to be startled by loud noises; or might
need to avoid certain lighting effects.

Delegation

If there are parts of the game you prefer not to handle yourself, assign them to players who enjoy them. If you don’t want to break your narrative stride
by looking up a rule, designate another player to be the rulebook reference expert. If you don’t like tracking Initiative, ask another player to do so.

Learning by Observing

One of the best ways to learn how to run a D&D game is to observe other DMs in action. Another DM can give you a solid foundation for
understanding the role—as well as inspire you with cool things you can do in your games.

You can use these questions to help you reflect on a game you observe:

Beginning the Session. How did the DM start the session? Was there a recap?

Body Language. What gestures did the DM use when describing a scene? How did the DM’s body language change when playing different NPCs?

DM Voice. Did the DM use different voices or mannerisms for NPCs? Did the DM change the pitch or tempo of narration in different situations?

Player Participation. Did the players participate in the world-building or make decisions that seemed to send the adventure in an unexpected
direction? How did the DM handle it?

Rules Adjudication. To what extent did the DM lean on the rules to adjudicate outcomes? Did the DM adjudicate situations wisely or in ways that
made the game fun to watch?

Three Pillars. How much of the session was taken up by combat, exploration, or social interaction?

Tone and Mood. How would you describe the tone and mood of the game? Did it change over the course of the session?

Turns of Phrase. Were there any words or bits of narration you really liked? (If so, jot them down.)

World-building. What elements of the DM’s world or the adventure grabbed your attention?

Ensuring Fun for All

Ahead of the game, if you haven’t done so already, discuss with your players the experience you’re all hoping for, as well as topics, themes, and
behavior that might spoil someone’s enjoyment of the game.

Mutual Respect

Whether you’re playing with long-time friends or strangers, it’s important to create a foundation of mutual trust. The best games happen when
everyone at the table feels safe enough to be themselves, speak up, and get into character.

It’s up to everyone to uphold the principles of respect. Difficult conversations often fall on the DM to lead, but they don’t have to. If one player’s
behavior is interfering with everyone else’s enjoyment, everyone has a stake in helping to resolve the issue.

Setting Expectations
Before you assemble a group around a game table, pitch the adventures you’re thinking about running to your prospective players. Note the in-world
conflicts that might arise, the setting’s overall tone, and the themes you’d like to explore. (The “Every DM Is Unique” section earlier in this chapter can
help you describe your game to others.)

Telling players what to expect prepares them as they imagine what sorts of characters they could create and launches conversations about content
to be embraced and avoided. You don’t need to reveal the major plot points or twists in your story, but share the themes you’re interested in exploring,
the kinds of stories you’re inspired by, and which flavors of fantasy (outlined in chapter 5) interest you. Being transparent with your players allows
them to decide if this is a game they want to play, which is best to know before play begins.

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Being clear about your expectations and making sure you understand your players’ expectations in return can help ensure a smooth game. Take your
players’ opinions and desires seriously, and make sure they take yours just as seriously. Ideally, you’ll find a style of play that suits everyone.

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Hard and Soft Limits


Beyond the general themes and flavors of fantasy you’re interested in exploring in your campaign, it’s important to have a conversation with your
players about topics that can be sensitive or uncomfortable. It can be helpful to discuss these topics in terms of soft and hard limits:

A soft limit applies to a topic that should be handled carefully, as it might create unwelcome anxiety, fear, or discomfort.
A hard limit applies to a topic that should not be mentioned or described.

DMs and players can have phobias or triggers that others might not be aware of. Any in-game topic or theme that makes a member of the gaming
group feel unsafe (a hard limit) must be avoided. If a topic or theme makes one or more players nervous but they consent to include it in-game (a soft
limit), incorporate it with care, if at all, and be ready to quickly veer away from it if needed.

Common in-game limits apply to topics such as intraparty romance, sex, exploitation, racism, enslavement, and violence toward children and animals.
Limits can also apply to certain creatures, such as spiders, snakes, rats, and demons. It’s also important to discuss limits around what harm might
befall characters, including mind-control magic, helplessness, and death.

That said, D&D is a game that has in-world conflicts and mayhem. Certain core elements of the game are difficult to ignore. For example, taking
damage isn’t a limit you can work around easily. Similarly, character death is something that happens from time to time, though the game has ways to
counteract or avoid it (see “Death” in chapter 3 for suggestions).
ARTIST: SCOTT MURPHY

CONFLICTS BETWEEN CHARACTERS AREN’T ALWAYS BAD, BUT THEY CAN GET IN THE WAY OF THE GAME

Communicating Limits. Make sure everyone is comfortable with how the discussion of limits takes place. Players might not want to discuss limits
aloud, especially if they’re new to roleplaying games or haven’t spent a lot of time with other members of the group. One way to alleviate such
discomfort is to provide a way for players to share limits anonymously. Everyone can jot down their limits on an anonymous survey, such as the Game
Expectations tracking sheet in this chapter.

Compile limits into a list that can be shared with the group. Limits aren’t negotiable, and everyone in the group needs to respect them.

The start of a campaign is a great time to have this discussion, but further discussion is warranted each time a new player joins the group or when
the campaign has a shift in story or tone. Someone might cross a line and need to be reminded of a limit, or someone might not think to include some

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of their limits in the initial discussion. Players can also discover new limits as the campaign unfolds. Check in with the group every few sessions to
make sure everyone’s comfortable with how the game is developing, updating the group’s limits as needed.

Shifting Limits. Encourage players to bring any additional limits to you, privately or in the moment, so you can add them to the list. Trust that players
know their needs best, and update the game accordingly.

Limits in Play. Since D&D is improvisational, the game can go in unexpected directions. It’s helpful to have an agreed-on signal that players can use to
communicate that a limit has been violated, allowing you to adjust quickly. That signal might be a gesture (such as crossing the arms in an X or
raising a palm in a “stop” gesture), a code word or phrase, touching or lifting a designated object, or anything else your group agrees on. Players
should also feel safe to say “stop” and pause the game until the issue is resolved. The person who invokes the signals can comment on what they
want adjusted but doesn’t have to explain why the content is objectionable. The signal shouldn’t trigger a debate or discussion: thank the player for
being honest about their needs, set the scene right, and move on.

Make it clear to players that if a person isn’t comfortable using the signal, they can step away from the game or call for a break to talk to you privately.
Players may also give a friend permission to use the signal on their behalf. As the DM, lead by example. Take your players’ needs seriously, and use
every tool at your disposal to adjust how your shared story plays out.

Intra-party Conflict
When there’s conflict between characters in an adventuring party, it’s usually a sign that one of three things is going on:

Disruptive Player. A player is exhibiting antisocial behavior in the game. How to deal with it is covered in the “Antisocial Behavior” section.

Player Conflict. Conflicts between characters sometimes surface conflicts between players. These conflicts are best handled away from the gaming
table. Encourage the players to resolve their conflict outside the game. If that conflict keeps arising at the game table, you might need to ask them to
step away from the campaign for a while or leave the game entirely.

Roleplaying. Conflicts between characters aren’t always bad. It’s OK for characters (and players) to disagree about how to deal with a captured
enemy or which side to back in a brewing war. If the disagreement gets too heated, take a break and perhaps discuss, out of character, how the
players would like to proceed.

If you can’t tell which of these dynamics is in play, have a conversation with the players about it.

Respect for the Players

Your players need to know from the start that you’ll run a game that is fun, fair, and tailored for them; that you’ll allow each of them to contribute to
the story; and that you’ll pay attention to them when they take their turns. Your players also count on you to make sure an adventure’s threats don’t
target them personally. Never make players feel uncomfortable or threatened.

Sharing the Spotlight


As the DM, don’t play favorites. Don’t let one player do all the talking, and make sure you check in about what every character is doing, especially
during periods of exploration and social interaction, rather than focusing just on one player’s character.

Sometimes you’ll encounter players who tell other players what their characters should do, claim the best magic items for themselves, bully the other
players, and refuse to share the spotlight. Away from the game, point out that the player’s behavior is spoiling the fun for others, and ask the player to
tone it down. If the player refuses to change this behavior, ask the player to leave the group.

Some problems arise when a player assumes that their particular style of play is superior to others, and they lose patience with encounters tailored to
other players’ preferences. Remind the impatient player (perhaps away from the table) that you have a group to please, not just one player.

Tragic Limits

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Some players resist getting invested in the world of the game because they don’t want to endure the pain of seeing the people and places they care
about threatened or destroyed. Other players gleefully detail a backstory full of beloved NPCs, fully expecting the DM to use those people as bait,
tragic victims, and unexpected villains. It’s important to understand your players’ preferences so you neither alienate the players by callously
destroying what they love nor bore them by leaving their backstory out of the campaign story.

When you have antagonists threaten the people and places the characters love, be sure the characters have a chance to stave off the worst outcome.
During the game, characters should have the opportunity to avoid or mitigate losses in heroic ways, with tragedy being a consequence of the
characters’ actions and decisions, not a foregone conclusion. Moments of helplessness in the face of devastating tragedy are better suited for
character backstories.

DM Die Rolling
Should you hide your die rolls behind a DM screen, or should you roll your dice in the open for all the players to see? Choose either approach, and be
consistent. Each approach has benefits:

Hidden Die Rolls. Hiding your die rolls keeps them mysterious and allows you to alter results if you want to. For example, you could ignore a Critical
Hit to save a character’s life. Don’t alter die rolls too often, though, and never let the players know when you fudge a die roll.

Visible Die Rolls. Rolling dice in the open demonstrates impartiality—you’re not fudging rolls to the characters’ benefit or detriment.

Even if you usually roll behind a screen, it can be fun to make an especially dramatic roll where everyone can see it.

Overly Cautious Players


Overly cautious players can slow down the game by checking every flagstone, door, and wall in a dungeon for traps and hidden dangers. Sometimes
this behavior is a learned response to too many unpleasant surprises in past adventures, and sometimes it’s just a manifestation of players’
personalities.

Here are some in-game techniques you can use to encourage your players to act boldly:

Avoid Random Perils. Avoid traps and ambushes that feel random and have little importance to the rest of the adventure.

Create Time Pressure. Set up a situation where the characters are racing toward a goal or destination. (Use this technique with caution, as time
pressure can increase players’ anxiety.)

Telegraph Encounters. Give players advance warning that an encounter is imminent. Maybe they hear the heavy footfalls of a giant or see a dragon
flying overhead before they have to confront it. This can encourage your players to move toward or away from the encounters rather than anxiously
anticipating an ambush.

If these in-game techniques don’t have the desired effect, have a conversation outside the game with your players about which game elements are
causing them to play in an overly cautious way. Come to an agreement that those elements won’t appear in your game, as keeping the game moving
will result in a better experience.

Respect for the DM

As the DM, you have the right to expect your players to respect you and the effort you put into making a fun game for everyone. The players need to
let you direct the campaign (with their input), arbitrate the rules, and settle arguments. And when you’re narrating the action of the game, the players
should be paying attention.

Player Die Rolling


Players should roll their dice in full view of everyone. If a player scoops up their dice before anyone else can see what they rolled, encourage that
player to be less secretive.

When a die falls on the floor, do you count it or reroll it? When it lands cocked against a book, do you pull the book away and see where it lands or
reroll the die? Work with your players to answer these questions, and record the answers as house rules.

The Social Contract of Adventures


You must provide reasonably appealing reasons for characters to undertake the adventures you prepare. (See “Draw In the Players” in chapter 4 for
advice on this topic.) In exchange, the players should go along with those hooks. It’s OK for your players to give you some pushback on why their
characters should want to do what you’re asking them to do, but it’s not OK for them to invalidate the hard work you’ve done preparing the adventure
by willfully going in a different direction.

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If you feel like you’re keeping up your end of the bargain but your players aren’t, have a conversation with them away from the gaming table. Try to
understand what hooks would motivate their characters, and make sure the players understand the work you put into preparing adventures for them.

Rules Discussions
Work out a policy about rules discussions at the table. Some groups don’t mind putting the game on hold while they discuss different interpretations
of a rule. Others prefer to let the DM make a call and continue playing. If you gloss over a rules issue in play, make a note of it and return to the issue
later.

Some players like to use the rules to argue against your decisions. While such players can be helpful when you’re stuck or make a rules mistake that’s
easily corrected, players who argue the rules too often can disrupt the flow of the game.

If a player wants to pause play to find a specific rule or reference, you can invite the player to search for it while you and the rest of the players
continue the game. That player’s character essentially steps out of the game for as long as it takes. Monsters don’t attack the character, and the
character takes the Dodge action in combat until the player rejoins the group. This solution allows the other players to keep playing instead of letting
one player stop the game.

Character Knowledge
Encourage players to play their characters within the limits of what the characters know and understand. It can be helpful to maintain the distinction
between player and character knowledge by simply asking players, “What do your characters think?”

Anachronistic thinking is another potential pitfall. You might need to remind players that their characters don’t know how to make things that don’t
exist in the game world, such as modern firearms or antibiotics, and they don’t have the players’ understanding of modern science (which might not
apply in the game universe anyway).

Similarly, sometimes a player is familiar with the published adventure you’re running or knows the Monster Manual backward and forward. Encourage
the player to keep that knowledge separate from their character’s knowledge and allow the other players to discover it through play.

Antisocial Behavior
People often play D&D because it lets them, through their characters, do things they can’t do in real life—fight monsters, cast spells, and so on.
However, for some players, this means wreaking havoc in towns or betraying their allies. What they want in the game has nothing to do with heroic
adventure, but with using the game rules to act out antisocial fantasies.

If this behavior comes up in your game, it might be time to reopen the conversation about the kind of game you want to play. If it’s just one player
causing the trouble, it’s perfectly appropriate to issue an ultimatum: an out-of-control player who wants to continue playing with the group must stop
being disruptive and play as part of a team. Don’t let players get away with being jerks to the other players using the excuse, “that’s what my character
would do.”

Evil Characters. Players who want to play evil characters might be looking to carry out antisocial behavior in the game. If a player asks for permission
to play an evil character or comes to the table with one already made, talk to that player about what they have in mind and make sure their plans
square with the group’s expectations for your game. Sometimes a player wants to explore playing an evil character for perfectly good (and
nondisruptive) reasons, and sometimes a whole group decides it might be fun to play evil characters together. These are valid options, as long as
everyone’s on the same page about how the campaign will go.

Players Exploiting the Rules


Some players enjoy poring over the D&D rules and looking for optimal combinations. This kind of optimizing is part of the game (see “Know Your
Players” in chapter 2), but it can cross a line into being exploitative, interfering with everyone else’s fun.

Setting clear expectations is essential when dealing with this kind of rules exploitation. Bear these principles in mind:

Rules Aren’t Physics. The rules of the game are meant to provide a fun game experience, not to describe the laws of physics in the worlds of D&D, let
alone the real world. Don’t let players argue that a bucket brigade of ordinary people can accelerate a spear to light speed by all using the Ready
action to pass the spear to the next person in line. The Ready action facilitates heroic action; it doesn’t define the physical limitations of what can
happen in a 6-second combat round.

The Game Is Not an Economy. The rules of the game aren’t intended to model a realistic economy, and players who look for loopholes that let them
generate infinite wealth using combinations of spells are exploiting the rules.

Combat Is for Enemies. Some rules apply only during combat or while a character is acting in Initiative order. Don’t let players attack each other or
helpless creatures to activate those rules.

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Rules Rely on Good-Faith Interpretation. The rules assume that everyone reading and interpreting the rules has the interests of the group’s fun at
heart and is reading the rules in that light.

Outlining these principles can help hold players’ exploits at bay. If a player persistently tries to twist the rules of the game, have a conversation with
that player outside the game and ask them to stop.

Rules for the Virtual Table

Setting expectations is just as important in a digital environment as in person.

Some groups confine out-of-character jokes, comments, and memes to a text channel, keeping the voice channel focused on the game. But some
groups find it distracting to have a separate conversation unfolding in text while the game is going on. Choose an option that works best for your
group.

Who moves tokens on a virtual tabletop? Are players expected to use the built-in dice roller, or is it OK to roll physical dice and report the result? The
particular technology you’re using might dictate answers to these questions or raise other questions you’ll need to sort out as you play.

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CH. 1: THE BASICS CH. 3: DM’S TOOLBOX

Chapter 2: Running the Game


ARTIST: SIDHARTH CHATURVEDI

THE FIENDISH VILLAIN VENGER USES A CRYSTAL BALL TO SCRY ON HIS NEMESIS, TIAMAT

Building on the basics laid out in chapter 1, this chapter goes into more depth on running a D&D game as Dungeon Master.

Know Your Players

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While your players’ role is to create characters (the protagonists of the campaign), breathe life into them, and steer the campaign through their
actions, your role as Dungeon Master is to keep the players immersed in the world you’ve created and to give the characters the opportunity to do
awesome things.

Knowing what your players enjoy most about the D&D game helps you create and run adventures that they will enjoy and remember. Once you know
which of the following activities each player in your group enjoys, you can tailor adventures to your players’ preferences.

It’s rare to gather a table of players who all enjoy the same aspects of the game. The trick is to find a balance so everyone can get some enjoyment
out of each game session, even if certain encounters don’t match their preferences. At best, a group of players is a lot like their characters, in that
having different interests and capabilities enables them to handle a broad range of challenges.

Acting

Players who enjoy acting like to embody their characters’ personalities, perspectives, and attitudes. They might like dressing up or using their
characters’ voices while playing. They enjoy social interactions with NPCs, monsters, and their fellow party members.

Engage players who like acting by...

Giving them opportunities to develop their characters’ personalities and backgrounds.


Allowing them to interact regularly with NPCs.
Highlighting the roleplaying elements of combat encounters.
Incorporating elements from their characters’ backstories into your adventures.

Exploring

Players who desire exploration want to experience the wonders that a fantasy world has to offer. They want to know what’s around the next corner or
hill and like to find hidden clues and treasure.

Engage players who like exploration by...

Dropping clues that hint at things yet to come.


Letting them find things when they take the time to explore.
Providing evocative descriptions of exciting environments and using interesting maps and props.
Giving monsters secrets for the players to uncover or cultural details for them to learn.

Fighting

Players who enjoy fantasy combat like the excitement of battling villains and monsters. They thrive in situations that can best be resolved in combat,
favoring bold action over negotiation or investigation.

Engage players who like fighting by...

Springing unexpected combat encounters.


Vividly describing the havoc their characters wreak with their attacks and spells.
Including combat encounters with large numbers of less powerful monsters.

Instigating

Players who like to instigate action are eager to make things happen, even if that means taking perilous risks. They would rather rush headlong into
danger and face the consequences than cautiously plan their actions.

Engage players who like to instigate by...

Allowing their actions to affect the environment.


Including things in your adventures to tempt them.
Letting their actions put the characters in a tight spot.
Including encounters with NPCs who are as feisty and unpredictable as the players are.

Optimizing

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Players who enjoy optimizing their characters’ capabilities like to fine-tune their characters for peak performance by gaining levels, new features, and
magic items. They welcome any opportunity to demonstrate their characters’ excellence.

Engage players who like optimization by...

Using desired magic items as adventure hooks and rewards.


Including encounters that let them leverage their characters’ most potent abilities.
Providing quantifiable rewards, like Experience Points, for noncombat encounters.

Problem-Solving

Players who want to solve problems like to scrutinize NPC motivations, untangle a villain’s machinations, solve puzzles, and come up with plans.

Engage players who like to solve problems by...

Including puzzles and tricky situations that require thinking.


Rewarding planning and tactics with in-game benefits.
Creating NPCs with complex motives.

Socializing

Many groups include players who come to the game primarily because they enjoy the social event and want to spend time with their friends, not
because they’re especially invested in any part of the actual game. These players want to participate, but they tend not to care whether they’re deeply
immersed in the adventure, and they don’t tend to be assertive or very involved in the details of the game, rules, or story. As a rule, don’t try to force
these players to be more involved than they want to be.

Storytelling

Players who love storytelling want to contribute to a narrative. They like it when their characters are heavily involved in an unfolding story, and they
enjoy encounters that are tied to and expand an overarching plot.

Engage players who like storytelling by...

Using their characters’ backstories to shape the stories of the campaign.


Making sure encounters advance the story.
Making their characters’ actions steer future events.
Giving NPCs characteristics and connections that the adventurers can explore to uncover new adventure opportunities.
Including plot elements that call back to decisions the adventurers made earlier.

ARTIST: KATERINA LADON

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DIFFERENT PLAYERS ENJOY DIFFERENT ASPECTS OF PLAYING D&D

Group Size

D&D’s rules and published adventures generally assume four to six players plus the DM. The following advice helps you adjust adventures to work for
smaller or larger groups.

Small Groups

A group that contains fewer than four players might find combat encounters difficult, especially if the party lacks important capabilities (such as
armored characters to stand toe-to-toe with enemies or healing magic to keep everyone alive). You can compensate by reducing the number of
monsters in a combat encounter or by giving the party resources they need, such as Potions of Healing.

You can also add party members, as described in the sections that follow.

DM-Controlled Adventurer
You can make an adventurer character of your own (sometimes called a “DM PC”—a “Dungeon Master player character”) to accompany the party.
This is a rewarding way for you to roleplay with your friends while they’re exploring your world, but keep in mind that you’ll have to run this NPC in
combat.

Be sure to keep the players’ characters in the spotlight, and don’t take away the players’ agency by having your character make decisions for the
group.

NPC Party Members


You can add nonplayer characters (NPCs) to the adventuring party. Use the NPC stat blocks in the Monster Manual to represent these supporting
characters. If you don’t want to run these NPCs yourself, invite one or more of your players to take on an NPC as a secondary character. These NPCs
might be apprentices or employees of the adventurers, so it’s natural for the main characters to take the lead in exploration and social interactions
while the NPCs fade into the background.

See “Nonplayer Characters” in chapter 3 for more information.

Players with Multiple Characters


One or more of your players can each play two characters. Running two characters at once is a challenge, so make sure those players are
comfortable taking on multiple characters.

This approach works best in a game that’s focused on combat, since it fills out a party with combat-capable characters. It can be difficult for a player
to roleplay two characters at once. You might suggest that the player focus on roleplaying one character while relegating the other character to a

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supporting role.

Large Groups

The biggest considerations with large groups are maintaining order at the table and keeping combat from becoming too slow.

Structured Turns
If you find yourself in a situation where individual players are having trouble getting a chance to do things during exploration or social interaction, have
the characters roll Initiative and act in Initiative order, just as you do in combat. Taking turns ensures that everyone has the chance to do something.
Use this approach sparingly, as it can feel artificial and sometimes slows down the game.

Party Leader
Consider having the players designate a party leader, who is then the only person who tells you what the group is doing. It becomes the leader’s role
to work with the rest of the players to find consensus on what the group will do.

Speeding Combat
Players who have to wait a long time between their characters’ turns in combat are susceptible to distraction. Consider these tips to speed combat
with a large group.

Be Generous with Information. If you tell the players what the Armor Class of their opponents is, you reduce the steps of interaction needed to
resolve an attack. Instead of telling you a number and asking if it hits, a player can simply tell you that an attack hits and how much damage it deals,
perhaps adding some narration for good measure (see “Narration in Combat” later in this chapter). In the same way, if you know each character’s AC,
you don’t need to ask whether a monster’s attack hits.

Help Players Keep Up. If a player isn’t sure what to do on their turn in combat, help the player decide by offering a quick recap of the state of the
battle. How many foes are still standing, and how hurt do they look? What’s the most immediate threat to that character?

Make Initiative Obvious. Display the Initiative order to your players so they each know when their character’s turn is coming up and can think ahead
about what their character will do on their next turn. Using Initiative scores (see “Running Combat” in this chapter)—and perhaps seating the players
in Initiative order—can be helpful with a large group.

Roll Handfuls of Dice. Encourage players to roll the dice for their attack rolls and their damage at the same time. You can do the same.
ARTIST: CRAIG J SPEARING

ADVENTURES REQUIRING STEALTH, LIKE THIS INFILTRATION, ARE IDEAL FOR SOME SMALL PARTIES OF ADVENTURERS

Absent Players

When one of your players is absent, what do you do with that player’s character? Consider the following options:

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Fading into the Background. Have the character simply fade into the background. This requires everyone to step out of the game world a bit and
suspend disbelief, but it might be the easiest solution. Act as if the character were absent, but don’t try to come up with any in-game explanation.
Monsters don’t attack the character, who returns the favor. On returning, the player resumes playing as if the absence never happened.

Narrative Contrivance. Decide the character is elsewhere while the rest of the party continues the adventure. Come up with in-game reasons for the
character to temporarily leave the party and rejoin later, such as following up on a rumor or reporting back to the party’s patron.

Substitute Player. With the absent player’s consent, have another player run the missing player’s character, or run the character yourself if you feel you
can do so. Whoever runs the character will need a copy of that character’s character sheet and should strive to keep the character alive and use that
character’s resources wisely.

Give absent characters the same XP that the other characters earned each session, keeping the group at the same level.

Some groups like to work out a policy regarding how many missing players is too many to proceed. For example, your group might play as long as no
more than one person is absent. If two or more people can’t attend a session, consider playing a short adventure with different characters, and
perhaps a different Dungeon Master, or bring out a favorite board game.

Incorporating New Players

When introducing a new player to the group, revisit the group’s expectations and limits (see “Ensuring Fun for All” in chapter 1). Then have the new
player create a character who is the same level as the other characters in the adventuring party.

If the new player has never played D&D before and the rest of the group is higher than level 4, consider taking a short break from the campaign and
having everyone play a new level 1 character for a session or two while the new player learns the ropes. (This can also be a good opportunity for
another player to take a turn as DM.)

If you’re incorporating a new character into the group in the middle of an adventure, work with that character’s player to come up with a story hook for
how their character joins the group, and make sure the player is happy with the choice. Suggested story hooks include the following:

Long-Lost Friend. The new character is a friend or relative of one of the adventurers. Alternatively, the new character is connected to the adventurers’
patron or a member of an organization the other characters are linked to. In either case, the new character has been searching for the group, perhaps
bearing important news.

Rescued Prisoner. The new character is a prisoner of the foes the other characters are fighting. When rescued, this character joins their group.

Sole Survivor. The new character is the sole survivor of an ill-fated group of adventurers. The new character might be able to offer a clue to help the
party avoid the same grim fate that befell the other group.

Special Guest Stars


The story hooks for incorporating new players can also work for occasions when you want to bring a player into the group for a single session. For
example, you might have a friend visiting from out of town who wants to join your game briefly. Or perhaps you have a player you’re thinking about
adding to the group, but you want to make sure they’ll be a good addition. Incorporating an occasional guest player is also a great way to maintain a
roster of players as backup in case one of your regular players has to drop out of the game.

Multiple DMs

Many gaming groups switch DMs from time to time. The following sections describe situations that allow for multiple DMs and ways multiple DMs
can add to the group’s fun.

Occasional Breaks

Take a break from being the DM if you need to recharge your creative juices, plan out the next arc of your campaign, or finish up the adventure you’re
working on. By taking a break, you create an opportunity for another player to assume the DM role for a session or two.

If not everyone can make it to a scheduled session, that can also be an opportunity for a different DM to run a short adventure.

Variety Series

Some groups don’t want a long campaign with sweeping plotlines; they prefer short, unconnected adventures. With that style of game, different
players might take turns as DM for one to three sessions at a time, with each adventure standing as a self-contained story.

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Concurrent Campaigns

You and the other DMs in your group can take turns running adventures for a few weeks or months at a time, with your campaign on hold during
another DM’s turn. Some groups play multiple times each week, with different DMs running their campaigns on different days.

Shared World

Some groups take a large, established campaign setting and divide it up geographically so different DMs can run separate campaigns in the same
setting. In theory, characters can travel from one DM’s region of the world to another’s, creating continuity in the campaign even as characters might
be involved in several plotlines.

Rather than dividing a campaign geographically, you and the other DMs in your group could divide it thematically. Using the setting in chapter 5 of this
book as an example, each DM could focus their campaign on one of the three overarching conflicts of that setting. This approach allows the same
group of adventurers to sink their teeth into all three overarching conflicts while ensuring that each storyline feels distinct.

Joint DMs
ARTIST: COUPLEOFKOOKS
Two or more DMs can share the creation of a single campaign, working together to maintain continuity from
session to session and making sure that each DM’s adventures advance the larger story of the world and the
characters. When players who are also DMs are playing their characters, they shouldn’t let their knowledge of
the campaign’s story influence their characters’ actions. Those characters step out of the action when their
players take their turns as DM.

Joint DMs can also team up to run each session of a campaign, with each DM focusing on the aspects of the
game they most enjoy or the DMs trading focus from session to session. One DM might run combat
description and keep a battle moving while the other focuses on miniatures and music. The two DMs can play
two different NPCs in a social interaction encounter. Between sessions, they can collaborate or divide up world-
building, encounter creation, and other tasks.

Narration

Using a few time-honored narrative techniques, you can immerse your players in your world and bring the game to life.

Lead by Example

When you roleplay and narrate with enthusiasm, you add energy to the game and draw your players into the world. Encourage the players to describe
their characters’ actions, then incorporate their narration into your accounts of the characters’ successes and failures.

Brevity

Keep your descriptions short and evocative. Focus on the more important information to keep players’ interest and to highlight important clues and
details. Players need to know about significant features their characters can perceive—especially things like monsters in a room—before they decide
what to do. Allow your players to ask follow-up questions, and provide additional description as needed.

Atmosphere

Bring a place to life by adding touches of atmosphere, such as a lingering smell of ash, tiny beetles skittering along the dungeon floor, or blue flowers
blossoming in the otherwise desolate and gloomy graveyard. Pick a couple of senses (sight, hearing, smell, touch, or taste) to highlight.

Describe changes in the environment to direct your players’ attention. For example, a bird alighting on a gravestone might draw the characters’
attention to it.

Draw Players’ Attention

Good narration invites the players to examine details of the environment that lead to encounters or important information. Anything you describe with
extra, subtle details draws the players’ attention. Give them just enough to invite further exploration, but don’t create the equivalent of a flashing neon
sign reading “This way to adventure!”

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When using narration to guide your players, keep the following in mind:

Distinguish Options. When presenting options to players, add details to distinguish the options. Should the characters take the left path or the right
path? Perhaps the left path smells of rot and decay, while the faint sound of lapping water comes from the right. These details give players more
information to make an informed decision without explicitly telling them where to go.

Don’t Limit Options. In general, let the players use the information they’re given to decide what they want to do. Don’t put unnecessary limitations on
the characters’ actions. That said, it can be helpful (especially with new players) to offer suggestions: “You can go through the door, search the chest,
or look down the shaft.” Just make sure to finish by saying, “or anything else you can think of!”

Don’t Assume Character Actions. Don’t assume actions on the characters’ part. For example, don’t say “You step into the room and look up” unless
the player has already told you that’s what their character is doing.

Secrets and Discovery

In the course of an adventure, the players and their characters will uncover information that was previously unknown to them. Make sure the
information they need to complete the adventure is obtainable.

Don’t hide important secrets or discoveries in places where the characters aren’t likely to uncover them. Make sure they can’t miss an important
secret or discovery simply by failing an ability check, not talking to the right person, or not looking in the right place.

See also “Perception” in this chapter for more advice on hidden secrets in adventures.

Giving Information to One Player


When one character separates from the rest of the group, it’s usually OK to let the rest of the players know what happens, assuming the separated
character will update the rest of the party when they’re reunited. You might need to remind the other players that their characters aren’t present, so
they can’t offer advice or information to the lone character.

Sometimes, though, you’ll want to give information to just one player. It might be information you think the character won’t want to share with the rest
of the party, perhaps something related to elements of the character’s history that are still secret. In this case, you can use one of these methods to
deliver that information:

Aside to Player. Pull the player into another room, or have the other players leave the room. This approach is best if there’s a whole scene that plays
out with just one character involved. Try to keep these scenes brief so other players don’t get bored or feel left out.

Secret Message. If you just have a simple piece of information to convey, you can whisper to the player, pass a note to them, or send them a text or a
direct message.
ARTIST: KENT DAVIS

A DUNGEON ROOM OFFERS PLENTY OF DETAILS FOR ADVENTURERS TO EXPLORE

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Resolving Outcomes

You decide when a player makes a D20 Test based on what the character is trying to do. Players shouldn’t just roll ability checks without context; they
should tell you what their characters are trying to achieve, and make ability checks only if you ask them to.

When a situation comes up and you’re not sure how to adjudicate it using the rules, use these four questions to help you decide:

Is a D20 Test Warranted? If the task is trivial or impossible, don’t bother with a D20 Test. A character can move across an empty room or drink from a
flask without making a Dexterity check, whereas no lucky die roll will allow a character with an ordinary bow to hit the moon with an arrow. Call for a
D20 Test only if there’s a chance of both success and failure and if there are meaningful consequences for failure.

What Kind of D20 Test? If a character is actively trying to do something, use an ability check (or an attack roll if the character is trying to hit
something). If the character is reactively trying to avoid or resist something, use a saving throw.

Which Ability Does the Test Use? Think about which ability has the most influence on a character’s chance to succeed on the ability check or saving
throw. Refer to the Abilities, Ability Checks, and Saving Throws table for guidance. Also consider whether a skill or tool proficiency might apply to an
ability check.

What’s the DC? Based on how hard you think the task should be, set the DC as follows: 10 for an easy task, 15 for a moderately difficult task, or 20 for
a hard task.

The sections that follow offer advice on how to use each kind of D20 Test, when to apply Advantage and Disadvantage, and how to decide what the
consequences of success or failure might be.

Abilities, Ability Checks, and Saving Throws

Ability Score Measures... Make an Ability Check To... Make a Saving Throw To...

Strength Physical might Lift, push, pull, or break something Physically resist direct force

Dexterity Agility, reflexes, balance Move nimbly, quickly, or quietly Dodge out of harm’s way

Constitution Health and stamina Push your body beyond normal limits Endure a toxic hazard

Intelligence Reasoning and memory Reason or remember Recognize an illusion as fake

Wisdom Perceptiveness and mental fortitude Notice things in the environment or in creatures’ behavior Resist a mental assault

Charisma Confidence, poise, and charm Influence, entertain, or deceive Assert your identity

Ability Checks

An ability check is a test to see whether a character succeeds at a task the character has decided to attempt. The Abilities, Ability Checks, and Saving
Throws table summarizes what each ability is used for. (Constitution checks are rare, as tests of a character’s endurance are usually passive or
reactive, making a saving throw more appropriate.)

Proficiency
When the rules or a published adventure calls for an ability check, a skill or tool proficiency is often called out: for example, “a character who
succeeds on a DC 15 Intelligence (Arcana) check can puzzle out the magic involved.” Sometimes the rules allow for any one of two or more
proficiencies to apply to a check. When deciding what check a character should make, be generous in determining if the character’s Proficiency
Bonus comes into play. You might specifically ask for an Intelligence (Arcana) check, or you can ask for an Intelligence check and let the player
negotiate with you to see if one of the character’s skill or tool proficiencies applies.

Trying Again
Sometimes a character fails an ability check and the player wants to try again. In many cases, failing an ability check makes it impossible to attempt
the same thing again. For some tasks, however, the only consequence of failure is the time it takes to attempt the task again. For example, failing a
Dexterity check to pick a lock on a treasure chest doesn’t mean the character can’t try again, but each attempt might take a minute.

If failure has no consequences and a character can try and try again, you can skip the ability check and just tell the player how long the task takes.
Alternatively, you can call for a single ability check and use the result to determine how long it takes for the character to complete the task.

Group Checks

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Group checks are a tool you can use when the party is trying to accomplish something together and the most skilled characters can cover for
characters who are less adept at the task. To make a group ability check, everyone in the group makes the ability check. If at least half the group
succeeds, the whole group succeeds. Otherwise, the group fails.

Group checks aren’t appropriate when one character’s failure would spell disaster for the whole party, such as if the characters are creeping across a
castle courtyard while trying not to alert the guards. In that case, one noisy character will draw the guards’ attention, and there’s not much that
stealthier characters can do about it, so relying on individual checks makes more sense. Similarly, don’t use a group check when a single successful
check is sufficient, as is the case when finding a hidden compartment with a Wisdom (Perception) check.

Consider using group checks in situations such as the following:

Research Tasks. The characters are trying to learn about an ancient prophecy from an archive. The characters can make a group Intelligence
(Investigation) check to find sources in the archive; characters who are knowledgeable about such topics and about research methods in general can
tell the other characters the most likely places to direct their search. If the group check is successful, the characters find enough different sources to
paint a clear picture of the prophecy; otherwise, their information is incomplete.

Roped Together. The characters are tied together as they scale a cliff or cross a rickety rope bridge. If one or two characters fail their checks, the
successful characters can stop their fall and prevent disaster, but if more than half the party fails, the whole group falls. You could also apply this idea
to something like a long swim, where strong swimmers can help weaker ones.

Social Situations. One character offends someone at a diplomatic event, and a noble demands the adventurers be escorted from the premises. The
characters can make a group Charisma (Persuasion) check to avoid getting thrown out; they just need a few convincing arguments and the ability to
smooth over any gaffes. You could apply this same principle to other Charisma checks using Deception, Intimidation, or Performance.

Passive Checks
Ability checks normally represent a character’s active effort to accomplish something, but occasionally you need a passive measure of how good a
character is at doing a thing. Passive Perception is the most common example. (See “Perception” later in this chapter.) You can extend the concept of
a passive ability check to other abilities and skills.

For example, if your game features a lot of social interaction, you can record each character’s Passive Insight score, calculated in much the same way
as Passive Perception: 10 plus all modifiers that normally apply to a Wisdom (Insight) check.

Attack Rolls

In combat, an attack roll is used to determine whether an attack hits.

You can also use attack rolls to resolve noncombat activities that are similar to attacks in combat, such as an archery contest or a game of darts.
Assign an Armor Class to the target, decide whether the character is proficient with the weapon used, then have the player make an attack roll. (See
also “Degrees of Success” in this chapter.)

Saving Throws

In contrast to an ability check, a saving throw is an instant response to an effect and is almost never made by choice. A saving throw makes the most
sense when something bad threatens a character and the character has a chance to avoid or resist it.

Most of the time, a saving throw comes into play when an effect—such as a spell, monster ability, or trap—calls for it, telling you what kind of saving
throw is involved and providing a DC for it.

In other situations that call for a saving throw, it’s up to you to decide which ability score is involved. The Abilities, Ability Checks, and Saving Throws
table offers suggestions.

Difficulty Class

You establish the Difficulty Class for an ability check or a saving throw when a rule or an adventure doesn’t give you one. Choose a DC from the
Typical DCs table based on the task’s difficulty.

Typical DCs

Task DC

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Task DC

Very easy 5

Easy 10

Moderate 15

Hard 20

Very hard 25

Nearly impossible 30

The task difficulties are explained below:

Very Easy. Most people can accomplish a DC 5 task with little chance of failure. Unless circumstances are unusual, let characters succeed at such a
task without making a check.

Easy, Moderate, and Hard. These are the most common difficulties, and you can run your game using only them. A character with a 10 in the
associated ability and no proficiency will succeed at an easy task around 50 percent of the time. For a moderate task, a character needs either a
higher score or proficiency to have a similar chance of success, whereas a hard task typically requires both to have a similar chance. If you can’t
decide between two levels of difficulty, choose a DC somewhere in the middle, such as 17 or 18 for a task that is a little easier than “hard.”

Very Hard and Nearly Impossible. A DC 25 task is almost out of reach for low-level characters, but more reasonable after level 10 or so. Low-level
characters have no chance to accomplish a DC 30 task, while a level 20 character with proficiency and a relevant ability score of 20 still needs a 19 or
20 on the die roll to succeed at a task of this difficulty.

If you’re setting the DC for a saving throw, don’t go lower than 10 or higher than 20. If a creature is the source of the effect forcing a saving throw, use
the standard formula for calculating a save DC (see “Calculated DCs” below).

Calculated DCs
For some ability checks and most saving throws, the rules default to the following formula:

DC = 8 + ability modifier + Proficiency Bonus

This formula often sets the saving throw DC when a creature is casting a spell or using a special ability, but it can also apply to ability checks that are
contests between two creatures. For example, if one creature is holding a door shut, use its Strength modifier and Proficiency Bonus to set the DC for
opening the door. When another creature tries to force the door open, the creature makes a Strength (Athletics) check against that DC.

Another way to handle similar situations is to have one creature’s ability check set the DC for another creature’s check. That’s how hiding works, for
example: a hiding creature’s total Dexterity (Stealth) check sets the DC for Wisdom (Perception) checks made to find the hidden creature.

Advantage and Disadvantage

Advantage and Disadvantage are among the most useful tools in your toolbox. They reflect temporary circumstances that might affect the chances
of a character succeeding at a task. Advantage is also a great way to reward a player who shows exceptional creativity in play.

Characters often gain Advantage or Disadvantage through the use of special abilities, actions, spells, or other features of their classes or species. In
other cases, you decide whether a circumstance would merit Advantage or Disadvantage.

As described in the Player’s Handbook, if different circumstances would give both Advantage and Disadvantage in the same situation, the Advantage
and Disadvantage cancel out, regardless of how many circumstances would grant Advantage or Disadvantage.

Advantage
Consider granting Advantage when...

Circumstances not related to a creature’s own capabilities provide it with an edge.


Some aspect of the environment improves the character’s chance of success.
A player shows exceptional creativity or cunning in attempting or describing a task.
Previous actions (whether taken by the character making the attempt or some other creature) improve the chances of success.

Disadvantage
Consider imposing Disadvantage when...

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Circumstances hinder success in some way.


Some aspect of the environment makes success less likely.
An element of the plan or description of an action makes success less likely.

Consequences

As a DM, you can use a variety of approaches when adjudicating success and failure to tailor the game to your liking.

Success at a Cost
When a character fails a D20 Test by only 1 or 2, you can offer to let the character succeed at the cost of a complication or hindrance. Such
complications can run along any of the following lines:

A character gets her sword past an enemy’s defenses and turns a near miss into a hit, but she then drops the sword.
A character narrowly escapes the full brunt of a Fireball spell but has the Prone condition.
A character fails to intimidate a kobold prisoner, but the kobold reveals its secrets anyway while shrieking at the top of its lungs, alerting other
nearby monsters.

By putting the choice of success at a cost in the players’ hands, and even letting them choose the setbacks, you can give players more agency in
crafting the story of their characters’ deeds.

Degrees of Failure
Sometimes a failed D20 Test has different consequences depending on the degree of failure. For example, a character who fails to disarm a trapped
chest might accidentally spring the trap if the check fails by 5 or more, whereas a lesser failure means the trap wasn’t triggered during the botched
disarm attempt. Consider adding similar distinctions to other checks. Perhaps a failed Charisma (Persuasion) check means a queen won’t help,
whereas a failure of 5 or more means she throws the character in the dungeon for such a display of impudence.

Degrees of Success
A successful D20 Test can have degrees of success. For example, when characters participate in an archery contest, you might decide that the more
an attack roll exceeds the target’s AC, the higher the character’s score. The archery target might have AC 11, but it has five concentric rings indicating
degrees of success. So you could decide that an attack roll of 11 or 12 lands in the outermost ring, a 13 or 14 hits the next ring closer to the center, a
15 or 16 hits the third ring, a 17 or 18 hits the fourth, and a 19 or higher strikes the bull’s-eye.

Critical Success or Failure


Rolling a 20 or a 1 on an ability check or a saving throw doesn’t normally have any special effect. However, you can take such an exceptional roll into
account when adjudicating the outcome. It’s up to you to determine how this manifests in the game. One approach is to increase the impact of the
success or failure. For example, rolling a 1 on a failed attempt to pick a lock might jam the lock, and rolling a 20 on a successful Intelligence
(Investigation) check might reveal an extra clue.

For attack rolls, the rules cover what happens on a natural 20 (it’s a Critical Hit) or a natural 1 (it always misses). Resist the temptation to add
additional negative consequences to a natural 1 on an attack roll: the automatic failure is bad enough. And characters typically make so many attack
rolls that they’re bound to roll dozens of natural 1s over time. What might seem like an interesting consequence, like breaking the weapon used for
the attack, will quickly get tiresome.

Improvising Damage

The Improvising Damage table gives guidelines for determining damage on the fly.

Improvising Damage

Damage Examples

1d10 Burned by coals, hit by a falling bookcase, pricked by a poison needle

2d10 Struck by lightning, stumbling into a firepit

4d10 Hit by falling rubble in a collapsing tunnel, tumbling into a vat of acid

10d10 Crushed by compacting walls, hit by whirling steel blades, wading through lava

18d10 Submerged in lava, hit by a crashing flying fortress

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Damage Examples

24d10 Tumbling into a vortex of fire on the Elemental Plane of Fire, crushed in the jaws of a godlike creature or a moon-size monster

The Damage Severity and Level table is a guide to how deadly these damage amounts are for characters of different levels. Cross-reference a
character’s level with the damage being dealt to gauge the severity of the damage.

Damage Severity and Level

Character Levels Nuisance Deadly

1–4 5 (1d10) 11 (2d10)

5–10 11 (2d10) 22 (4d10)

11–16 22 (4d10) 55 (10d10)

17–20 55 (10d10) 99 (18d10)

Nuisance damage rarely poses a risk of death to characters of the levels shown, but a severely weakened character might be laid low by this damage.

Deadly damage poses a significant threat to characters of the levels shown and could potentially kill such a character that’s missing many Hit Points.

Improvising Answers

With a little preparation and a lot of flexibility, you can handle any curveball your players throw at you.

One of the cornerstones of improvisational theater is called “Yes, and...” It’s based on the idea that an actor takes whatever the other actors give and
builds on that. A similar principle applies as you run sessions for your players. As often as possible, weave what the players give you into your story.

An equally important principle is “No, but...” Sometimes characters can’t do what their players want, but you can keep the game moving forward by
offering an alternative.

For example, imagine the characters are searching for a lich’s lair. A player asks you if there’s a mages’ guild operating in a nearby city, hoping to find
records that mention the lich. This wasn’t a possibility you anticipated, and you don’t have anything prepared for it. One option is to say yes and use
the tools at your disposal to create a suitable mages’ guild. By doing this, you reward the player for thinking creatively. Also, the guild can become a
great source for adventure hooks.

Another option is to say no, but a solitary mage in town might possess the desired information. This approach rewards the creative player while
demanding less work from you.

Aids to Improvisation
When you need to make up something on the spot—say, a mages’ guild in a town where you hadn’t previously planned for one—you have abundant
resources to draw on:

Lists of NPC names (see “Nonplayer Characters” in chapter 3)


Random tables (such as the ones in the “Settlements” section of chapter 3)
Campaign Journal (described in chapter 5)
Maps (see appendix B)

ARTIST: CALDER MOORE

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WHEN A FLYING FORTRESS CRASHES TO THE GROUND, UNFORTUNATE


ADVENTURERS IN ITS PATH MIGHT TAKE 18D10 DAMAGE OR MORE!

Running Social Interaction

During a social interaction, the adventurers usually have a goal. They want to extract information, secure aid, win someone’s trust, escape
punishment, avoid combat, negotiate a treaty, or achieve some other objective. Successfully completing the encounter means achieving that goal.

Some DMs run social interaction as a free-form roleplaying opportunity, where dice rarely come into play. Other DMs resolve interactions by having
characters make Charisma checks. Most games fall somewhere in between, balancing roleplaying with the occasional ability check.

Roleplaying

You don’t need to be a practiced thespian or comedian to create drama or humor through roleplaying. The key is to pay attention to the story elements
and characterizations that make your players laugh or feel emotionally engaged and to incorporate those things into your roleplaying.

NPC Portrayals
When thinking about how to roleplay an NPC or a monster, consider one or two adjectives that best describe the creature. Knowing the creature’s
alignment can also help with your portrayal. The classic advice for writers holds true: show, don’t tell. For example, rather than describe an NPC as
jocular and honest, have the NPC make frequent puns and freely share personal anecdotes.

You can further enhance your portrayal of a creature in the following ways.

Use Facial Expressions. Your facial expressions help convey a creature’s emotions. Smile, scowl, snarl, yawn, or pout, as appropriate.

Use Motions and Posture. Movement and posture can help define an NPC’s personality. You might reflect an archmage’s displeasure by rolling your
eyes and massaging your temples with your fingers. Hanging your head and looking up at the players conveys a sense of submissiveness or fear.
Holding your head and chin high conveys confidence.

Use Voices. Changing the volume of your voice and borrowing speech patterns from real life, movies, or television can make NPCs distinctive.

Engaging the Players


Although some players enjoy roleplaying more than others, social interactions help immerse all players in the game. Consider the following
approaches to make an interaction-heavy game session appeal to players of any tastes.

Appeal to Player Preferences. Players who like acting (see “Know Your Players” in this chapter) thrive in social interactions, so let those players take
the spotlight and inspire the other players by their example. However, be sure to tailor aspects of social interactions to fit the other players’ tastes too.

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Involve Specific Characters. If you have players who don’t readily get involved in social interactions, you can create situations tailored for their
characters. Perhaps the NPC in question is a family member or a contact of a particular adventurer and focuses attention on that character. Some
NPCs might pay particular attention to characters with whom they feel kinship.

If a couple of players are doing most of the talking in a social interaction, take a moment now and then to involve someone else. You might have an
NPC address another character directly: “And what about your hulking friend? What will you pledge in exchange for my favor?” If a player is less
comfortable with roleplaying, you can get them involved by asking them to describe their character’s actions during the conversation.

Use Other Ability Scores. Consider the following additional possibilities to give characters whose Charisma is not their strong suit a chance to shine:

Strength. An NPC won’t talk to the characters until one of them agrees to an arm-wrestling match. Or a strong character needs to bodily prevent the
NPC from running away.

Dexterity. An NPC is Hostile toward intruders, so the characters must talk from hiding. Or the social interaction provides a distraction that allows a
character to get close enough to the NPC to steal something from the NPC’s pockets.

Intelligence. An NPC’s speech is so full of obscure references to a particular area of knowledge that the characters can’t use the information they
receive until they interpret those obscure facts. Or the NPC refuses to give a direct answer, speaking only in vague hints that the characters must
piece together to get the information they seek.

Wisdom. An NPC is hiding something important, and the characters must read the NPC’s nonverbal cues to understand what’s true and what’s
deception. Or key information is concealed in details around the room where the interaction takes place, which a perceptive character might notice.

Attitude

Each creature controlled by the DM has one of the following attitudes toward the adventurers: Friendly, Indifferent, or Hostile. The “Monster Behavior”
section in chapter 4 offers guidance to help you determine a creature’s initial attitude.

Characters can shift a creature’s attitude by their words or actions. For example, buying drinks for an Indifferent group of miners might shift their
attitude to Friendly. When a shift occurs, describe it to your players. For example, the miners might display their newfound friendliness by imparting
some useful information, offering to repay the kind gesture at a future date, or challenging the characters to a friendly drinking contest.

Ability Checks in Social Interaction


You decide the extent to which ability checks shape the outcome of a social interaction. A simple social interaction might involve a brief conversation
and a single Charisma check, while a more complex encounter might involve multiple ability checks helping to steer the course of the conversation.

Using the Help Action


When a character uses the Help action to help another character influence an NPC or a monster, encourage the player of the helpful character to
contribute to the conversation or, at the very least, describe what their character is doing or saying to contribute to the other character’s success.

Running Exploration

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Traversing a wilderness, searching a dungeon, circumventing an obstacle,


ARTIST: WILLIAM O’CONNOR
finding a hidden object, investigating a strange occurrence, deciphering clues,
solving puzzles, and bypassing or disabling traps are all part of exploration.

Not everything in your world needs to be explored painstakingly. For instance,


you might gloss over an unimportant journey by telling the players that they
spend three uneventful days on the road before reaching the next point of
interest.

Using a Map

A map can help you or your players visualize a location or region that the
characters are exploring. D&D maps come in three varieties, with examples of
all three found in appendix B and on the poster map:

Dungeon Maps. D&D uses the word “dungeon” loosely to describe any
adventure location that has interior spaces to explore (such as a castle, tower,
mansion, or subterranean complex). A dungeon map shows passages,
chambers, doors, and other important features of a location.

Settlement Maps. A map of a settlement often shows terrain (cliffs, trees,


streams, and so forth) in addition to buildings, bridges, and other important
features.

Wilderness Maps. A wilderness map shows roads, rivers, terrain, and other
features that might guide the characters on their travels or lead them astray.
The area shown on a wilderness map might be as big as a continent or as
small as a glade.

Often a map is intended for the DM’s eyes only. You can copy portions of a
DM’s map to share with your players as a visual aid while omitting details that
should remain hidden from them. Virtual tabletops often use “fog of war” and
similar effects to obscure areas and features on the map that you want to
keep hidden from the players.

EXPLORATION DRAWS ADVENTURERS INTO


ALL SORTS OF UNUSUAL ENVIRONMENTS

Maps designed for use with miniatures (see “Miniatures” in this chapter) tend to be player facing, revealing nothing that would spoil the adventure.

Tracking Time

If tracking the passage of time is important during exploration, use a time scale appropriate for the situation at hand:

Rounds. In combat and other fast-paced situations, the game relies on 6-second rounds.

Minutes. In a dungeon or settlement, movement happens on a scale of minutes. In the Free City of Greyhawk, getting from the Silver Dragon Inn to the
wharf takes about 10 minutes, whereas it takes about 1 minute to creep down a 200-foot-long hallway, another minute to check for traps on the door
at the end of the hall, and 10 minutes to search the chamber beyond for anything interesting or valuable.

Hours. A scale of hours is often appropriate for short wilderness treks. Adventurers eager to reach the lonely tower 20 miles away, at the heart of the
forest, can hurry there in 5 hours’ time.

Days. For long journeys, a scale of days works best. Following the road from Veluna City to the Free City of Greyhawk, the adventurers cover 96 miles
in 4 uneventful days before a bandit ambush interrupts their journey.

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The exploration rules in the Player’s Handbook give guidelines for determining travel time based on the characters’ pace. In most cases, it’s fine to
estimate that time rather than calculating it down to the minute. Exceptions include situations like these:

Spell Timer. The characters might need to go somewhere or accomplish something before the duration of a spell or similar effect runs out. For
example, they might use the Locate Object spell to point them in the direction of an item they seek, so you need to know how far they get in the 10
minutes the spell lasts.

Triggered Event. An event might occur at a specific time. For example, a door might remain open for 1 minute after the password to open it is spoken,
or reinforcements might arrive 2d4 minutes after an alarm is sounded.

If the characters spend time working out a puzzle or talking to an NPC, you can estimate the time spent by keeping track of how much real time
passes. Most combat encounters take less than 1 minute (10 rounds), but it’s fair to round up to a whole minute in most cases, assuming characters
take a few seconds to pull themselves together after a fight.

Use similar principles to track the passage of hours, such as when characters disguise themselves with a Seeming spell for 8 hours to infiltrate a
stronghold. In this case, it takes a lot of small tasks—or something like a Short Rest—to occupy a full hour.

Actions in Exploration

Most of what characters do during exploration, aside from movement, relates to just a few actions: Search, Study, and Utilize. Characters also often
use the Help action to assist each other in these actions. Other actions come up only rarely.

It’s seldom necessary to rely on the action rules during exploration, except to remember that a character can do only one thing at a time. A character
who’s busy taking the Search action to look for a secret door can’t simultaneously take the Help action to assist another character who’s taking the
Study action to find important information in a book.

Taking Turns
Often, characters spread out across a room to investigate the elements of the room. (The exploration example in chapter 1 of the Player’s Handbook
shows this dynamic in action.) In such situations, have the characters take turns, though it’s usually not necessary to roll Initiative as you would in a
combat encounter. Resolve one character’s actions before moving to the next.

There’s no hard-and-fast rule about how long to spend on each character’s activity, but make sure no one is waiting for their turn for too long.

You can build tension in an exploration encounter by shifting focus right before a character makes an ability check or opens a chest, leaving everyone
eager to hear what happens next.

Ability Checks in Exploration


When a character tries to do something during exploration, you decide whether that action requires an ability check to determine success (as
described in the earlier “Resolving Outcomes” section).

Certain situations might call for a balance between ability checks and roleplaying. For example, puzzles are an opportunity for players to do some
problem-solving, but players can also lean on their characters’ talents and attributes to provide direction. A character who succeeds on an Intelligence
(Investigation) check might notice a clue that gives the players a hint to the puzzle’s solution.

Perception

ARTIST: APRIL PRIME

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IN A COURTYARD FULL OF MONSTERS, WILL CHARACTERS EVEN NOTICE THAT THE TREE HAS EYES?

As the DM, you’re the interface between your players and the world of the game. You tell them what their characters perceive, so it’s important to
make sure you’re telling them important information about their surroundings. The Perception skill and Wisdom checks made using it are key tools
for you. This section offers guidance to help you use the Perception rules in the Player’s Handbook.

When to Call for a Check


An important time to call for a Wisdom (Perception) check is when another creature is using the Stealth skill to hide. Noticing a hidden creature is
never trivially easy or automatically impossible, so characters can always try Wisdom (Perception) checks to do so.

Using Passive Perception. Sometimes, asking players to make Wisdom (Perception) checks for their characters tips them off that there’s something
they should be searching for, giving them a clue you’d rather they didn’t have. In those circumstances, use characters’ Passive Perception scores
instead.

Using the Investigation Skill. The Investigation skill applies to situations where a character is using reason and deduction to arrive at a conclusion
about something under examination. Investigation applies when characters are trying to figure out how a thing works—how to open a trick door, how
to get into a secret compartment, and so on.

Don’t use the Investigation skill to determine if a character notices something—that’s the purview of Perception. For example, a successful Wisdom
(Perception) check allows a character to find a secret door or something that betrays its presence, such as thin seams marking the edges of the door.
If the secret door is locked, a successful Intelligence (Investigation) check would allow a character to figure out the trick to opening it—by turning a
nearby statue so it faces the door, for example.

Hidden Things in Adventures


Secret doors, hidden compartments, concealed traps, and stashed treasures are common elements in adventures. When using such elements, if
something is hidden, allow for the possibility that the characters might not find it. It’s fine to hide extra treasures or delightful surprises, but don’t hide
elements that are essential to the characters’ success in places where characters might not find them.

Even if the hidden objects aren’t essential to the adventure’s success, plant hints that clue players in to the idea that there might be something hidden
for them to find. Such hints can be subtle (a character hears a strange rattle when opening the desk drawer, suggesting the presence of a hidden
compartment in the back or bottom of the drawer) or obvious (clear footprints lead across the room to a blank wall that is actually a secret door).
These hints let players discover fun secrets without requiring them to spend extensive time searching every square foot of every room and hallway.

Perception and Encounters


If the characters encounter another group of creatures and neither side is being stealthy, the two groups automatically notice each other once they
are within sight or hearing range of one another. The Audible Distance table can help you determine the hearing range, and the following sections
address visibility. If one group tries to hide from the other, use the rules in the Player’s Handbook.

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Audible Distance

Noise Distance

Trying to be quiet 2d6 × 5 feet

Normal noise level 2d6 × 10 feet

Very loud 2d6 × 50 feet

Visibility Outdoors. When traveling outdoors, most characters can see about 2 miles in any direction on a clear day, except where obstructions block
their view. That range increases to 40 miles if they are atop a mountain or a tall hill or are otherwise able to look down on the area from a height.
Lightly Obscured conditions reduce visibility: rain reduces maximum visibility to 1 mile, and fog reduces it to between 100 and 300 feet.

Outdoor terrain determines the distance at which characters encounter other creatures. The Travel Terrain table (see “Travel” below) gives suggested
encounter distances for different types of terrain.

Visibility at Sea. From a ship’s crow’s nest, a lookout can see things up to 10 miles away, assuming clear skies and a relatively calm sea. Overcast
skies reduce that distance by half. Lightly Obscured conditions reduce visibility just as they do on land.

Visibility Underwater. Visibility underwater depends on water clarity and the available light. Use the Underwater Encounter Distance table to
determine the encounter distances underwater.

Underwater Encounter Distance

Visibility Encounter Distance

Clear water, Bright Light 60 feet

Clear water, Dim Light 30 feet

Murky water or Darkness 10 feet

Travel

The rules in the “Exploration” section in the Player’s Handbook cover the basics of travel on a scale ranging from minutes to days. The tools in this
section can add excitement to a longer trek.

Journey Stages
It can be helpful to break up a journey into stages, with each stage representing anything from a few hours’ journey to ten days or so of travel. A
journey might have only a single stage if the trip is a matter of following a clear path to a well-known destination. A journey consisting of three stages
makes for a satisfying trek. For example, the characters might travel along a river to the forest’s edge (stage 1), follow a trail into the heart of the
woods (stage 2), and then search the woods for an ancient ruin (stage 3). A long journey might involve even more stages and occupy several game
sessions.

You decide how to break up the journey, though your decision can be shaped by the characters’ plan for navigating the journey. When the characters
know the route they must take, the stages of the journey should correspond to the way you might give someone directions, as in the example above.

Planning the Stages. You can use the accompanying Travel Planner sheet to plan the stages of a journey. (Use multiple copies of the Travel Planner
for a journey with more than three stages.)

For each stage, note where it starts and ends, the distance covered, and the predominant terrain. Choose or randomly determine the weather on that
stage (see “Weather” later in this chapter). Plan one or more challenges for each stage, such as an encounter, an obstacle, a search for something
hidden, or a chance of getting lost, as described under “Journey Stage Challenges.”

Running the Stages. For each stage of the journey, follow these steps in order:

Step 1: Set the Pace. Have the players choose their group’s travel pace for the stage: Slow, Normal, or Fast (see “Travel Pace”). Based on the
length of the stage (in miles) and the group’s pace, determine how long this stage takes to complete.
Step 2: Narrate the Travel. Describe what happens as the characters complete this stage of their journey. Introduce and resolve any
challenges (see “Journey Stage Challenges”).

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Step 3: Track Food and Water Consumption. Each creature in the party expends the appropriate amount of food and water for the length of
the stage. If the party lacks enough food or water, the characters risk dehydration and malnutrition.
Step 4: Track Progress. Track the party’s progress at the end of the stage. You might mark their position on a map of the region and note the
elapsed time on the Travel Planner.

Depending on how you planned the stages, the end of a stage might mean the characters arrive at a landmark, a waystation, or an adventure location,
whether or not it’s their final destination.

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DOWNLOADABLE PDF

Weather
During each stage of the characters’ journey, you can determine what the weather is like by rolling on the Weather table, adjusting for the terrain and
season as appropriate. Roll 1d20 three times to determine the temperature, the wind, and the precipitation.

Weather has no significant game effect most of the time, but see “Environmental Effects” in chapter 3 for the effects of extreme weather. Adding
weather details to your descriptions of the characters’ journey can make it more memorable.

Weather

1d20 Temperature

1–14 Normal for the season

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1d20 Temperature

15–17 1d4 × 10 degrees Fahrenheit colder

18–20 1d4 × 10 degrees Fahrenheit hotter

1d20 Wind Precipitation

1–12 None None

13–17 Light Light rain or light snowfall

18–20 Strong Heavy rain or heavy snowfall

Travel Pace
A group of characters can travel overland at a Normal, Fast, or Slow pace, as described in the Player’s Handbook. During any journey stage, the
predominant terrain determines the characters’ maximum travel pace, as shown in the Maximum Pace column of the Travel Terrain table. Certain
factors can affect a group’s travel pace.

Good Roads. The presence of a good road increases the group’s maximum pace by one step (from Slow to Normal or from Normal to Fast).

Slower Travelers. The group must move at a Slow pace if any group member’s Speed is reduced to half or less of normal.

Extended Travel. Characters can push themselves to travel for more than 8 hours per day, at the risk of tiring. At the end of each additional hour of
travel beyond 8 hours, each character must succeed on a Constitution saving throw or gain 1 Exhaustion level. The DC is 10 plus 1 for each hour past
8 hours.

Special Movement. If a party can travel at a high Speed for an extended time, as with a spell such as Wind Walk or a magic item such as a Carpet of
Flying, translate the party’s Speed into travel rates using these rules:

Miles per hour = Speed ÷ 10


Miles per day (Normal pace) = Miles per hour × number of hours traveled (typically 8)
Fast pace = Miles per day × 1⅓ (round down)
Slow pace = Miles per day × 2/3 (round down)

If the characters are flying or their special movement allows them to ignore Difficult Terrain, they can move at a Fast pace regardless of the terrain.

Vehicles. Characters traveling in a vehicle use the vehicle’s speed in miles per hour (as shown in chapter 6 of the Player’s Handbook) to determine
their rate of travel, and they don’t choose a travel pace.

Travel Terrain

Terrain Maximum Pace Encounter Distance Foraging DC Navigation DC Search DC

Arctic Fast* 6d6 × 10 feet 20 10 10

Coastal Normal 2d10 × 10 feet 10 5 15

Desert Normal 6d6 × 10 feet 20 10 10

Forest Normal 2d8 × 10 feet 10 15 15

Grassland Fast 6d6 × 10 feet 15 5 15

Hill Normal 2d10 × 10 feet 15 10 15

Mountain Slow 4d10 × 10 feet 20 15 20

Swamp Slow 2d8 × 10 feet 10 15 20

Underdark Normal 2d6 × 10 feet 20 10 20

Urban Normal 2d6 × 10 feet 20 15 15

Waterborne Special† 6d6 × 10 feet 15 10 15

*Appropriate equipment (such as skis) is necessary to keep up a Fast pace in Arctic terrain.

†Characters’ rate of travel while waterborne depends on the vehicle carrying them; see “Vehicles.”

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Narration during Travel
ARTIST: KENT DAVIS

TRAVELING THROUGH FANTASTICAL LANDSCAPES CAN BE A FUN AND INTERESTING PART OF ANY ADVENTURE

Just as movies use travel montages to convey long and arduous journeys in a matter of seconds, you can use a few sentences of descriptive text to
paint a picture of a journey in your players’ minds before moving on. Describe the journey as vividly as you like, but keep momentum by focusing on
the most notable details that reinforce the desired mood.

Visual aids can help set the scene for the characters’ travels. Image searches on the internet can lead you to breathtaking landscapes (in fact, that’s a
good phrase to search for). You can spice up your descriptions with truly fantastical elements. For example, a forest might be home to tiny dragonets
instead of birds, or its trees might be festooned with giant webs or have eerie green, glowing sap. A single fantastic element within an otherwise
realistic and memorable landscape is enough.

Use the landscape to set the mood and tone for your adventure. In one forest, close-set trees might shroud all light and seem to watch the
adventurers as they pass. In another, sunlight streams through the leaves above, and flower-laden vines twine up every trunk. Signs of corruption—
rotting wood, foul-smelling water, and rocks covered with slimy moss—can be a signal that the adventurers are drawing close to the site of evil power
that is their destination or can provide clues to the nature of the threats to be found there.

Journey Stage Challenges

Challenges that adventurers might face during a journey stage include the following, which are discussed in the sections that follow:

Encounters with Other Creatures


The Encounter Distance column in the Travel Terrain table gives the range at which creatures might become aware of each other while journeying
through the wilderness. When staging an encounter, consider these possibilities:

Ambush. Monsters set up an ambush along a route they expect travelers to follow.

Attack from Above. Flying monsters swoop down to attack the characters.

Distant Sighting. The characters and monsters spot each other from a distance in open terrain.

Found by Chance. The characters happen upon monsters that are camping, eating, hunting, basking in the sun, walking along the same trail, or
engaged in some other activity.

Pursuit. The characters are tracking monsters, or the monsters are tracking them. The encounter begins when the two groups get close enough to
interact.

Foraging

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Characters without water and Rations can stave off dehydration and malnutrition by gathering food and water as they travel. A foraging character
makes a Wisdom (Survival) check once per journey stage (or once per day if a stage is shorter than a day). The DC is determined by the abundance of
food and water in the region, as shown in the Foraging DC column of the Travel Terrain table. If multiple characters forage, each character makes a
separate check.

A foraging character finds nothing on a failed check. On a successful check, roll 1d6 and add the character’s Wisdom modifier to determine how
much food (in pounds) the character finds per day of the journey stage, then repeat the roll for water (in gallons).

Navigation
If the characters aren’t following an established path or traveling with a landmark in sight, they risk getting lost. Here are some circumstances that
can cause a group to lose its way:

Branching passages underground


Horizon-obscuring terrain, such as dense forest
Obscuring weather, such as heavy rain or fog
Traveling at night
Traveling at sea while unable to see the sky or any familiar land

Let the players know when the characters are at risk of getting lost, then have the characters choose one of their number to make a Wisdom
(Survival) check against a DC appropriate to the terrain, as shown in the Navigation DC column of the Travel Terrain table. Another member of the
group can take the Help action to assist this check as normal.

If the check fails, the party goes off course. You decide what this looks like: they might follow the wrong branch of a river, orient themselves to the
wrong mountain peak on the horizon, or get turned around in the forest. As a baseline, assume that getting lost extends the length of the current
journey stage by 1d6 × 10 percent. It might also affect subsequent stages of the journey.

Obstacles
An obstacle is terrain or weather that obstructs the characters’ path. Examples include a cliff, a blizzard, or a forest fire. To get past the obstacle,
characters might need to backtrack and find an alternate route, or they might need to take shelter until the obstacle goes away. Let the players spend
time thinking about a solution, then be generous in adjudicating whether their plan works.

In addition to the chance of a delay (adding a few hours, a day, or a couple of days to the current stage of the journey), here are some other
consequences you can impose if characters fail to overcome or bypass an obstacle:

Combat Encounter. The characters encounter one or more Hostile creatures. For example, marching through a burning forest instead of circling
around it might prompt an encounter with raging fire elementals.

Damage. The characters take damage. For example, a character who tumbles over a waterfall might take Bludgeoning damage. See “Improvising
Damage” in this chapter for guidelines on determining how much damage is appropriate.

Exhaustion. The obstacle fatigues the characters, causing them to gain Exhaustion levels. For example, marching through a blizzard instead of taking
shelter might cause each character to gain 1d4 Exhaustion levels.

Another Condition. The obstacle imposes another condition on the characters. For example, wading through a fetid swamp rather than skirting
around it might impose the Poisoned condition, which lasts until removed by magic.

Searches

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This challenge often comes up in the last stage of a journey: the characters have to find their destination, which might be an island, an old mine, an
ancient ruin, a magical pool, a hag’s cottage, or some other feature.

The Search DC column of the Travel Terrain table suggests DCs for Wisdom (Perception) checks made to find something in different types of terrain.
You can adjust these DCs based on the specific terrain features and the nature of what the characters are trying to find, using the guidelines for
setting DCs earlier in this chapter.

Tracking
A specific instance of searching on a journey is when adventurers choose their path by following the tracks of other creatures. To track, one or more
trackers must succeed on a Wisdom (Survival) check. You might require trackers to make a new check in any of the following circumstances:

Resting. The trackers resume tracking after finishing a Short or Long Rest.

Shifting Weather or Terrain. The weather or terrain changes in a way that makes tracking harder.

Terrain Obstacle. The trail crosses a river or similar obstacle that allows no tracks.

The DC for the check depends on how well the ground shows signs of a creature’s passage. No roll is necessary in situations where the tracks are
obvious, such as following an army along a muddy road. Spotting tracks on bare rock is more challenging unless the creature being tracked leaves a
distinct trail. Additionally, the passage of time often makes tracks harder to follow. In a situation where there is no trail to follow, you can rule that
tracking is impossible.

Use the Search DC column of the Travel Terrain table as a starting point for setting the DC for tracking. If you prefer, you can choose a DC based on
your assessment of the difficulty—higher if days have elapsed since the creature passed, lower if the creature is leaving an obvious trail such as
blood. You can also grant Advantage on the check if there’s more than one set of tracks to follow or Disadvantage if the trail passes through a busy
area.

On a failed check, the character loses the trail but can attempt to find it again by carefully searching the area. It takes 10 minutes to find a trail in a
confined area, such as a series of caverns, or 1 hour outdoors.
ARTIST: VIKO MENEZES

A RIVER PRESENTS AN OBSTACLE TO CHARACTERS TRAVELING THROUGH THE WILDERNESS

Running Combat

This section builds on the combat rules in the Player’s Handbook and offers tips for keeping the game running smoothly when a fight breaks out.

Rolling Initiative

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Combat starts when—and only when—you say it does. Some characters have abilities that trigger on an Initiative roll; you, not the players, decide if
and when Initiative is rolled. A high-level Barbarian can’t just punch their Paladin friend and roll Initiative to regain expended uses of Rage.

In any situation where a character’s actions initiate combat, you can give the acting character Advantage on their Initiative roll. For example, if a
conversation with an NPC is cut short because the Sorcerer is convinced that NPC is a doppelganger and targets it with a Chromatic Orb spell,
everyone rolls Initiative, and the Sorcerer does so with Advantage. If the doppelganger rolls well, it might still act before the Sorcerer’s spell goes off,
reflecting the monster’s ability to anticipate the spell.

Using Initiative Scores


You can get to the action of combat more quickly by using Initiative scores instead of rolling. You might decide to use Initiative scores just for
characters, just for monsters, or for both.

Initiative Scores for Characters. A character’s Initiative score is typically 10 plus all modifiers to the character’s Initiative roll (including their Dexterity
modifier and any special modifiers). If you want your players to use Initiative scores, have them record those scores on their character sheets, and
keep your own list of those scores.

Initiative Scores for Monsters. A monster’s stat block in the Monster Manual includes its Initiative score after its Initiative bonus.

Advantage and Disadvantage. If a creature has Advantage on Initiative rolls, increase its Initiative score by 5. If it has Disadvantage on those rolls,
decrease that score by 5.

Tracking Initiative

The following sections describe different methods for keeping track of who goes when in combat.

Hidden List
You can track Initiative on a list your players can’t see using any of the following tools:

Paper or a notebook behind the DM screen


A spreadsheet or document on a laptop or tablet
An app on your tablet or phone
Index cards for each character and each group of identical monsters, placed in Initiative order in a stack you cycle through

A hidden list allows you to track combatants who haven’t been revealed yet, and you can use the list as a place to record the current Hit Points of
monsters, as well as other useful notes.

If you use this approach, you tell the players when it’s their characters’ turn. When you call out the character whose turn is starting, consider also
mentioning who’s next, prompting that character’s player to think ahead.

Open List
You can track Initiative on a list that is visible to the players using any of the following tools:

A whiteboard on a wall or propped up nearby


A battle mat you use for miniatures
Folded index cards for each character and each group of identical monsters, placed like tents in Initiative order across the top of your DM
screen
A virtual tabletop program you’re using or a group text chat
Magnets, clothespins, or an accessory designed to represent the Initiative order spatially

An open list makes everyone aware of the order of play. Players know when their characters’ turns are coming up so they can plan their actions in
advance. An open list also lets the players know when the monsters act in the fight, although you can hold off on adding monsters to the list until they
take their first turns.

Tracking Monsters’ Hit Points

During a combat encounter, you or a player should track how much damage each monster takes. Most DMs track damage in secret so their players
don’t know how many Hit Points a monster has remaining.

It helps to have a system to track damage for groups of monsters. If you aren’t using miniatures or other visual aids, one way to track your monsters
is to assign them unique features. For example, imagine that you’re running an encounter with three ogres. You might attach descriptions such as

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“the ogre with a big scar” and “the ogre with the helmet” to help you and your players track which monster is which. Once Initiative is rolled, jot down
each ogre’s Hit Points and add notes (and even a name, if you like) to differentiate each one:

Krag (ogre w/ scar): 68


Thod (ogre w/ helm): 71
Mur (ogre smeared w/ dirt): 59

If you use miniatures to represent monsters, one way to differentiate them is to give each one a unique miniature. If you use identical miniatures to
represent multiple monsters, you can tag the miniatures with small stickers of different colors or stickers with different letters or numbers on them.
ARTIST: NIKKI DAWES

THREE OGRES BLOCK A NARROW MOUNTAIN PASS

For example, in a combat encounter with three ogres, you could use three identical ogre miniatures tagged with stickers marked A, B, and C,
respectively. To track the ogres’ Hit Points, you can sort them by letter, then subtract damage from their Hit Points as they take it. Your records might
look something like this after a few rounds of combat:

Ogre A: 68 59 53 45 24 14 9 dead
Ogre B: 71 62 54 33
Ogre C: 59

Some DMs prefer to track how much damage a monster has taken, adding to that number as characters deal damage (instead of subtracting from
the monster’s Hit Points). Adding is generally easier than subtracting, and you can track damage on a visible list of Initiative (such as a whiteboard)
without revealing to the players how many Hit Points the monsters have. The tracking might look like this:

Ogre A: 9 15 23 44 54 59 dead
Ogre B: 9 17 38
Ogre C:

Using and Tracking Conditions

Many rules and features in the game apply conditions to creatures. You can also apply conditions on the fly when it makes sense to do so. For
example, the Poisoned condition can reflect a variety of impairments, from influenza to intoxication.

You can track monsters’ conditions wherever you track their Hit Points. Players should track any conditions affecting their characters. Character
conditions can also be marked on index cards or a whiteboard.

You might also mark index cards or sticky notes with conditions and their effects or use tokens or some other tangible reminder. Then hand the
cards, notes, or tokens to players when their characters have a condition. Putting a sticky note with a condition’s rules on a player’s character sheet

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can help that player remember the effects of the condition. You can also place tokens or colored plastic rings (the rings from soda bottle caps work
well) on a creature’s miniature, helping everyone remember which creatures are affected by conditions.

Miniatures

Often, players can rely on your descriptions to imagine where their characters are in relation to their surroundings and their enemies. Certain combat
encounters, however, can benefit from having visual aids or physical props, the most common of which are miniatures and a battle grid. Miniatures
are typically used in conjunction with model terrain, modular dungeon tiles, or maps drawn on large vinyl mats. Most virtual tabletops for online play
simulate miniatures and grids in a digital environment.

The following sections expand on the rules in the Player’s Handbook for depicting combat using miniature figures on a grid.

Tactical Maps
You can draw tactical maps with colored markers on an erasable vinyl mat with 1-inch squares or a similar flat surface. Preprinted poster-sized maps,
maps assembled from cardboard tiles, and terrain made of sculpted plaster or resin are other options. If you’re playing on a virtual tabletop, you can
find abundant tactical maps in digital form online.

The most common unit for tactical maps is the 5-foot square, and maps with grids are readily available and easy to create. However, you don’t have to
use a grid at all. You can track distances with a tape measure, string, rulers, or pipe cleaners cut to specific lengths. Another option is a play surface
covered by 1-inch hexagons (often called hexes), which makes movement more flexible while keeping the easy counting of a grid. Dungeon corridors
with straight walls and right angles don’t map easily onto hexes, though.

Creature Size and Space


A creature’s size determines how much space it occupies on squares or hexes, as shown in the Creature Size and Space table and the accompanying
diagrams.

If the miniature you use for a monster takes up an amount of space different from what’s in the table, that’s fine, but treat the monster as its official
size for all rules. For example, you might use a miniature that has a Large base to represent a Huge giant. That giant takes up less space on the
battlefield than its size suggests, but it is still Huge for the purposes of rules like grappling.

Creature Size and Space

Size Space in Squares Space in Hexes

Tiny 4 per square 4 per hex

Small 1 square 1 hex

Medium 1 square 1 hex

Large 4 squares (2 by 2) 3 hexes

Huge 9 squares (3 by 3) 7 hexes

Gargantuan 16 squares (4 by 4) or more 12 hexes or more

Areas of Effect
An area of effect must be translated onto squares or hexes to determine which potential targets are in the area. If the area has a point of origin,
choose an intersection of squares or hexes to be the point of origin, then follow its rules as normal. If an area of effect covers at least half a square or
hex, the entire square or hex is affected.

ARTIST: RICHARD WHITTERS

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CREATURE SIZE ON SQUARES AND HEXES

ARTIST: RICHARD WHITTERS

COVER ON SQUARES AND HEXES

Line of Sight
To determine whether there is line of sight between two spaces, pick a corner of one space and trace an imaginary line from that corner to any part of
another space. If you can trace a line that doesn’t pass through or touch an object or effect that blocks vision—such as a stone wall, a thick curtain, or
a dense cloud of fog—then there is line of sight.

Cover
The accompanying diagrams illustrate cover on squares or hexes. To determine whether a target has cover against an attack or other effect, choose
a corner of the attacker’s space or the point of origin of an area of effect. Then trace imaginary lines from that corner to every corner of any one
square the target occupies. If one or two of those lines are blocked by an obstacle (including a creature), the target has Half Cover. If three or four of
those lines are blocked but the attack or effect can still reach the target (such as when the target is behind an arrow slit), the target has Three-
Quarters Cover.

On hexes, use the same procedure as above, drawing lines between the corners of the hexagons. The target has Half Cover if one, two, or three lines
are blocked by an obstacle, and Three-Quarters Cover if four or more lines are blocked but the attack or effect can still reach the target.

Diagonal Movement
The Player’s Handbook presents a simple method for counting movement and measuring range on a grid of squares: count every square as 5 feet,
even if the creature is moving or counting diagonally. While fast in play, this rule breaks the laws of geometry.

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If you want more accuracy, use the following rule: the first diagonal square counts as 5 feet, but the second diagonal square counts as 10 feet. This
pattern of 5 feet and then 10 feet continues whenever you’re counting diagonally, even if the creature moves straight between different bits of
diagonal movement. For example, a character might move 1 square diagonally (5 feet), then 3 squares straight (15 feet), and then another square
diagonally (10 feet) for a total movement of 30 feet.

Tracking Position at Long Range

If combat erupts between two groups that are hundreds of feet away from each other, try the following techniques to keep track of who’s where:

Note Paper. List all combatants on a piece of paper, and keep a running tally of each creature’s distance from the party’s starting point (the party
starts at 0 feet). As the characters advance, increase their numbers; as the monsters advance toward the characters, decrease their numbers.

Adjust the Grid Scale. If you’re using a battle grid, take a section of that grid and use it to track position, changing the scale so that each square is 30
feet. You don’t need to be precise about creatures’ positions, just their distance from each other.

Dice as Range Counters. Do away with the grid and put miniatures in their relative positions, using dice next to each miniature to show how far
they’ve traveled. You can use percentile dice (or three d10s, with each die representing a digit in a three-digit number, if the encounter begins at a
range between 100 and 1,000 feet), or use one or more d20s to show how many 5-foot or 10-foot squares the creature has advanced.

Narration in Combat

Although it’s important that the players understand what’s going on in terms of the rules, the game can get dull if everyone uses only “gamespeak”:
“That’s an 18 to hit,” “You hit; now roll damage,” “11 points,” and “OK, now we’re to Initiative count 13.” Instead, use the rules and your knowledge of the
scene to help your narration. If 18 is barely a hit, but the 11 points of damage is a bad wound for the enemy, say: “You swing wildly, and the knight
brings his shield up just a second too late. Your blade catches him along the jaw, drawing a deep gash. He recoils, bleeding badly!”

As the characters fight monsters, you can reveal information to help the players make good choices, as described in the sections that follow.

ARTIST: CHRIS RALLIS

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A DRAGON’S ARRIVAL MAKES A SIMPLE FIGHT AGAINST ZOMBIES MUCH MORE INTERESTING

Loss of Hit Points


You can give players a sense of how well they’re doing against a creature by describing, in narrative terms, how hurt the creature is. For example, if
the creature is Bloodied, you might say the creature has visible wounds and appears beaten down. Such information gives the players a sense of
progress and might spur them to press the attack. On the other hand, if the characters aren’t damaging the creature much, let the players know the
creature doesn’t look hurt. That might encourage the players to change their plan.

Abilities, Strengths, and Weaknesses


Share information with the players about the characteristics of creatures they fight as those characteristics become apparent. For example, if a
Wizard casts Fire Bolt against a Fire Elemental (a creature that has Immunity to Fire damage), let the players know the spell doesn’t seem to bother
the creature at all. Players might correctly guess that a creature made of fire probably wouldn’t harmed by Fire Bolt; feel free to confirm their guesses.

Actions in Combat
When a monster takes an action in combat, the players need to have some idea what’s going on both in the fictional reality of the game and in terms
of the rules of the game. This means that when an enemy with a Crossbow takes the Ready action to cover the area in front of a door, the players
should have a pretty good idea that if their characters move in front of that door, the enemy will shoot them. A monster’s description in the Monster
Manual often explains what’s happening in the world while the monster is using its special actions. The Describing Actions table has descriptions you
can use to explain what’s going on when a creature takes one of the common actions available to all creatures.

Describing Actions

Action Description

Dash “Dispensing with attacks, your foe hurries across the room.”

Disengage “Careful not to drop its guard, your foe edges away from you.”

Dodge “Your foe watches you closely and tries to parry your attacks.”

Help “While its ally attacks, your foe darts around, causing a distraction.”

Magic “Your foe gestures in a deliberate manner and utters an invocation.”

Ready “Your foe seems to be waiting for something, ready to act.”

You can combine those narrative descriptions with game rules: “Dispensing with attacks, your foe hurries across the room, taking the Dash action.”

Monsters Casting Spells


It’s important that players can tell when their characters’ opponents are casting spells, giving the characters the opportunity to cast Counterspell or
otherwise interfere with the spellcasting.

When a monster casts a spell, check the components it’s using and describe its activity appropriately. If the spell has Verbal components, the
monster might chant, boldly proclaim, or hiss the mystic syllables of the spell. Somatic components involve the monster moving its hands (or similar
appendages) in graceful patterns, shaping them into angular positions, or thrusting them sharply forward. Finally, the monster might be holding a
Spellcasting Focus or some other Material component.

Some monsters have the special ability to ignore some or all of a spell’s normal components, which might prevent characters from recognizing what
the monster is doing. Similarly, when monsters use magical abilities that don’t involve casting spells, make sure it’s clear to the players that the
monster is drawing on its unique magical abilities, not casting a spell their characters could counter.

Keeping Combat Moving

Sometimes even the best-planned combat encounter can turn into a slog, where no one’s moving and neither side is hitting or dealing much damage
to the other. When that happens, here are a few techniques you can use to get things moving again or bring the encounter to a speedy close.

Don’t Repeat Game States


When characters do something to change the tactical situation, don’t respond by putting things back to the way they were before. For example, if a
character takes the Disengage action to move away from a group of monsters, don’t respond by having those same monsters chase the character.
Move the monsters somewhere else.

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Hasten a Monster’s Demise
If a combat has gone on long enough and the characters’ victory is almost certain, you can simply have the monster drop dead. The players don’t ever
need to know that it still had 15 Hit Points left after the characters’ last attack.

End Hostilities
Most monsters can see when a fight’s not going their way (or not going anywhere at all). A sapient monster might parley with the characters in an
effort to get out of the situation alive. Suddenly a combat encounter turns into a social interaction as the monster and characters negotiate an end to
their hostilities. A nonsapient monster might play dead to try to get the characters to stop attacking it, only to get up and run away as soon as it has
the opportunity. See “Fight or Flight” later in this chapter for more suggestions.

Add a Combatant
To add excitement to a battle, consider adding a combatant. Maybe a monstrous predator wanders onto the scene where the characters are locked in
battle with another foe. Or maybe the noise of the ongoing combat attracts the attention of nearby dungeon denizens. The new combatant might
attack both the characters and their foes, or it might join one side or the other. Each time one or more new combatants join the encounter, roll
Initiative for them and weave them into the Initiative order.

Change the Terrain


Consider changing a battle’s terrain to introduce a new element and give combatants reasons to move around. Perhaps a powerful attack or an
explosive spell topples a column, shatters a wall, or breaks up the floor. Maybe a fissure opens in the floor, releasing noxious vapors, obscuring
smoke, or lava. Magic could tear open the boundaries between planes of existence, unleashing raw elements or other planar energy. Or perhaps a
monster’s desperation causes wild magic to warp the fabric of reality. You can use the environmental effects, hazards, and traps in chapter 3 to
represent these effects.

Change the Monster


You can transform one monster into another to keep a fight interesting. Maybe a worg splits open, and a gibbering mouther spills out to take its
place. Or a cultist is consumed in a pillar of infernal flame, and a devil erupts from the ashes. You can also alter a monster’s stat block in subtle ways
in the middle of combat; for example, you might decide that a monster flies into a frenzy when it’s Bloodied, giving it Advantage on its attack rolls—
and giving the characters Advantage on their attack rolls against it as well, speeding the fight to an end.

Adjusting Difficulty

Many of the same techniques that help keep combat moving can also be useful in situations where a combat encounter is either harder or easier than
you anticipated and you want to adjust it. Monsters might initiate negotiations when they’re winning, allowing overmatched characters a chance to
surrender or retreat. One of the monsters might switch sides and help the characters defeat its kin (for noble or selfish reasons). A change of terrain
can provide characters a chance to escape or give overmatched monsters an edge.

Fight or Flight

Few creatures fight to the death. Nearly all creatures have survival instincts that cause them to reevaluate their tactics in the face of their own
destruction. Sapient creatures confronted by obviously more numerous or powerful opponents usually try to avoid battle. But brave, desperate, or
devoted creatures might never retreat from a battle.

If you can’t decide whether a creature is willing to fight, have it make a DC 10 Wisdom saving throw before Initiative is rolled. You can set the DC
higher or lower if you like. On a failed save, the creature either flees or tries to parley with the enemy (see “Avoiding or Ending a Fight” below). On a
successful save, the creature is willing to fight. When dealing with a group of creatures, the leader makes this saving throw on behalf of the group.

When creatures that are already engaged in battle realize they’re likely to lose, they usually try to exit that battle. A monster is likely to flee if either of
the following is true:

The monster starts its turn Bloodied and more than half its allies are dead or have the Incapacitated condition, while no one is dead or
Incapacitated on the other side.
The monster starts its turn Bloodied and has the Frightened condition.

In those circumstances, you can decide the monster flees, or you can have it make a DC 10 Wisdom saving throw and flee or parley on a failed save.
In general, if it is obvious to you that a creature is going to lose, assume it’s obvious to that creature as well.

Avoiding or Ending a Fight

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A creature that wishes to end or avoid a fight has two options:

Flight. The creature can retreat or run away on its turn. Select a destination for the fleeing party, such as a known place of safety (perhaps a room
with a door that can be closed and barred). If the opponents pursue, you can use the “Chases” section in chapter 3 to help adjudicate what happens.

Parley. A parley is an attempt to settle a conflict nonviolently. The side that wishes to end or avoid combat offers to surrender or proposes some sort
of exchange. If one side wants to parley in the middle of combat and the other side agrees, you can suspend the Initiative order for some interaction.
If the two sides don’t come to an agreement, pick up the Initiative order where it left off.

Character Advancement

Experience Points (XP) fuel level advancement for player characters and are most often the reward for completing combat encounters.

Awarding XP

Each monster has an XP value based on its Challenge Rating. When adventurers overcome one or more monsters—typically by killing, routing,
capturing, or cleverly avoiding them—they divide the total XP value of the monsters evenly among themselves. If the party received substantial
assistance from one or more NPCs, count those NPCs as party members when dividing up the XP, since the NPCs made the challenge easier. (See
also “Nonplayer Characters” in chapter 3.)

Noncombat Challenges
You decide whether to award XP to characters for overcoming challenges outside combat. If the adventurers complete a tense negotiation with a
baron, forge a trade agreement with a guild of surly smiths, or safely navigate the Chasm of Doom, you might decide the characters deserve XP.

As a starting point, use the rules for building combat encounters in chapter 4 to gauge the difficulty of the challenge. Then award the characters XP
as if it had been a combat encounter of the same difficulty.

Milestones
You can also award XP when characters complete significant milestones. When preparing your adventure, designate certain events or challenges as
milestones, as with the following examples:

Accomplishing one in a series of goals necessary to complete the adventure.


Discovering a hidden location or piece of information relevant to the adventure.
Reaching an important destination.

When awarding XP, treat a major milestone as a high-difficulty encounter and a minor milestone as a low-difficulty encounter.

Other Milestone Rewards. If you want to reward your players for their progress through an adventure with something more than XP and treasure, also
give them small rewards at milestone points, such as the following:

The adventurers gain the benefit of a Short Rest.


Characters recover a Hit Point Die or a level 1 spell slot.
Characters regain the use of magic items that have had their limited uses expended.

Leveling Up

Some DMs let characters gain the benefits of a new level as soon as the characters have the required XP, which gives the players the joy of using the
new features and spells they gain immediately. Other DMs prefer to wait until the characters take a Long Rest or until the end of a session before
letting characters level up, which keeps the adventure flowing smoothly and lets players pore over their new options during a lull in the action or
between sessions. Do what works best for your group.

If a character levels up outside a Long Rest, the character’s current Hit Points and Hit Point maximum both increase by the appropriate number for the
new level, and the character gains access to additional abilities and spell slots (if appropriate) without regaining any that are already expended.

Variant: Training to Gain Levels


As a variant rule, you can require characters to spend time between adventures training or studying before they gain the benefits of a new level. This
variant slows the passage of time in the game world, which can help support a more realistic or gritty tone in your campaign.

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If you choose this option, after earning enough Experience Points to attain a new level, a character must train for a number of days before gaining any
class features associated with the new level. You can decide whether the character can train independently or requires a trainer.

The training time required depends on the level to be gained, as shown on the Training to Gain Levels table. The training cost is for the total training
time.

Training to Gain Levels

Level Attained Training Time Training Cost

2–4 10 days 20 GP

5–10 20 days 40 GP

11–16 30 days 60 GP

17–20 40 days 80 GP

Level Advancement without XP

You can do away with XP entirely and advance characters based on how many sessions they play or when the characters accomplish significant story
goals. This method of level advancement can be particularly helpful if your campaign doesn’t include much combat or includes so much combat that
tracking XP becomes tiresome.

Session-Based Advancement
A good rate of session-based advancement is to have characters reach level 2 after the first session of play, level 3 after another session, and level 4
after two more sessions. Then spend two or three sessions for each subsequent level. Above level 10, you can speed the rate of advancement so the
characters gain a new level every one or two sessions. This assumes your sessions are about four hours long and include encounters of varying
difficulty, ending with a significant milestone as described above. You can adjust the rate if you prefer significantly shorter or longer sessions and to
account for how much your group accomplishes in a typical session.

Story-Based Advancement
Rather than having characters gain a level after a certain number of sessions, you can instead tie their advancement to accomplishing particular
goals in the campaign. When the characters achieve those goals, they level up. Try to plan significant campaign goals so the characters gain levels at
about the same rate as for session-based advancement.

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CH. 2: RUNNING THE GAME CH. 4: CREATING ADVENTURES

Chapter 3: DM’s Toolbox


ARTIST: NOOR RAHMAN

A BLOB OF ANNIHILATION ATTACKS SHARN, THE CITY OF TOWERS, IN THE WORLD OF EBERRON

Whereas chapters 1 and 2 teach the essentials of being a Dungeon Master, this chapter provides advice on topics that can surface as you prepare or
run a D&D game session, as well as rules for adventure elements ranging from chases and doors to traps. It also includes guidance on creating new
backgrounds, creatures, magic items, and spells to amuse your players.

Alignment

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As described in the Player’s Handbook, alignment is a roleplaying tool. It is a quick way to describe a creature’s moral and ethical orientation. Like
other elements of the game, it’s meant to be a tool to serve you and your game, not a constraint or burden. Alignment can help your game in three
ways: as a tool for player characters, as a descriptor of a creature’s demeanor, and as a summary of an organization’s ethos.

Character Alignment

Some common misconceptions about alignment can cause conflicts between players and DMs. The following sections can help you navigate how
player characters interact with alignment.

Actions Indicate Alignment


A character might think they’re good and profess to believe that senseless slaughter is wrong, but if that character repeatedly engages in senseless
slaughter, the character’s beliefs aren’t what they profess.

Alignment doesn’t limit the actions characters can take; rather, the actions they take indicate what their alignment is. It’s OK to stray from the tenets
of one’s alignment now and then, and players can (and should) change their characters’ alignments if these alignments no longer describe their
characters.

Good and Evil Can Cooperate


Good and evil characters can share common goals, though they’ll likely use different tactics to pursue those goals.

Imagine two characters—one Lawful Good, the other Lawful Evil—who are both dedicated to stopping monsters from preying on the people of their
city. The Lawful Evil character is willing to employ methods (such as bribing or threatening potential witnesses) that the Lawful Good character isn’t.

When good- and evil-aligned adventurers coexist in the same party, they’re likely to have disagreements as the campaign unfolds. Many players enjoy
roleplaying such conflicts, but see “Ensuring Fun for All” in chapter 1 if you run into trouble with evil characters played in a disruptive way.

Planes and Alignment


The Outer Planes (described in chapter 6) are realms where alignment manifests in reality. When creatures explore the Outer Planes, they can
experience those realms differently depending on their alignment.

Monster Alignment

Alignment can help you determine how a creature behaves in your game in two simple ways.

Starting Attitude
A creature’s alignment can help you determine the creature’s attitude in an encounter. A Chaotic Evil monster is likely to be Hostile, while a Lawful
Good one is more likely to have a Friendly attitude, ready to help those in need.

Personality
Chapter 2 of the Player’s Handbook offers a table of brief personality traits linked to alignment that can inspire you in playing an NPC or another
monster in your game.

Organization Ethos

It can be useful to assign an alignment to an organization—including a faction, a guild, or a nation—to describe its ethos. This can help you decide
how groups interact with each other.

An organization’s ethos doesn’t dictate the alignment of its members or even the alignment of its leaders. In fact, a stark difference between a
society’s ethos and the alignment of its leadership can generate interesting material for adventure. For example, imagine a Neutral Good queen
ascending to the throne of a Lawful Evil empire and struggling to reform its institutions.

Chases

ARTIST: SIMON DOMINIC

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AN EXCITING CHASE NEARS ITS CONCLUSION

The rules for movement in combat don’t translate to every situation. In particular, they can make a potentially thrilling chase seem dull and
predictable. Faster creatures always catch up to slower ones, while creatures with the same Speed never close the distance between each other. Use
the following rules to introduce random elements that make chases more exciting.

Know the capabilities of the characters in your party before you make a chase an important feature of an adventure. A character with a high Speed or
the right spell (such as Dimension Door, Fly, or Hold Monster) can often end a chase before it begins.

Beginning a Chase

A chase requires at least one quarry and at least one pursuer. Any participants not already in Initiative order must roll Initiative as the chase begins.
As in combat, each participant in the chase can take one action and move on its turn.

When a chase begins, determine the starting distance between the quarry and the pursuers. Track the distance between them, and designate the
pursuer closest to the quarry as the lead. The lead pursuer might change from round to round.

Running the Chase

Participants in the chase are strongly motivated to take the Dash action every round. Pursuers who stop to cast spells and make attacks run the risk
of losing their quarry, and a quarry that doesn’t take the Dash action is likely to be caught.

Dashing
A chase participant can take the Dash action a number of times equal to 3 plus its Constitution modifier (minimum of once). Each additional Dash
action it takes during the chase requires the creature to succeed on a DC 10 Constitution saving throw at the end of its turn or gain 1 Exhaustion level.
A participant drops out of the chase if its Speed is 0.

Spells and Attacks


A chase participant can make attacks and cast spells against other creatures within range.

Chase participants can’t normally make Opportunity Attacks against each other, since they are all assumed to be moving in the same direction at the
same time. However, participants can still be the targets of Opportunity Attacks from creatures not participating in the chase. For example,
adventurers who chase a thief past a gang of ruffians might provoke Opportunity Attacks from the ruffians.

Ending a Chase

A chase ends when one side or the other stops, when each quarry escapes, or when the pursuers are close enough to their quarry to catch it.

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If neither side gives up the chase, the quarry makes a Dexterity (Stealth) check on Initiative count 0 each round, after every participant in the chase
has taken its turn. If the quarry is never out of the lead pursuer’s sight, the check fails automatically. Otherwise, compare the check’s total to the
Passive Perception scores of the pursuers. If the quarry consists of multiple creatures, they all make the check separately, so it’s possible for one
quarry to escape while others remain in the chase.

The quarry can gain Advantage or Disadvantage on its check based on the circumstances, as shown in the Escape Factors table.

Escape Factors

Factor Check Has...

Many things to hide behind Advantage

A very crowded area Advantage

Few things to hide behind Disadvantage

An uncrowded area Disadvantage

Other factors might help or hinder the quarry’s ability to escape, at your discretion. For example, a quarry with a Faerie Fire spell cast on it might have
Disadvantage on checks made to escape because it’s much easier to spot.

If the total of the quarry’s check is greater than the highest Passive Perception score of the pursuers, the quarry escapes. If not, the chase continues
for another round. Escape doesn’t necessarily mean the quarry has outpaced its pursuers. For example, in a city, escape might mean the quarry
ducked into a crowd or slipped around a corner, leaving no clue as to where it went.

Designing Your Own Chase Tables


Unusual environments might suggest unique chase tables. A chase through the sewers of the Free City of Greyhawk or through the spiderweb-filled
alleys of Menzoberranzan (a subterranean city teeming with spiders and worshipers of Lolth) might inspire you to create your own tables.

Splitting Up

Creatures being chased can split up into smaller groups. This tactic forces pursuers to either divide their forces or allow some of the quarry to
escape. If a pursuit splits into several smaller chases, resolve each chase separately. You can keep all the creatures in Initiative order, but track the
distances separately for each group.

Role Reversal

During a chase, it’s possible for the pursuers to become the quarry. For example, characters chasing a thief through a marketplace might draw
unwanted attention from other members of the thieves’ guild. As they pursue the fleeing thief, they must also evade the thieves pursuing them. Roll
Initiative for the new arrivals, and run both chases simultaneously. Alternatively, the fleeing thief might run into his accomplices. The outnumbered
characters might then flee with the thieves in pursuit.

Mapping the Chase

When you plan a chase, draw a rough map that shows the route. Insert obstacles and complications at specific points, especially ones that require
the characters to make ability checks or saving throws to avoid slowing or stopping, or use the random tables of complications in the "Chase
Complications" section to choose obstacles that occur at specific points.

Complications can be barriers to progress or opportunities for mayhem. Characters being chased through a forest by bugbears might spot a wasp
nest and slow down long enough to attack the nest or throw rocks at it to enrage the wasps within, thus creating an obstacle for their pursuers.

A map of a chase can be linear or have many branches, depending on the nature of the chase. For example, a mine cart chase might have few (if any)
branches, while a sewer chase might have several.

ARTIST: ERIC BELISLE

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AN ILL-ADVISED ATTEMPT TO STEAL XANATHAR’S


PET GOLDFISH, SYLGAR, LEADS TO A HEATED CHASE

Chase Complications

Unexpected complications make a chase more exciting. The accompanying Urban Chase Complications table and Wilderness Chase Complications
table provide several examples. Each participant in the chase rolls 1d12 at the end of its turn. Consult the appropriate table to determine whether a
complication occurs. If it does, it affects the next chase participant in the Initiative order, not the participant who rolled the die.

Characters can create their own complications to shake off pursuers or slow their quarry (for example, casting the Web spell in a narrow alleyway).
Adjudicate these at your discretion.

Urban Chase Complications

1d12 Complication

A cart or another large obstacle blocks your way. Make a DC 10 Dexterity saving throw to get past the obstacle. On a failed save, the obstacle
1
counts as 10 feet of Difficult Terrain for you.

A crowd blocks your way. Make a DC 10 Strength, Dexterity, or Charisma saving throw (your choice) to navigate through the crowd. On a failed
2
save, the crowd counts as 10 feet of Difficult Terrain for you.

A maze of barrels, crates, or similar obstacles stands in your way. Make a DC 10 Dexterity or Intelligence saving throw (your choice) to navigate
3
the maze. On a failed save, the maze counts as 10 feet of Difficult Terrain for you.

The ground is slippery with rain, spilled oil, or some other liquid. Make a DC 10 Dexterity saving throw. On a failed save, you have the Prone
4
condition.

You encounter a brawl in progress. Make a DC 15 Strength, Dexterity, or Charisma saving throw (your choice) to get past the brawlers
5
unimpeded. On a failed save, you take 2d4 Bludgeoning damage, and the brawlers count as 10 feet of Difficult Terrain for you.

You must make a sharp turn to avoid colliding with something impassable. Make a DC 10 Dexterity saving throw to navigate the turn. On a
6
failed save, you collide with something hard and take 1d4 Bludgeoning damage.

7–12 There is no complication.

Wilderness Chase Complications

1d12 Complication

You pass through a Swarm of Insects (see the Monster Manual, with the DM choosing whichever kind of insects makes the most sense). The
1
swarm uses one of its actions, targeting you.

A stream or ravine blocks your path. Make a DC 10 Strength or Dexterity saving throw (your choice) to cross the impediment. On a failed save,
2
the impediment counts as 10 feet of Difficult Terrain for you.

Make a DC 10 Constitution saving throw. On a failed save, blowing sand, dirt, ash, snow, or pollen causes you to have the Blinded condition until
3
the end of your turn. While you are Blinded in this way, your Speed is halved.

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1d12 Complication

4 A sudden drop catches you by surprise. Make a DC 10 Dexterity saving throw to navigate the impediment. On a failed save, you fall 10 feet.

Your path takes you near a patch of razorvine (see “Hazards” in this chapter). Make a DC 15 Dexterity saving throw or use 10 feet of movement
5
(your choice) to avoid the razorvine. On a failed save, you take 1d10 Slashing damage.

A creature native to the area notices you. (The DM chooses a creature appropriate for the terrain.) Make a DC 10 Wisdom or Charisma saving
6
throw (your choice). On a failed save, the creature joins the chase, with you as its quarry.

7–12 There is no complication.

Creating a Background

A character’s background represents what the character did prior to becoming an adventurer. Creating a unique background or customizing an
existing one from the Player’s Handbook can reflect the particular theme of your campaign or elements of your world. You can also create a
background to help a player craft the story they have in mind for their character.
ARTIST: LUCA BANCONE

YOU MIGHT ALTER THE SAILOR BACKGROUND TO REFLECT A CHARACTER’S YOUTH ON THE SEAS OF GREYHAWK

This section describes, step by step, how you can create backgrounds like the ones in the Player’s Handbook, tailored for your world and the heroes in
it.

1: Choose Abilities
Choose three abilities that seem appropriate for the background:

Strength or Dexterity. These abilities are ideal for a background involving physical exertion.
Constitution. This ability is ideal for a background that involves endurance or long hours of activity.
Intelligence or Wisdom. One or both abilities are ideal for a background that focuses on cerebral or spiritual matters.
Charisma. This ability is ideal for a background that involves performance or social interaction.

2: Choose a Feat
Choose one feat from the Origin category. See the Player’s Handbook for examples of Origin feats.

3: Choose Skill Proficiencies


Choose two skills appropriate for the background. There needn’t be a relationship between the skill proficiencies a background grants and the ability
scores it increases.

4: Choose a Tool Proficiency

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Choose one tool used in the practice of the background or often associated with it.

5: Choose Equipment
Assemble a package of equipment worth 50 GP (including unspent gold). Don’t include Martial weapons or armor, as characters get them from their
class choices.

Creating a Creature
ARTIST: RANDY VARGAS

BABA YAGA INVENTS A NEW CREATURE—A FIRE-BREATHING GIANT TOAD!

Use the approaches and examples in the following sections to build custom creatures for your game.

Minor Alterations

You can change the superficial details of a creature’s appearance however you like, and you can alter any of the following pieces of a monster’s stat
block without impacting its functionality.

Size and Creature Type


You can alter a creature’s size and creature type as you please. For example, you can use an Ogre stat block for a human bully—just make it a Medium
Humanoid instead of a Large Giant.

Ability Scores
You can usually change a creature’s Intelligence, Wisdom, and Charisma scores freely unless the ability is used for spellcasting. For example, a Black
Pudding stat block could represent a sapient alien if you raise its Intelligence and Charisma to 10 or so. It’s usually best to leave its Strength,
Dexterity, and Constitution scores alone, as changes to these scores can alter a monster’s attack bonus, damage, Armor Class, or Hit Points, which in
turn can alter its Challenge Rating.

Languages
You can change any or all of the languages the creature knows. You might want to add languages if you’ve made a creature sapient that wasn’t
before. You can also add or remove telepathy or other forms of communication.

Proficiencies
You can give a creature any skill proficiencies you want and give it Expertise if you want it to be very skilled. If you want a creature to be good at
hiding, give it Expertise in the Stealth skill. If its keen senses make it an excellent tracker or otherwise adept at finding hidden foes, give it Expertise in
the Perception skill. (You can also increase its Wisdom, as noted above.)

You can also swap a monster’s saving throw proficiencies. If it has none, you can add one or two.

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Senses
Blindsight, Darkvision, Tremorsense, and Truesight have no bearing on a creature’s Challenge Rating. You can add or remove them freely.

Spells
If a stat block has spells, you can replace any of its spells with a different spell of the same level. Avoid replacing a spell that deals damage with one
that doesn’t and vice versa.

Attacks
You can freely change the name and flavor of an attack, as well as its damage type. For example, you can turn an ordinary Skeleton into an ice
skeleton that deals Cold damage as it accosts characters with a blade of ice or hurls shards of ice at them.

Resistances and Immunities


If a creature doesn’t have Resistance or Immunity to one or more damage types, you can give it Resistance or Immunity to one or two damage types.
You can also change the damage type of its existing Resistances and Immunities.

Traits

You can add traits to a creature’s stat block to communicate aspects of the creature’s nature. See the Creature Traits list for sample traits.

You can also use traits from other stat blocks in the Monster Manual, provided you don’t add traits that alter a creature’s Hit Points, confer Temporary
Hit Points, or change the amount of damage the creature deals to other creatures.

Creature Traits
Aversion to Fire. If the creature takes Fire damage, it has Disadvantage on attack rolls and ability checks until the end of its next turn.

Battle Ready. The creature has Advantage on Initiative rolls.

Beast Whisperer. The creature can communicate with Beasts as if they shared a common language.

Death Jinx. When the creature dies, one random creature within 10 feet of the dead creature is targeted by a Bane spell (save DC 13), which lasts for
its full duration.

Dimensional Disruption. Disruptive energy extends from the creature in a 30-foot Emanation. Other creatures can’t teleport to or from a space in that
area. Any attempt to do so is wasted.

Disciple of the Nine Hells. When the creature dies, its body disgorges a Hostile Imp in the same space.

Disintegration. When the creature dies, its body and nonmagical possessions turn to dust. Any magic items it possessed are left behind in its space.

Emissary of Juiblex. When the creature dies, its body disgorges a Hostile Ochre Jelly in the same space.

Fey Ancestry. The creature has Advantage on saving throws it makes to avoid or end the Charmed condition, and magic can’t put it to sleep.

Forbiddance. The creature can’t enter a residence without an invitation from one of its occupants.

Gloom Shroud. Imperceptible energy channeled from the Shadowfell extends from the creature in a 20-foot Emanation. Other creatures in that area
have Disadvantage on Charisma checks and Charisma saving throws.

Light. The creature sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet. As a Bonus Action, the creature can suppress this
light or cause it to return. The light winks out if the creature dies.

Mimicry. The creature can mimic Beast sounds and Humanoid voices. A creature that hears the sounds can tell they are imitations with a successful
DC 14 Wisdom (Insight) check.

Poison Tolerant. The creature has Advantage on saving throws it makes to avoid or end the Poisoned condition.

Resonant Connection. The creature has a supernatural connection to another creature or an object and knows the most direct route to it, provided the
two are within 1 mile of each other.

Siege Monster. The creature deals double damage to objects and structures.

Slaad Host. When the creature dies, a Hostile Slaad Tadpole bursts from its innards in the same space.

Steadfast. The creature has Immunity to the Frightened condition while it can see an ally within 30 feet of itself.

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Telepathic Bond. The creature is linked psychically to another creature. While both are on the same plane of existence, they can communicate
telepathically with each other.

Telepathic Shroud. The creature is immune to any effect that would sense its emotions or read its thoughts, as well as to spells from the school of
Divination. As a Bonus Action, the creature can suppress this trait or reactivate it.

Ventriloquism. Whenever the creature speaks, it can choose a point within 30 feet of itself; its voice emanates from that point.

Warrior’s Wrath. The creature has Advantage on melee attack rolls against any Bloodied creature.

Wild Talent. Choose one cantrip; the creature can cast that cantrip without spell components, using Intelligence, Wisdom, or Charisma as the
spellcasting ability.

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.

Modifying a Magic Item

You can create a new magic item by tweaking one or more existing ones. Suggestions are provided in the sections that follow.

Altered Capabilities
One capability can replace a similar one. For example, a Potion of Climbing could become a Potion of Swimming.

Altered Form
You can alter a magic item’s form while leaving its properties intact. For example, you can turn a Ring of the Ram into a wand or a Cloak of Protection
into some other worn object (such as a circlet) without altering the item’s properties.

Altered Damage Types


An item that deals damage of one type could instead deal damage of another type. For example, a Flame Tongue sword could deal Lightning damage
instead of Fire damage.

Combining Items
You can merge the properties of two magic items of the same rarity into a single item, provided no more than one of them requires Attunement. For
example, you could combine the properties of a Helm of Comprehending Languages with those of a Helm of Telepathy into a single helmet. This
makes the item more powerful (and probably increases its rarity), but it won’t break your game.

Special Features and Sentience


Chapter 7 has rules for giving magic items interesting histories, minor properties, quirks, and sentience.

Creating a New Item

If modifying an item doesn’t quite fulfill the need, you can create one from scratch.

A magic item should either let a character do something they couldn’t do before or improve the character’s ability to do something they can do
already. For example, a Ring of Jumping lets its wearer jump greater distances, thus augmenting what a character can already do. A Ring of the Ram,
however, gives a character the ability to deal Force damage.

The simpler your approach, the easier it is for a character to use the item in play. Giving the item charges is fine, especially if it has several different
abilities, but simply deciding that an item is always active or can be used a fixed number of times per day might be easier to manage.

Power Level
If you make an item that lets a character kill whatever they hit with it, that item will likely unbalance your game. On the other hand, an item whose
benefit rarely comes into play isn’t much of a reward.

Use the Magic Item Power by Rarity table as a guide to help you determine how powerful a magic item should be based on its rarity.

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Magic Item Power by Rarity

Max.
Max.
Rarity Spell
Bonus
Level

Common 1 —

Uncommon 3 +1

Rare 5 +2

Very Rare 8 +3

Legendary 9 +4

Maximum Spell Level. This column of the table indicates the highest-level spell effect the item should confer, in the form of a once-per-day or
similarly limited property. For example, a Common magic item might confer the benefit of a level 1 spell once per day (or just once if it’s consumable).
A Rare, Very Rare, or Legendary magic item might allow its possessor to cast a lower-level spell more frequently.

Maximum Bonus. If an item delivers a static bonus to AC, attack rolls, saving throws, or ability checks, this column suggests an appropriate bonus
based on the item’s rarity.

Attunement
Decide whether the item requires a character to be attuned to it to use its properties. Consider the following guidelines.

Limit Sharing. If having all the characters in a party pass an item around to gain its lasting benefits would be disruptive, the item should require
Attunement.

Limit Stacking. If the item grants a bonus that other items also grant, it’s a good idea to require Attunement so characters don’t try to collect too
many of those items.

Creating a Spell
ARTIST: OLGA DREBAS

RINGLERUN’S SPELL RESEARCH LEADS IN UNEXPECTED DIRECTIONS


AS HE UNINTENTIONALLY CREATES A FLYING GELATINOUS CUBELET

When creating a new spell, use existing ones as examples. Here are some things to consider:

Name. The spell must have a unique name.

Balance. If the spell is so good that a caster would want to use it all the time, it’s probably too powerful for its level.

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Identity. Make sure the spell fits with the identity of those who can cast it. Sorcerers and Wizards don’t typically cast healing spells, for example.

Spell Duration, Range, and Area. A longer duration, greater range, or larger area can make up for a lesser effect, depending on the spell.

Utility. Avoid spells that have very limited use, such as one that works only against Oozes. Few characters will bother to learn or prepare such a spell.

Spell Damage

For any spell that deals damage, use the Spell Damage table to determine approximately how much damage is appropriate given the spell’s level. The
table assumes the spell deals half as much damage on a successful saving throw or a missed attack. If your spell doesn’t deal damage on a
successful save, you can increase the damage by 25 percent.

You can use different damage dice than the ones in the table if the average damage is about the same. For example, you could change a cantrip’s
damage from 1d10 (average 5.5) to 2d4 (average 5), reducing the maximum damage and making an average result more likely.

Spell Damage

Spell Level One Target Multiple Targets

Cantrip 1d10 1d6

1 2d10 2d6

2 3d10 3d6

3 5d10 6d6

4 6d10 7d6

5 7d10 8d6

6 10d10 11d6

7 11d10 12d6

8 12d10 13d6

9 15d10 16d6

Healing Spells

You can also use the Spell Damage table to determine how many Hit Points a healing spell restores. A cantrip shouldn’t provide healing.

Curses and Magical Contagions

A curse is a magical burden that lasts for a specified time or until it is ended by some means. A magical contagion is an adverse effect of magical
origin that is contagious by definition.

The following sections discuss curses and magical contagions in detail.

Curses

ARTIST: ALEXANDRE HONORÉ

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THE CURSE OF DEMONIC POSSESSION


HAS DEVASTATING EFFECTS

Every curse has rules that govern it. A curse typically takes one of the forms detailed below.

Bestow Curse
The simplest curses are created by the Bestow Curse spell. The effects of such curses are limited and can be ended by the Remove Curse spell.

Bestow Curse provides useful benchmarks for gauging the potency of other curses. A curse that lasts for 1 minute equates to a level 3 spell, while
one that lasts until dispelled equates to a level 9 spell.

Cursed Creatures
Some monsters are associated with curses, whether as part of their origins or due to their ability to spread curses—werewolves being a prime
example.

You decide how a spell like Remove Curse affects a creature with accursed origins. For example, you might decide that a mummy was created
through a curse and it can be destroyed permanently only by casting Remove Curse on its corpse.

Cursed Magic Items


Cursed magic items are created deliberately or originate as the result of supernatural events. Such items are detailed in chapter 7.

Narrative Curses
A curse might manifest during an adventure when a creature’s violation of a taboo warrants supernatural punishment, such as breaking a vow, defiling
a tomb, or murdering an innocent. Such a curse can have any effects you design, or it might be a customized version of another type of curse
discussed in this section.

A creature affected by such a curse should know why they’re being punished and be able to learn how to end their curse, likely by symbolically
righting the wrong they committed. How a spell like Remove Curse affects a curse that’s part of your adventure is up to you—the spell might merely
suppress the effects of the curse for a time. Regardless, narrative curses should feel like rare, potent magic rooted in the lore of your campaign.

Environmental Curses
Some locations are so suffused with evil that anyone who lingers there is burdened with a curse. Demonic Possession is one example of an
environmental curse.

Demonic Possession

Demonic Possession arises from the chaos and evil of the Abyss and commonly besets creatures that interact with demonic objects or linger in
desecrated locations, where demonic spirits await victims.

A creature that becomes the target of Demonic Possession must succeed on a DC 15 Charisma saving throw or be possessed by a bodiless demonic
entity. Whenever the possessed creature rolls a 1 on a D20 Test, the demonic entity takes control of the creature and determines the creature’s

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behavior thereafter. At the end of each of the possessed creature’s later turns, the creature makes a DC 15 Charisma saving throw, regaining control
of itself on a success.

After finishing a Long Rest, a creature with Demonic Possession makes a DC 15 Charisma saving throw. On a successful save, the effect ends on the
creature. A Dispel Evil and Good spell or any magic that removes a curse also ends the effect on it.

Magical Contagions

Alchemists, potion brewers, and areas of wild magic are credited with creating the first magical contagions. An outbreak of such a contagion can
form the basis of an adventure as characters search for a cure and try to stop the contagion’s spread.

Rest and Recuperation


If a creature infected with a magical contagion spends 3 days recuperating, engaging in no activities that would interrupt a Long Rest, the creature
makes a DC 15 Constitution saving throw at the end of the recuperation period. On a successful save, the creature has Advantage on saving throws
to fight off the magical contagion for the next 24 hours.

Example Contagions
The following examples show how magical contagions can work. Feel free to alter the saving throw DCs, effects, and other characteristics of these
contagions to suit your campaign.

Cackle Fever
Magical Contagion

Cheaply made potions and elixirs are sometimes tainted by Cackle Fever, which affects Humanoids only (gnomes are strangely immune). A creature
suffers the following effects 1d4 days after infection:

Fever. The creature gains 1 Exhaustion level, which lasts until the contagion ends on the creature.

Uncontrollable Laughter. While the creature has the Exhaustion condition, the creature makes a DC 13 Constitution saving throw each time it takes
damage other than Psychic damage. On a failed save, the creature takes 5 (1d10) Psychic damage and has the Incapacitated condition as it laughs
uncontrollably. At the end of each of its turns, the creature repeats the save, ending the effect on itself on a success. After 1 minute, it succeeds
automatically.

Fighting the Contagion. At the end of each Long Rest, an infected creature makes a DC 13 Constitution saving throw. After the creature succeeds on
three of these saves, the contagion ends on it, and the creature is immune to Cackle Fever for 1 year.

Spreading the Contagion. Any Humanoid (other than a gnome) that starts its turn within a 10-foot Emanation originating from a creature infected
with Cackle Fever must succeed on a DC 10 Constitution saving throw or also become infected with the contagion. On a successful save, the
Humanoid can’t catch the contagion from that particular infected creature for the next 24 hours.

Sewer Plague
Magical Contagion

Fouled potions and alchemical waste can give rise to Sewer Plague, which incubates in sewers and refuse heaps and is sometimes transmitted by
creatures that dwell in such areas, including otyughs and rats. Any Humanoid that is wounded by a creature that carries the contagion or that comes
into contact with contaminated filth or offal must succeed on a DC 11 Constitution saving throw or become infected with Sewer Plague. A creature
suffers the following effects 1d4 days after infection:

Fatigue. The creature gains 1 Exhaustion level.

Weakness. While the creature has any Exhaustion levels, it regains only half the normal number of Hit Points from spending Hit Point Dice.

Restlessness. While the creature has any Exhaustion levels, finishing a Long Rest neither restores lost Hit Points nor reduces the creature’s
Exhaustion level.

Fighting the Contagion. Daily at dawn, an infected creature makes a DC 11 Constitution saving throw. On a failed save, the creature gains 1
Exhaustion level as its fatigue worsens. On a successful save, the creature’s Exhaustion level decreases by 1. If the creature’s Exhaustion level is

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reduced to 0, the contagion ends on the creature.

Sight Rot
Magical Contagion

Any Beast or Humanoid that drinks water tainted by Sight Rot must succeed on a DC 15 Constitution saving throw or have the Blinded condition until
the contagion ends.

Fighting the Contagion. Magic such as a Heal or Lesser Restoration spell ends the contagion immediately. A character who is proficient with an
Herbalism Kit can use it to create one dose of nonmagical ointment, which takes 1 hour. When applied to the eyes of a creature suffering from Sight
Rot, the ointment suppresses the contagion on that creature for 24 hours. If the contagion is suppressed in this way for a total of 72 hours (requiring
three doses and applications of the ointment), the contagion ends on the creature.

Spreading the Contagion. Any Humanoid that makes skin contact with a creature infected with Sight Rot must succeed on a DC 15 Constitution
saving throw or also become infected with the contagion. On a successful save, the Humanoid can’t catch the contagion from that particular infected
creature for the next 24 hours.

Death

Adventures involve risk, with consequences that can be as catastrophic as the death of a single character or an entire group. Given the degree to
which players get attached to their characters, character death can be an emotionally charged situation. It might even be a hard limit for some players
(see “Ensuring Fun for All” in chapter 1), so it’s worth having a conversation about how to handle character death at the start of a new game.

Death Must Be Fair

The best way to avoid hard feelings connected to the death of a beloved character is to make sure the players know you’re being fair. Keep these
principles in mind:

Don’t Cheat in the Monsters’ Favor. Rolling dice in front of the players when a situation is especially deadly is one way to communicate that you’re not
cheating in the monsters’ favor or singling out a single character for punishment.

Don’t Make It Personal. Don’t punish a character for a player’s behavior or some personal grudge. That’s probably the quickest way to undermine your
players’ trust in you as DM and as a fair arbiter of the rules.

Provide Fair Warning. Let characters face the consequences of their foolish actions, but make sure you give enough cues for the players to recognize
self-destructive actions. You might want to ask a player, “Are you sure?” before committing a character to a potentially fatal course of action.

Fair Encounters. Your players have to know that you’re fair in designing encounters. It’s fine to throw tough encounters at them and sometimes to let
them face monsters they can’t beat. But it’s not fair if the players have no way to know they can’t win the fight or have no way to escape.

ARTIST: IRINA NORDSOL

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SOMETIMES DEATH—EVEN THE DEATH OF AN ENTIRE PARTY—IS JUST A PASSAGE TO NEW ADVENTURES

Scaling Lethality

You can adjust the lethality of your campaign using the encounter-building guidelines in chapter 4. If your players enjoy games that test their
characters to the utmost and are prepared to create new characters at a moment’s notice, consider using high-difficulty encounters over and over,
with little opportunity for rests between encounters, to create a more lethal adventure. Conversely, using only low-difficulty encounters is less likely to
lead to character death, especially if characters have ample opportunity to rest during the adventure.

Defeated, Not Dead


If you and your players agree to avoid character death in your game, you might consider an alternative: a character who would otherwise die is instead
“defeated.” The following rules apply to a defeated character.

Comatose. The character has 1 Hit Point and the Unconscious condition. The character can regain Hit Points as normal, but the character remains
Unconscious until they are targeted by a Greater Restoration spell or experience a sudden awakening (see below).

Sudden Awakening. After finishing a Long Rest, the character makes a DC 20 Constitution saving throw. On a successful save, the Unconscious
condition ends on the character. On a failed save, the condition persists.

Death Scenes

When a character is reduced to 0 Hit Points, the player sometimes has to sit out one or more rounds of combat with nothing to do but roll Death
Saving Throws. One way to keep a player involved in the game is to prompt some roleplaying along with each Death Save. You might ask the player to
describe a memory that surfaces in the character’s mind while hovering near death. Consider these possibilities:

On a Successful Death Save. A memory that inspires hope and courage. A beloved person who would urge the character to cling to life. A thought of
something to live for. A favorite childhood memory.

On a Failed Death Save. A memory that stirs up shame or grief. A beloved person who is already dead, beckoning the character to join them. An
experience of weariness or despair.

You can also reward a player who describes a memory or something else occupying the dying character’s thoughts with Advantage on the Death
Save.

When a character dies, either from failed Death Saves or from an effect that kills the character outright, consider giving the player some ownership
over the character’s final moments by asking what the character’s last words are or how the character greets death.

Dealing with Death

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When a character dies, consult with the players to decide what happens next. Some players are perfectly happy to make new characters, especially
when they’re eager to try out new options. A new party member should start at the same level as the other characters in the party and have gear of
similar value.

It’s also possible for dead characters to be brought back to life. The most common way is through spells such as Revivify and Raise Dead. It’s up to
you to decide how easy it is for characters to access those spells if they can’t cast them. The Player’s Handbook offers suggested prices for
spellcasting services.

What If Everyone Dies?

Misadventure can wipe out an entire group. (You’ll sometimes hear players refer to this as a “total party kill” or “TPK.”) Such a catastrophe doesn’t
have to end the whole game—rather, it presents an opportunity to take the game in a new direction. Consider these possibilities.

A Fresh Start
Everyone makes new characters, and the campaign starts anew. This might be the most drastic option, but it allows for new stories and fresh
character dynamics.

Divine Council
The characters find themselves before a council of deities who are arguing about the characters’ fate. The characters must convince the council to
return them to life.

Escape from the Underworld


The dead characters wake up in Hades (see chapter 6) and must find a way to escape the grim underworld and return to the world of the living.

Imprisoned
The characters wake up in cells, kept alive and imprisoned by their foes for some purpose.

Raised by Another
A powerful individual finds the adventurers’ bodies and has them raised from the dead, putting the adventurers in the debt of their rescuer. What if the
adventurers wake up decades after their death, returned to life by a Resurrection spell cast by someone who believed they had an important role to
play in this future era?

Rescue Mission
The players create new, temporary characters who are tasked with retrieving the bodies of the fallen heroes, so they can be raised from the dead or
given proper burials. If the dead characters have Bastions (see chapter 8), the stand-in party could consist of hirelings from those Bastions.

Doors

Adventurers interact with doors often in a D&D campaign. This section gives rules for most of the doors the adventurers encounter.

Common Doors

The Doors table provides the AC and Hit Points for common doors, which are Medium objects.

With the Utilize action, a creature can try to force open a door that is barred or locked, doing so with a successful Strength (Athletics) check. The
table provides the DC of the check. For bigger doors, double or triple the Hit Points and increase the DC of the check by 5.

Doors

Door AC HP DC to Open

Glass door 13 4 10

Metal door 19 72 25

Stone door 17 40 20

Wooden door 15 18 15

Barred Door

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A barred door has no lock. A creature on the barred side of the door can take the Utilize action to lift the bar from its braces, allowing the door to be
opened.

Locked Door
Characters who don’t have the key to a locked door can try to pick the lock using Thieves’ Tools. The Lock Complexity table tells you how long it takes
to try to pick a lock based on its complexity. At the end of that time, the character picks the lock by making a successful Dexterity (Sleight of Hand)
check using Thieves’ Tools. The DC is determined by the lock’s quality, as shown in the Lock Quality table.

Lock Complexity Lock Quality

Complexity Time Quality DC to Unlock

Simple 1 action Inferior 10

Complex 1 minute Good 15

Superior 20

Secret Doors

A secret door is crafted to blend into the wall that surrounds it. Sometimes faint cracks in the wall or scuff marks on the floor betray the secret door’s
presence. Other than the fact that it’s hidden, a secret door is similar to a common door.

With the Search action, a character can search for a secret door along a 10-foot-square section of wall and make a Wisdom (Perception) check. On a
successful check, the character finds any secret door hidden in that section of wall as well as the mechanism to open the door. The DC of the check
depends on how well the secret door is hidden, as shown in the Secret Doors table.

You can instead call for an Intelligence (Investigation) check if the challenge involves deducing that a door is present from noticeable clues, rather
than spotting those clues in the first place. See “Perception” in chapter 2 for more advice.

Secret Doors

DC to
Secret Door
Detect

Barely hidden secret door 10

Standard secret door 15

Well-hidden secret door 20

Secret Door Etiquette


Adventurers often fail to locate secret doors. For this reason, don’t hide important treasures or locations behind secret doors unless you’re
comfortable with the characters not finding them, and don’t risk letting your adventure grind to a halt because the only path forward is hidden behind
a secret door.

Portcullises

Typically made of iron or wood, a portcullis blocks a passage or an archway until it is raised into the ceiling by a winch and chain. Creatures within 5
feet of a lowered portcullis can make ranged attacks or cast spells through it, and they have Three-Quarters Cover against attacks, spells, and other
effects originating from the opposite side. A portcullis can also be attacked and destroyed, using the AC and Hit Points of a metal door (if iron) or a
wooden door (if wood).

Winching a portcullis up or down requires the Utilize action. If a creature can’t reach the winch (usually because it’s on the other side of the portcullis),
lifting the portcullis requires the Utilize action and a successful Strength (Athletics) check. The DC of the check depends on the type of portcullis, as
shown in the Portcullises table.

Portcullises

Portcullis Size Iron DC Wood DC

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Portcullis Size Iron DC Wood DC

Medium (8 ft. tall × 5 ft.


20 15
wide)

Large (10 ft. tall × 10 ft.


25 20
wide)

Huge (20 ft. tall × 15 ft.


30 25
wide)

Dungeons

Some dungeons are old strongholds abandoned by the folk who built them. Others are natural caves or lairs carved out by monsters. Dungeons
attract cults, groups of monsters, and reclusive creatures. Because of their origins and purposes, dungeons have a range of think about its distinctive
qualities. For example, a dungeon that serves as a stronghold for hobgoblin soldiers has a different mood and features than an ancient temple
inhabited by yuan-ti.

You can use the Dungeon Quirks table to add distinctive character to a dungeon you’re creating or one in a published adventure. The quirks on the
table reflect the characteristics of a dungeon’s creator, its intended purpose, its location, or some (often catastrophic) event in its history. You can use
a single quirk or combine quirks as you see fit, and roll or choose a result that inspires you.

Dungeon Quirks

1d100 Quirk

01–02 Abandoned after internal strife devastated its population

03–04 Abandoned because the site was cursed by a god or other powerful entity

05–06 Abandoned by its original creators when a plague spread through the dungeon

07–09 Amazingly well preserved ancient city inside a dome encased in volcanic ash, submerged underwater, or entombed in desert sands

10–12 Built as a fortress guarding a mountain pass

13–15 Built as a maze, either to protect treasure from intruders or as a gauntlet where prisoners were hunted by monsters

16–18 Built as a stronghold but abandoned after it fell to invaders

19–21 Built as a treasure vault to protect powerful magic items and great wealth

22–23 Built atop a cloud

24–26 Built beneath a city in catacombs or sewers

27–29 Built beneath or on top of a mesa or several connected mesas

30–32 Built by a religious group to serve as a temple and linked to the energy of other planes of existence

33–35 Built by dwarves and decorated with enormous dwarven faces that have been defaced by its current inhabitants

36–38 Built in a volcano

39–40 Built in or among the branches of a tree

41–43 Built to house a planar portal but abandoned when creatures or energy from the other side of the portal seeped into the dungeon

44–46 Carved into a meteorite (before or after it fell to earth)

47–49 Carved into a sheer cliff face

50–52 Caverns carved by a beholder’s disintegration eye ray, with unnaturally smooth walls and vertical shafts connecting different levels

53–55 Contains something that led to the downfall of its creators or inhabitants

56–58 Dug as a burrow by a monster that might still live inside

59–61 Entrance concealed behind a waterfall

62–64 Floating on the sea

65–66 Intended as a death trap to eliminate any creature that enters, perhaps to guard a treasure or to harvest souls for a necromantic rite

67–69 Intended as a tomb

70–72 Long known as the site of a great miracle or another auspicious event

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1d100 Quirk

73–75 Made by amphibious creatures (such as kuo-toa or aboleths), using water to protect the innermost reaches from air-breathing intruders

76–78 Made by a powerful spellcaster (perhaps a lich) as a site for magical research and experimentation

79–81 Made by giants at a vast scale

82–84 Natural caverns featuring a range of strikingly beautiful rock and crystal formations

85–87 On an island in an underground sea

88–90 On the back of a Gargantuan creature

91–93 Originally constructed as a mine but abandoned when tunnels connected to dangerous Underdark tunnels

94–96 Secreted away in a demiplane or in a pocket dimension

97–98 Slowly abandoned as its creators died out or migrated away

99–00 Transformed by multiple events or disasters over the course of centuries

Mapping a Dungeon
ARTIST: TITUS LUNTER

A DUNGEON BUILT BY GIANTS OFFERS ENORMOUS ADVENTURES

A dungeon can range in size from a few chambers to a huge complex of rooms and passages extending hundreds of feet. The adventurers’ goal often
lies as far from the dungeon entrance as possible, forcing characters to delve deeper underground or push farther into the heart of the complex.

A dungeon is usually mapped on a grid like graph paper, with each square on the paper representing an area of 5 feet by 5 feet. Appendix B shows
several examples. If you play with miniatures on a grid, this scale makes it easy to transfer your map to a battle grid.

Mapping Principles
As you draw your map, keep the following in mind.

Asymmetry. Asymmetrical rooms and map layouts make a dungeon interesting and unpredictable.

Three-Dimensional Layout. Stairs, ramps, lifts, platforms, ledges, balconies, pits, and other changes of elevation make a dungeon interesting and
make combat encounters in those areas challenging.

Multiple Pathways. Add multiple entrances and exits—to the dungeon as a whole and to individual rooms. By offering multiple paths the characters
can follow, you present meaningful decision points to the players.

Wear and Tear. If you’d like to show wear and tear caused by time or the elements, collapsed passages can be commonplace, cutting off formerly
connected sections of the dungeon from each other. Past earthquakes might have opened chasms within a dungeon, splitting rooms and corridors to

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make interesting obstacles.

Natural Features. Many dungeons include natural features. An underground stream might run through the middle of a stronghold, causing variation in
the shapes and sizes of rooms and necessitating features such as bridges and drains.

Secrets. Add secret doors and secret rooms to reward players who take the time to search for them. For each door and room, consider their original
purpose: were secret doors a defense against invaders, or do denizens of the dungeon scheme to keep secrets from each other? Secrets can help
you develop the story of a dungeon.

Designing Dungeon Rooms

Keep the following things in mind when designing a dungeon room:

Ceiling Support. Underground chambers are prone to collapse, so many rooms—particularly large ones—have arched ceilings or pillars to support the
weight of the rock overhead.

Decoration. Most sapient creatures decorate their lairs. Statues, bas-reliefs, murals, and mosaics often adorn dungeon rooms. Equally common are
scrawled messages, marks, and maps left behind by others who have passed through the area. Some of these marks are simply graffiti, while others
may be useful to adventurers who examine them closely.

Exits. Creatures that can’t open doors can’t make a lair in a sealed room without some sort of external assistance. Strong creatures without the ability
to open doors smash them down if necessary. Burrowing creatures might dig their own exits.

Common dungeon rooms fall into the broad categories described below.

Crypts
Although it sometimes resembles a vault, a crypt can also be a series of individual rooms, each with its own sarcophagus, or a long hall with recesses
on either side to hold coffins or bodies.

Crypt builders who are worried about undead rising from the grave lock and trap crypts from the outside—making the crypts easy to get into but
difficult to exit. Other builders worried about tomb robbers make their crypts difficult to get into. Some builders make both entry and exit difficult, just
to be safe.

Guard Posts
Sapient, social denizens of the dungeon generally guard the entrances to their shared spaces. A guard post may just be a room with a table where
bored sentries play a dice game, or it might be a pair of iron golems backed up by spellcasters hiding in balconies overhead.

When you design a guard post, decide how many guards are on duty, note their Passive Perception scores, and decide what they do when they notice
intruders (see “Monster Behavior” in chapter 4). Some will rush headlong into a fight, while others will negotiate, sound an alarm, or flee to get help.

Living Quarters
Most creatures have a lair where they can rest, eat, and store their treasure. Living quarters commonly include beds (if the creatures sleep),
possessions (both valuable and mundane), and some sort of food preparation area (anything from a well-stocked kitchen to a firepit to a hunk of
rotting meat).

Natural Subterranean Areas


Built dungeons often intersect with natural caverns, grottoes, and passages that are home to subterranean creatures, strange rock formations, pools
of water, molds, fungi, and bioluminescent moss.

Shrines
Any sapient creature might have some place dedicated to worship. Depending on the creature’s resources and piety, such a shrine can be humble or
extensive. Adventurers are likely to encounter priests, cultists, and similar creatures there, and wounded monsters might flee to a shrine to seek
healing.

Vaults
A vault contains treasure and is usually sealed behind a locked or secret door. Many vaults are further protected by magic, monsters that can survive
without food and water, and traps (see “Traps” in this chapter).

Work Areas

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Sapient creatures often have laboratories, workshops, libraries, forges, and studios. Because such areas tend to contain valuable equipment, their
doors are often locked and sometimes even warded by Glyph of Warding spells and similar effects.

Dungeon Decay

The States of Ruin table can help you determine the general conditions of a dungeon area.

States of Ruin

1d6 Features

Perilous. The area is dangerously worn and prone to collapse. Any impacts or damage to the structure, including from spells and other areas of
1
effect, have a 50 percent chance of causing a collapse.

Crumbling. Areas within the dungeon section are choked with rubble and have a 50 percent chance of being Difficult Terrain. Half Cover and
2
hiding places are plentiful.

3 Neglected. One dungeon hazard—such as brown mold, green slime, or yellow mold (see “Hazards” in this chapter)—is abundant.

4 Abandoned. Most of the dungeon is deserted. Dexterity (Stealth) checks have Disadvantage because any sounds stand out as unusual.

5 Secure. Ability checks made to break down doors, open locks, or carry out similar activities have Disadvantage.

6 Thriving. The dungeon is heavily populated. Any loud noises draw the attention of nearby creatures.

Environmental Effects
ARTIST: OLIVIER BERNARD

A FRIENDLY BRONZE DRAGON KEEPS A WATCHFUL EYE ON A STORM-TOSSED SHIP

Characters crossing a frigid tundra might suffer the effects of extreme cold, while a visit to a cloud giant’s castle might subject characters to the
effects of high altitude. The following sections provide rules for handling these and other environmental effects.

Dead Magic Zone


A dead magic zone is an area where the fabric of magic is torn. The effect is the same as the Antimagic Field spell, except that it is permanent and
typically covers an area no more than 300 feet in diameter.

Deep Water

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Swimming through deep water (more than 100 feet deep) presents additional challenges because of the water’s pressure and cold temperature. After
each hour of swimming in deep water, a creature that lacks a Swim Speed must succeed on a DC 10 Constitution saving throw or gain 1 Exhaustion
level.

Extreme Cold
When the temperature is 0 degrees Fahrenheit or lower, a creature exposed to the extreme cold must succeed on a DC 10 Constitution saving throw
at the end of each hour or gain 1 Exhaustion level. Creatures that have Resistance or Immunity to Cold damage automatically succeed on the save.

Extreme Heat
When the temperature is 100 degrees Fahrenheit or higher, a creature exposed to the extreme heat and without access to drinkable water must
succeed on a Constitution saving throw at the end of each hour or gain 1 Exhaustion level. The DC is 5 for the first hour and increases by 1 for each
additional hour. Creatures wearing Medium or Heavy armor have Disadvantage on the save. Creatures that have Resistance or Immunity to Fire
damage automatically succeed on the save.

Frigid Water
A creature can be immersed in frigid water for a number of minutes equal to its Constitution score before suffering any ill effects. Each additional
minute spent in frigid water requires the creature to succeed on a DC 10 Constitution saving throw or gain 1 Exhaustion level. Creatures with
Resistance or Immunity to Cold damage automatically succeed on the save, as do creatures that are naturally adapted to living in ice-cold water.

Heavy Precipitation
Everything within an area of heavy rain or heavy snowfall is Lightly Obscured, and creatures in the area have Disadvantage on all Wisdom
(Perception) checks. Heavy rain also extinguishes open flames.

High Altitude
Traveling at altitudes of 10,000 feet or higher above sea level is taxing for most creatures because of the reduced amount of oxygen in the air. Each
hour such a creature spends traveling at high altitude counts as 2 hours for the purpose of determining how long that creature can travel (see “Travel
Pace” in chapter 2).

Creatures can become acclimated to a high altitude by spending 30 days or more at this elevation. Creatures can’t become acclimated to elevations
above 20,000 feet unless they are native to such environments.

Planar Effects
Certain planes of existence—and areas on the Material Plane affected by them—have supernatural effects on creatures within them. Several
examples are presented below. See chapter 6 for more information about the planes of existence.

Acheronian Bloodlust

The plane of Acheron rewards a creature for harming other creatures by imbuing it with the strength to keep fighting. While in Acheron or a region
under its influence, a creature gains Temporary Hit Points equal to half its Hit Point maximum whenever it reduces another creature to 0 Hit Points.

Arcadian Vitality

On the plane of Arcadia and in regions where its influence is felt, creatures benefit from supernatural vitality, which grants them Immunity the
Frightened and Poisoned conditions.

Blessed Beneficence

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On the plane of Mount Celestia and in regions where its influence is felt, creatures are blessed by the pervasive beneficence of the plane. Creatures
other than Fiends and Undead gain the benefit of the Bless spell as long as they remain in an area of blessed beneficence. In addition, such a creature
that finishes a Long Rest in the area gains the benefit of a Lesser Restoration spell.

Gehennan Cruelty

On the plane of Gehenna and in regions where its influence is felt, creatures are driven to loathe helping one another. Whenever a creature subject to
Gehennan cruelty casts a spell, including a spell that restores Hit Points or removes a condition other than Invisible, the caster must succeed on a DC
10 Charisma saving throw, or the spell fails and is wasted.

Winds of Pandemonium

The winds of Pandemonium are common in Pandemonium and regions where its influence is felt, including parts of the Underdark. A creature makes
a DC 10 Wisdom saving throw after each hour spent among the howling winds. On a failed save, the creature gains 1 Exhaustion level. The winds
can’t increase a creature’s Exhaustion level above 3. Finishing a Long Rest doesn’t reduce a creature’s Exhaustion level unless the creature can
somehow escape the winds.

Slippery Ice
Slippery ice is Difficult Terrain. A creature that moves onto slippery ice for the first time on a turn or starts its turn there must succeed on a DC 10
Dexterity saving throw or have the Prone condition.

Strong Wind
Strong wind imposes Disadvantage on attack rolls with weapons. It also extinguishes open flames and disperses fog. A flying creature in a strong
wind must land at the end of its turn or fall.

A strong wind in a desert can create a sandstorm that imposes Disadvantage on Wisdom (Perception) checks.

Thin Ice
Thin ice has a weight tolerance of 3d10 × 10 pounds per 10-foot-square area. Whenever the total weight on an area of thin ice exceeds its tolerance,
the ice in that area breaks. All creatures on broken ice fall through. Below the ice is frigid water (see “Frigid Water” above).

Wild Magic Zone


A past magical disaster or uncontrolled surge of power in a particular place can cause the fabric of magic to unravel, creating a wild magic zone. In
such an area, which is typically no more than 300 feet in diameter, magic behaves unpredictably.

Whenever a creature expends a spell slot to cast a spell in a wild magic zone, roll 1d20. If you roll a 20 on the die, roll on the Wild Magic Surge table in
the Player’s Handbook to create a magical effect.

Fear and Mental Stress

Due to the nature of their vocation, adventurers tend to be less susceptible to fear and mental stress than common folk. Whereas a farmer might flee
in terror from a bear or an apparition, adventurers are made of sterner stuff. That said, certain creatures and game effects can terrify or fray the mind
of even the most stalwart adventurer.

If you plan to use any of these rules, discuss them with your players at the start of the campaign. See “Ensuring Fun for All” in chapter 1.

Fear Effects

Whenever the characters encounter something that is supernaturally frightful, use the Frightened condition as the baseline effect. Fear effects
typically require a Wisdom saving throw, with a save DC set based on how terrifying the situation is. The Sample Fear DCs table provides some
examples.

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Sample Fear DCs

Example Save DC

When the characters open a sarcophagus, a harmless yet terrifying apparition appears. 10

A character triggers a magical trap that creates an illusory manifestation of that character’s worst fears, visible only to that character. 15

A portal to the Abyss opens, revealing a nightmarish realm of torment and slaughter. 20

Typically, a Frightened creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.

At your discretion, a Frightened creature might be subject to other effects as long as the Frightened condition lasts. Consider these examples:

The Frightened creature must take the Dash action on each of its turns and uses its movement to get farther away from the source of its fear.
Attack rolls against the Frightened creature have Advantage.
The Frightened creature can do only one of the following on each of its turns: move, take an action, or take a Bonus Action.

Mental Stress Effects

When a character is subjected to an effect that causes intense mental stress, Psychic damage is the best way to emulate that effect.

The Sample Mental Stress Effects table provides a few examples of such effects, with suggested saving throw DCs and damage. Mental stress can
usually be resisted with a successful Wisdom save, but sometimes an Intelligence or Charisma save is more appropriate. On a successful save, a
character might take half as much damage instead of no damage, at your discretion.

Sample Mental Stress Effects

Example Save DC Psychic Damage

A character ingests a hallucinogenic substance that distorts the character’s perception of reality. 10 1d6

A character touches a fiendish idol that tears at the character’s mind, threatening to shatter it. 15 3d6

A magical trap flings a character into the Far Realm until the end of that character’s next turn. 20 9d6

Prolonged Effects
Exposure to mental stress can cause prolonged effects. Consider the following possibilities.

Short-Term Effects. The character has the Frightened, Incapacitated, or Stunned condition for 1d10 minutes. This condition might be accompanied
by alarming behavior or hallucinations. These effects can be suppressed with the Calm Emotions spell or removed by the Lesser Restoration spell.

Long-Term Effects. The character has Disadvantage on some or all ability checks for 1d10 × 10 hours, stemming from an unwillingness or inability to
exert a particular set of abilities. The character might feel enervated and unable to exert much Strength, for example, or become so suspicious of
others that Charisma checks are more difficult. These effects can be suppressed with the Calm Emotions spell or removed by the Lesser Restoration
spell.

Indefinite Effects. An indefinite effect is a long-term effect (see above) that lasts until removed by a Greater Restoration spell. It can be suppressed
by a Calm Emotions spell.

ARTIST: CLINT CEARLEY

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FIGHT, FLIGHT, OR FREEZE?

Firearms and Explosives

Renaissance-era pistols and muskets appear in the Player’s Handbook. In a campaign involving a crashed spaceship or elements of modern-day
Earth, characters might find the items described here.

ARTIST: CHRIS SEAMAN

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WHEN FACED WITH A TROLL, THERE’S NO TIME TO FIGURE OUT THE RIGHT WAY TO HOLD A SHOTGUN

Firearms

The Firearms table provides examples of modern and futuristic firearms. If you make them available for purchase (perhaps in the fantastical
marketplaces of the City of Brass), treat modern items as Rare magic items and futuristic items as Very Rare ones (see chapter 7).

Properties
Some weapons in the Firearms table have the following properties, in addition to properties described in the Player’s Handbook.

Burst Fire

As an action, you can expend 10 pieces of a Burst Fire weapon’s ammunition to spray shots in a 10-foot Cube within the weapon’s normal range. Each
creature in that area must succeed on a DC 15 Dexterity saving throw or take damage. Roll the weapon’s damage once, and apply it to each creature
that failed the save.

Reload

You can make a limited number of shots with a Reload weapon. You must then reload the weapon as an action or a Bonus Action.

Ammunition
Firearm Bullets are destroyed upon use in a modern firearm. Futuristic firearms use Energy Cells that become depleted but could possibly be
recharged with the proper equipment, at your discretion. An Energy Cell weighs 1/2 lb.

Firearms

Modern Item Damage Properties Mastery Weight

Martial Ranged Weapons

Ammunition (Range 80/240; Bullet), Burst Fire, Reload (30 shots),


Automatic Rifle 2d8 Piercing Slow 8 lb.
Two-Handed

Hunting Rifle 2d10 Piercing Ammunition (Range 80/240; Bullet), Reload (5 shots), Two-Handed Slow 8 lb.

Revolver 2d8 Piercing Ammunition (Range 40/120; Bullet), Reload (6 shots) Sap 3 lb.

Semiautomatic Pistol 2d6 Piercing Ammunition (Range 50/150; Bullet), Reload (15 shots) Vex 3 lb.

Shotgun 2d8 Piercing Ammunition (Range 30/90; Bullet), Reload (2 shots), Two-Handed Push 7 lb.

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Futuristic Item Damage Properties Mastery Weight

Martial Ranged Weapons

Ammunition (Range 120/360; Energy Cell), Reload (2 shots), Two-


Antimatter Rifle 6d8 Necrotic Sap 10 lb.
Handed

Laser Pistol 3d6 Radiant Ammunition (Range 40/120; Energy Cell), Reload (50 shots) Vex 2 lb.

Ammunition (Range 100/300; Energy Cell), Reload (30 shots), Two-


Laser Rifle 3d8 Radiant Slow 7 lb.
Handed

Explosives

The Explosives table has examples of explosives. If no cost is given for an explosive, it can’t typically be bought. If you make these explosives
available for purchase, treat them as Rare magic items. Rules for explosives are given below.

Explosives

Item Cost Weight

Bomb 100 GP 1 lb.

Dynamite Stick — 1 lb.

Grenade, Fragmentation — 1 lb.

Grenade Launcher — 7 lb.

Grenade, Smoke 50 GP 2 lb.

Gunpowder (keg) 250 GP 20 lb.

Gunpowder (powder horn) 35 GP 2 lb.

Bomb
As an action, you can light a Bomb and throw it at a point up to 60 feet away, where it explodes. Each creature in a 5-foot-radius Sphere centered on
that point makes a DC 12 Dexterity saving throw, taking 3d6 Fire damage on a failed save or half as much damage on a successful one.

Dynamite Stick
An an action, you can light a Dynamite Stick and throw it at a point up to 60 feet away, where it explodes. Each creature in a 5-foot-radius Sphere
centered on that point makes a DC 12 Dexterity saving throw, taking 3d6 Force damage on a failed save or half as much damage on a successful one.

It takes 1 minute to bind two or more Dynamite Sticks together so they explode at the same time. Each stick after the first increases the damage by
1d6 (to a maximum of 10d6) and the effect’s radius by 5 feet (to a maximum of 20 feet).

It takes 1 minute to rig dynamite with a longer fuse so it explodes after a longer period of time, such as 1 minute or 10 minutes.

Grenades and Grenade Launchers


As an action, you can either throw a grenade at a point up to 60 feet away or use a Grenade Launcher to propel the grenade to a point up to 1,000 feet
away. The grenade explodes at that point, creating a particular effect in a 20-foot-radius Sphere.

Fragmentation Grenade
Each creature in the Sphere makes a DC 15 Dexterity saving throw, taking 17 (5d6) Piercing damage on a failed save or half as much damage on a
successful one.

Smoke Grenade

The area of the Sphere is Heavily Obscured by smoke for 1 minute. A strong wind (such as the Gust of Wind spell) disperses the smoke.

Gunpowder
Setting fire to a container full of Gunpowder causes it to explode. When a container explodes, each creature in a 10-foot-radius Sphere centered on
the container makes a DC 12 Dexterity saving throw, taking 10 (3d6) Fire damage (for a powder horn) or 24 (7d6) Fire damage (for a keg) on a failed
save or half as much damage on a successful one.

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Alien Technology

When adventurers find a piece of technology that isn’t from their world or time period, they can deduce what it is with a successful Intelligence
(Investigation) check, with the DC depending on the complexity of the item: DC 10 for a relatively simple item like a calculator or a lighter, or DC 20 for
a complex item such as a computer, a chainsaw, or a hovercraft. You may require a separate Intelligence (Investigation) check to determine whether
a character can activate or operate the technology; a character who has observed the item in use or has operated a similar item either has Advantage
on the check or succeeds on the check automatically (your choice).

Gods and Other Powers

Different deities rule the various aspects of the cosmos and mortal life, sometimes cooperating with each other, sometimes competing. People
gather in public shrines to worship gods of life and wisdom or meet in hidden places to venerate gods of deception or destruction.

Divine Rank

The divine beings of the multiverse are often categorized according to their relative cosmic power. Some gods who are worshiped on multiple worlds
have a different rank on each world, depending on their influence there.

Greater deities are generally the oldest gods of a pantheon, responsible (at least in myth) for creating or parenting the other gods. Their provinces are
major areas of nature and mortal life, such as agriculture, the sun, and death. Greater deities are ultimately beyond mortal understanding, and they’re
often known by different names across regions, cultures, and worlds. Having no fixed appearance or gender, they can assume whatever forms they
like. Occasionally these deities manifest and perform mythic deeds among mortals.

Lesser deities are typically described in myth as the creations, children, or servitors of the greater deities. They govern narrower provinces, such as
the activities of mortal life or limited aspects of the natural world. They share the fundamentally ineffable nature of greater gods, but they are more
likely to manifest in mortal realms.

Quasi-deities have a divine origin, but they don’t receive or answer prayers. They are still immensely powerful beings, and in theory, they could ascend
to godhood if they amass enough worshipers. Quasi-deities fall into the following subcategories:

Demigods are divine beings with mortal origin. Some were born mortal and attained godhood, while others were born from the union of a deity and a
mortal. Their mortal parentage makes demigods.

Titans are the creations of deities. They might be manufactured on a divine forge, born from the blood spilled by a god, or otherwise brought about
through divine will or substance. Some titans, including krakens and the tarrasque, appear in the Monster Manual.

Vestiges are deities who have lost nearly all their worshipers and are considered dead from a mortal perspective. Esoteric rituals can sometimes
contact vestiges and draw on their latent power.

Home Plane and Alignment

Gods aren’t defined by mortal conceptions of alignment, and different mortal worshipers might interpret a god’s behavior and teachings through the
lens of different alignments. That said, gods tend to live on the Outer Planes that most closely match their general alignment tendencies, so it’s safe
to assume that the teachings of a god who resides in Pandemonium (a plane of rampant chaos and evil), encourage behavior that is Chaotic Evil,
while a god who resides in Elysium (the plane of pure good) encourages Neutral Good behavior.

People can worship a god without obeying that god’s tenets or conforming to the god’s presumed alignment. People from all walks of life might
participate in the annual festival of innocent mischief associated with a trickster god—even people whose alignment is generally lawful and opposed
to the trickster’s teachings. To stave off disease, good-hearted people might make offerings to appease the wrath of a god associated with plague.
Even Cleric characters don’t need to have any particular alignment to serve their gods.

Gods and Divine Magic

Divine magic—which includes the spells cast by Clerics, Druids, Paladins, and Rangers—is mediated through beings and forces that are categorized
as divine. These can include gods but also include the primal forces of nature, the beneficent power of ancestral spirits, the sacred weight of a
Paladin’s oath, and impersonal principles or entities such as Fate or the order of the universe. These beings and forces grant characters the power to
wield the magic of their planar domains.

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For game purposes, wielding divine power isn’t dependent on the gods’ ongoing approval or the strength of a character’s devotion. The power is a gift
offered to a select few; once given, it can’t be rescinded.

That said, characters’ relationships with the divine forces they access to wield their magic, much like Warlocks’ relationships with their patrons, are
ripe for exploration. A Cleric might accompany every casting of a spell with a litany of complaints directed at the gods. The Paladin class description
in the Player’s Handbook offers some suggestions for how a player might roleplay a situation where their Paladin has broken their oath. You can also
decide how NPCs react to a character whose behavior doesn’t square with the ideals implied by the Holy Symbol the character wears.

Divine Knowledge

The Commune spell allows its caster to ask a deity (or an agent of the god) yes-or-no questions and receive correct information, and other spells of
the Divination school have similar effects. As the Commune spell description states, gods aren’t necessarily omniscient. But they are tremendously
knowledgeable, particularly with regard to their particular areas of influence. A sea god can be reasonably expected to know anything that has
happened in or on a sea, for example, and a martial god knows details about wars. Gods can reliably predict the future, at least in the short term
(hence their ability to answer spells such as Augury and Divination). And some gods might be unwilling to reveal their ignorance, choosing to give an
unclear answer rather than admit that they don’t know the truth.

Divine Intervention

In some campaigns, gods are fond of meddling in mortal affairs, and heroes sometimes call on the gods for aid beyond what divine magic ordinarily
provides. The gods sometimes also send dreams, omens, or emissaries to direct mortals along a certain path. Keep these two principles in mind to
guide your use of divine intervention in your campaign:

Don’t Eliminate Character Choice. The gods can tell characters to do things and even threaten to punish them if they don’t do things, but the gods
can’t control mortal actions.

Don’t Eliminate Risk and Danger. The intervention of a god should never guarantee success or victory, nor should a god’s interference portend
immediate defeat. Gods can act to change the balance of an encounter or offer an avenue of escape, but they count on mortal heroes to act like
heroes.

With those principles in mind, you might have gods intervene in dire situations in one of these ways:

Blessings. A god might bestow a Blessing (see “Supernatural Gifts” in this chapter) to help a character in need.

Emissaries. A god might send a Celestial, a Fiend, or some other kind of emissary to aid a character with information, guidance, or combat.

Miracles. As the simplest form of miracle, a god can produce the effect of any spell that devotees of that god might cast (typically Cleric or Druid
spells). But a god’s direct intervention can take any form you choose, often reflecting the god’s nature.

Creating Religions

A list of gods is a good starting point, and it can be sufficient to get a campaign started. But you can add more depth to your campaign world by
fleshing out more details of religious belief and practice.

Myths
Stories about the gods explore their relationships with each other, with the natural world, and with the realm of mortals. Myths might describe familial
relationships among the gods, deeds of creation, past interactions with mortals, or battles between gods and other cosmic forces. Given the
incomprehensible nature of the gods, these myths might not actually reveal anything about the gods, but they certainly describe people’s
understanding of their own place in relation to the gods.

Religious Practice
People honor multiple gods of a pantheon in different circumstances. A person might burn incense to a hearth or family deity at a kitchen altar in the
morning, pray to a deity of the hunt while hunting in the afternoon, and join a communal harvest feast at the temple of an agricultural deity in the
evening.

Cities and large towns can host numerous temples dedicated to individual gods important to the community, while smaller settlements might have a
single shrine devoted to any gods the locals revere. Temples and shrines outside settlements often mark places where a god (or the manifestation of
a god) appeared or caused a miracle. These sites can become the focus of pilgrims who travel long distances to partake in the holy power assumed
to linger there.

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Hazards

The Player’s Handbook describes common hazards that adventurers encounter, such as falling and dehydration. This section details some more
unusual hazards you can add to a location to make it more challenging.

Severity and Level

Each hazard in this section is designated as a nuisance or as deadly for characters of certain levels. A nuisance hazard is unlikely to seriously harm
characters of the indicated levels, whereas a deadly hazard can grievously damage characters of the indicated levels.

Use caution when introducing a hazard to characters of a level lower than the hazard’s level range. A hazard that is a nuisance at one level range
could be deadly to characters in the next-lower range.

Example Hazards

Hazards are presented in alphabetical order.

Brown Mold
Deadly Hazard (Levels 5–10) or Nuisance Hazard (Levels 11–16)

Brown mold resembles a furry, light-brown carpet. This fungus feeds on warmth, drawing heat from anything around itself. One patch of brown mold
covers a 10-foot square, and the temperature within 30 feet of it is always frigid.

When a creature enters a space within 5 feet of the mold for the first time on a turn or starts its turn there, the creature makes a DC 12 Constitution
saving throw, taking 22 (4d10) Cold damage on a failed save or half as much damage on a successful one.

Brown mold has Immunity to Fire damage, and any source of fire brought within 5 feet of it causes the mold to instantly expand across a surface and
toward the fire, creating a new patch that covers a 10-foot square. A patch of brown mold exposed to an effect that deals any amount of Cold
damage is destroyed instantly.

Fireball Fungus
Deadly Hazard (Levels 5–10)

A fireball fungus is a Small, inanimate mushroom that can grow anywhere fungi are found in abundance. Its luminous, orange cap sheds Bright Light
in a 15-foot radius and Dim Light for an additional 15 feet.

A fireball fungus has AC 10, HP 6, and Immunity to Psychic damage. When it drops to 0 Hit Points, the fungus explodes as if a Fireball spell (save DC
15) had been centered on it.

At Higher Levels. The explosion of a fireball fungus causes other fireball fungi in the area of effect to explode as well. You can scale the hazard for
higher levels by adding one additional fungus at levels 11–16 or three additional fungi at levels 17–20.

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Green Slime
Nuisance Hazard (Levels 1–4)

Acidic green slime devours flesh, organic material, and metal on contact. Bright green, wet, and sticky, it clings to walls, floors, and ceilings in
patches.

One patch of green slime covers a 5-foot square. Green slime has Blindsight with a range of 30 feet, and it drops from walls and ceilings when it
detects movement below itself. Beyond that, it can’t move. A creature aware of the slime’s presence can avoid being struck by it with a successful DC
10 Dexterity saving throw.

A creature that comes in contact with green slime takes 5 (1d10) Acid damage. The creature takes the damage again at the start of each of its turns
until the slime is scraped off (requiring an action) or destroyed. Against wood or metal, green slime deals 11 (2d10) Acid damage each round, and any
nonmagical wood or metal item used to scrape off the green slime is destroyed.

Direct sunlight or any amount of Cold, Fire, or Radiant damage destroys a patch of green slime.
ARTIST: DIANA CEARLEY

SHEILA DISCOVERS THAT GREEN SLIME IS MORE DANGEROUS THAN IT LOOKS

Inferno
Deadly Hazard (Levels 5–10) or Nuisance Hazard (Levels 11–16)

Whenever an uncontrolled fire spreads, it can create an inferno that quickly engulfs creatures, objects, and vegetation.

An inferno consists of at least four contiguous 10-foot Cubes of fire. Each of the inferno’s 10-foot Cubes can be doused with 10 gallons of water.
Exposure to a strong wind for 1 minute causes the inferno to grow, adding 1d4 new 10-foot Cubes to its volume. An inferno deprived of fuel burns
itself out after 1d10 minutes.

An inferno damages any vegetation or object that isn’t being worn or carried that it touches, dealing 22 (4d10) Fire damage immediately and again at
the end of each minute. Any creature that enters the inferno for the first time on a turn or starts its turn there takes 22 (4d10) Fire damage and is
burning.

Poisonous Gas
Nuisance Hazard (Levels 1–4)

Poisonous gas is usually encountered in an enclosed space, such as a sewer or sealed tomb. The gas fills as much space as it can, up to a maximum
of ten 10-foot Cubes. The transparent gas carries a foul odor. The gas is continuously or periodically replenished by some natural or magical source,

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though a strong wind disperses the gas for 1 minute.

Any creature that enters poisonous gas for the first time on a turn or starts its turn there makes a DC 12 Constitution saving throw, taking 5 (1d10)
Poison damage on a failed save or half as much damage on a successful one. Creatures in the gas also have Disadvantage on Death Saving Throws.

At Higher Levels. You can scale the hazard for higher levels by increasing the Poison damage and the save DC, as shown in the following table.

Levels Poison Damage Save DC

5–10 11 (2d10) 14

11–16 22 (4d10) 16

17–20 55 (10d10) 18

Quicksand Pit
Nuisance Hazard (Levels 1–4)

A quicksand pit is 10 feet deep and covers the ground in a 10-foot square. A creature that enters the area sinks 1d4 + 1 feet into the quicksand and
has the Restrained condition. At the start of each of the creature’s turns, it sinks another 1d4 feet. As long as the creature isn’t completely submerged
in quicksand, it can take an action to try to escape, doing so with a successful Strength (Athletics) check (DC 10 plus the number of feet the creature
has sunk into the quicksand). A creature that is completely submerged in quicksand has Total Cover and the Blinded condition and risks suffocation.

A creature can pull another creature within its reach out of a quicksand pit by taking an action and succeeding on a Strength (Athletics) check (DC 5
plus the number of feet the creature has sunk into the quicksand).

At Higher Levels. You can scale this hazard for higher levels by making the pit deeper and increasing the number of feet a creature sinks at the start
of each of its turns, as shown in the following table.

Levels Pit Depth Sinking Rate

5–10 15 feet 1d6 feet

11–16 20 feet 1d8 feet

17–20 30 feet 1d10 feet

Razorvine
Nuisance Hazard (Levels 1–4)

Razorvine is a plant that grows in wild tangles and hedges. It also clings to the sides of buildings and other surfaces as ivy does. A 10-foot-high, 10-
foot-wide, 5-foot-thick wall or hedge of razorvine has AC 11; HP 25; and Immunity to Bludgeoning, Piercing, and Psychic damage.

When a creature comes into contact with razorvine for the first time on a turn, the creature must succeed on a DC 10 Dexterity saving throw or take 5
(1d10) Slashing damage from the bladelike thorns.

River Styx
Nuisance Hazard (Levels 11–16)

The River Styx courses through the Lower Planes. Tasting or touching its waters can shatter a creature’s intellect and personality, as well as strip
away its memories. Certain Fiends are immune to the river’s effects.

Unless immune to the river’s effects, a creature that drinks from the Styx, enters the river, or starts its turn in the river makes a DC 20 Intelligence
saving throw. On a failed save, the creature takes 19 (3d12) Psychic damage and can’t cast spells or take the Magic action for 30 days. An affected
creature can drink from the Styx and swim in its waters without suffering any additional effects.

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The effect can be ended only by the Greater Restoration, Heal, or Wish spell. If the effect isn’t ended after 30 days, the effect becomes permanent
and the creature loses all its memories. At that point, nothing short of a Wish spell or divine intervention can undo the effect.

Water taken from the River Styx loses its potency after 24 hours, becoming a harmless, foul-tasting liquid. Arcanaloths, night hags, and other fell
creatures might know rituals that can prolong the water’s potency, at your discretion.

Rockslide
Deadly Hazard (Levels 1–4)

When a rockslide occurs, every creature in its path makes a DC 15 Dexterity saving throw. On a failed save, a creature takes 11 (2d10) Bludgeoning
damage, has the Prone condition, and moves with the rockslide. On a successful save, a creature takes half as much damage only.

When the rockslide stops, its space becomes Difficult Terrain, and all Prone creatures in its space are buried under rocks and debris. A creature
buried in this way has the Restrained condition and has Total Cover. As an action, a creature can try to crawl out from under the rock pile. If the
creature succeeds on a DC 15 Strength (Athletics) check, it is no longer Restrained; instead, it has the Prone condition and is atop the rock pile. If the
check fails, the creature remains buried and gains 1 Exhaustion level.

A creature that has neither the Incapacitated nor the Restrained condition can spend 1 minute freeing another creature buried by the rockslide.

At Higher Levels. You can scale this hazard for higher levels by increasing the Bludgeoning damage as follows: 22 (4d10) at levels 5–10, 55 (10d10)
at levels 11–16, and 99 (18d10) at levels 17–20.

Vicious Vine
Nuisance Hazard (Levels 1–4)

Vicious vines are animated by magic. They often cling to doorways, archways, walls, and statuary. Until a vicious vine moves, there’s nothing to
distinguish it from an inanimate vine.

Each vicious vine has AC 11; HP 16; and Immunity to Bludgeoning, Piercing, and Psychic damage. When a creature enters a space within 5 feet of the
vine for the first time on a turn or starts its turn there, the vine tries to coil around that creature. The target must succeed on a DC 12 Dexterity saving
throw or have the Grappled condition (escape DC 12). While Grappled in this way, the target takes 5 (1d10) Necrotic damage from the vine’s life-
draining thorns at the start of each of the target’s turns. The vine can grapple only one creature at a time.

As an Influence action, a character under the effect of a Speak with Plants spell or similar magic can try to persuade the vine to release its victim,
doing so with a successful DC 10 Charisma (Persuasion) check. A creature released by the vine in this way won’t be attacked by that vine again for
the next 24 hours.

At Higher Levels. You can scale the hazard for higher levels by increasing the Necrotic damage, the save DC, and the escape DC, as shown in the
following table.

Levels Necrotic Damage Save/Escape DC

5–10 11 (2d10) 14

11–16 22 (4d10) 16

17–20 55 (10d10) 18

Webs
Nuisance Hazard (Levels 1–4)

Giant spiders weave thick, sticky webs across passages and at the bottom of pits to snare prey. These web-filled areas are Difficult Terrain.

A creature that enters a web-filled area for the first time on a turn or starts its turn there must succeed on a DC 12 Dexterity saving throw or have the
Restrained condition. As an action, a creature Restrained by the webs can try to escape from them, doing so with a successful DC 12 Strength
(Athletics) or Dexterity (Acrobatics) check.

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Each 10-foot Cube of webs has AC 10; HP 15; Vulnerability to Fire damage; and Immunity to Piercing, Poison, and Psychic damage.
ARTIST: ROBSON MICHEL

WHEN CAUGHT IN A WEB, IT’S BEST TO GET OUT BEFORE THE SPIDER SHOWS UP

Yellow Mold
Deadly Hazard (Levels 1–4) or Nuisance Hazard (Levels 5–10)

Yellow mold grows in dark places, and one patch covers a 5-foot square. If touched, the mold ejects a cloud of spores that fills a 10-foot Cube. Any
creature in that area must succeed on a DC 15 Constitution saving throw or take 11 (2d10) Poison damage and have the Poisoned condition for 1
minute. While Poisoned in this way, the creature takes 5 (1d10) Poison damage at the start of each of its turns. The creature repeats the save at the
end of each of its turns, ending the effect on itself on a success.

Direct sunlight or any amount of Fire damage destroys a patch of yellow mold.
ARTIST: BRIAN VALEZA

Marks of Prestige

Sometimes the most memorable reward for adventurers is the prestige they acquire throughout a realm. Their adventures often earn them fame and
power, allies and enemies, and titles the adventurers can pass on to their descendants. This section details the most common marks of prestige that
adventurers might acquire during a campaign.

The best rewards in an adventure are directly related to the circumstances of the adventure. For example, if a merchant hires the characters to
retrieve a family heirloom from a long-abandoned tower, the merchant might give the deed to the tower as a reward.

Fortifications

A fortification is a reward usually given to seasoned adventurers who demonstrate unwavering fealty to a powerful political figure or ruling body, such
as a monarch, a knighthood, or a council of wizards. A fortification can be anything from a fortress in the heart of a city to a provincial keep on the
borderlands. While the fortification is for the characters to govern as they see fit, the land on which it sits remains the property of the crown or local

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ruler. Should the characters prove disloyal or unworthy of the gift, they can be asked or forced to relinquish custody of the fortification. In that respect,
the fortification is different from the characters’ Bastions (described in chapter 8). However, you can also use the gift of a fortification as a pretext for
the characters acquiring their Bastions.

The individual bequeathing the fortification might offer to pay its maintenance costs for one or more months, after which the characters inherit that
responsibility. The type of fortification determines its maintenance costs, as shown in the Maintenance Costs table.

Maintenance Costs

Fortification Cost per Day

Fortified outpost or watchtower 50 GP

Keep or small castle 100 GP

Large castle or fortress 400 GP

Letters of Recommendation

A benefactor might provide adventurers with a letter of recommendation rather than payment. Such a letter is usually enclosed in a handsome folio,
case, or scroll tube for safe transport, and it usually bears the signature and seal of whoever wrote it.

A letter of recommendation from a person of impeccable reputation can grant adventurers access to NPCs whom they would otherwise have trouble
meeting, such as a duke, duchess, viceroy, or monarch. Moreover, carrying such a recommendation on one’s person establish a baseline of trust with
local authorities.

A letter of recommendation is worth only as much as the reputation of the person who wrote it and offers no benefit where its writer holds no sway.
ARTIST: ZOLTAN BOROS

QUEEN YOLANDE OF CELENE IS GRATEFUL FOR ADVENTURERS’ AID

Medals

Although they are often fashioned from gold and other precious materials, medals have an even greater symbolic value to those who award and
receive them. Medals are typically awarded by political figures for acts of heroism, and wearing a medal is usually enough to earn the respect of
those who understand its significance.

Different acts of heroism can warrant different kinds of medals. The king of Breland (in the Eberron setting) might award a Royal Badge of Valor
(shaped like a shield and made of ruby and electrum) to adventurers for defending Brelish citizens. The Golden Bear of Breland (a medal made of
gold and shaped in a likeness of a bear’s head, with gems for eyes) might be reserved for adventurers who prove their allegiance to the Brelish Crown.

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A medal doesn’t offer a specific in-game benefit to one who wears it, but it can affect dealings with NPCs. For example, a character who displays the
Golden Bear of Breland is regarded as a hero of the people within the kingdom of Breland. Outside Breland, the medal carries far less weight, except
among allies of Breland’s king.

Parcels of Land

A parcel of land usually comes with a letter from a local ruler, affirming that the land has been granted as a reward for some service. Such land
usually remains the property of the local ruler or ruling body but is lent to a character with the understanding that it can be taken away, especially if
the character’s loyalty is ever called into question.

Characters who receive a parcel of land are free to build on it and are expected to safeguard it. They may yield the land as part of an inheritance, but
they can’t sell or trade it without permission from the local ruler or ruling body. If a character already has a Bastion (see chapter 8), the parcel of land
might surround the Bastion or be close to it.

Parcels of land make fine rewards for adventurers who are looking for a place to settle or who have family or a personal investment in the region
where the land is located.

Special Favors

A reward might be a favor the characters can call on at some future date. Special favors work best when the individual granting them is trustworthy. A
Lawful Good or Lawful Neutral NPC will do whatever can be done to fulfill an obligation when the time comes, short of breaking laws. A Lawful Evil
NPC does the same, but only because a deal is a deal. A Neutral Good or Neutral NPC might pay off favors to protect their reputation. A Chaotic Good
NPC is more concerned about doing right by the adventurers, honoring any obligations without worrying too much about personal risk or adherence
to the law.

Special Rights

A politically powerful person can reward characters by giving them special rights, which might be articulated in some sort of official document or
proclamation. For example, characters might be granted special rights to attack pirate ships or other enemies of the crown, to lead rites or
ceremonies in a community, or to negotiate on a ruler’s behalf. They might receive a lifetime of free room and board from the grateful citizens of a
community or gain the sworn service of local soldiers to assist them as needed.

Special rights last only as long as the legal document dictates, and such rights can be revoked if the adventurers abuse them.

Titles

A politically powerful figure has the ability to dispense titles. A title often comes with a parcel of land (see above). For example, a character might be
awarded the title Earl of Stormriver or Countess of Dun Fjord, along with a parcel of land that includes a settlement or region of the same name.
Archfey are fond of granting whimsical (and alliterative) titles, such as Chancellor of Chocolates or Grand Duke of Giggles, which might come with
minor supernatural gifts (see “Supernatural Gifts” in this chapter) rather than land.

A character can hold more than one title, and in a feudal society, those titles can be passed down to (or distributed among) one’s children. A character
who holds a title is expected to act in a manner befitting that title. By decree, titles can be stripped away if the character fails to meet the obligations
and responsibilities that come with the title.

Training

A character might be offered special training. This kind of training isn’t widely available and thus is highly desirable.

The character must spend 30 days with the trainer to receive a special benefit. Possible training benefits include the following:

The character gains proficiency in a skill.


The character gains proficiency with a tool.
The character learns a language.

Mobs

This section can help you speed up play when resolving outcomes with large groups of monsters, also known as mobs.

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Tips

Follow these tips to smooth a combat encounter with a large number of monsters:

Damage. Use the average damage specified in a monster’s stat block.

Hit Points. If a spell or attack reduces a monster to a handful of Hit Points, assume the monster is killed or otherwise taken out of the fight.

Monster Mobs. Divide a large number of identical monsters into smaller mobs and spread their turns out between the characters’ turns. Mobs of five
to eight identical creatures work well, but don’t have more mobs than there are characters.

Average Results

Whenever you would otherwise make a number of D20 Tests for identical monsters, the Mob Results table can help you determine the number of
successful D20 Tests the monsters get without having to roll dice. Follow these steps:

Step 1. Determine the minimum d20 roll the monsters need to succeed on the D20 Test using the following formula:

Roll needed = target number − monster’s bonus

Step 2. Find the roll needed on the Mob Results table. If all the monsters have Advantage on the roll (for example, if they’re attacking and have the
Pack Tactics trait, or if they’re making a saving throw against a spell and have the Magic Resistance trait), find the roll needed in the With Advantage
column. If all the monsters have Disadvantage (for example, if they’re attacking a creature protected by the Blur spell), use the With Disadvantage
column. Otherwise, use the Normal column.

Step 3. Read across the table to find a fractional number of successes you can easily apply to the group of monsters. That’s the fraction of monsters
that succeed on the D20 Test.

Mob Results

—————— Roll Needed —————— ——————— Number of Successes ——————

Normal With Advantage With Disadvantage Out of 4 Out of 5 Out of 6 Out of 8 Out of 10

1 1–4 1 4/4 5/5 6/6 8/8 10/10

2 5–6 — 4/4 5/5 6/6 8/8 10/10

3 7–8 2 4/4 5/5 5/6 7/8 9/10

4 9 — 3/4 4/5 5/6 7/8 9/10

5 10 3 3/4 4/5 5/6 6/8 8/10

6 11 — 3/4 4/5 5/6 6/8 8/10

7 12 4 3/4 4/5 4/6 6/8 7/10

8 13 5 3/4 3/5 4/6 5/8 7/10

9 14 — 2/4 3/5 4/6 5/8 6/10

10 — 6 2/4 3/5 3/6 4/8 6/10

11 15 7 2/4 3/5 3/6 4/8 5/10

12 16 — 2/4 2/5 3/6 4/8 5/10

13 — 8 2/4 2/5 2/6 3/8 4/10

14 17 9 1/4 2/5 2/6 3/8 4/10

15 18 10 1/4 2/5 2/6 2/8 3/10

16 — 11 1/4 1/5 2/6 2/8 3/10

17 19 12 1/4 1/5 1/6 2/8 2/10

18 — 13 1/4 1/5 1/6 1/8 2/10

19 20 14–15 0 1/5 1/6 1/8 1/10

20 — 16–17 0 0 0 0 1/10

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Adjudicating Areas of Effect

When the characters are fighting a large number of monsters, it’s not always practical to use miniatures on a battle grid or some other visual aid. So
how do you determine how many monsters are affected by the Wizard’s Fireball spell or some other area of effect?

The Targets in Area of Effect table offers a guideline. To use the table, find the column for the shape of the area, then read down until you find its size.
Then check the rightmost column to see about how many creatures are caught in the area. If you imagine that the targets are spread out, decrease
the number by 1d3. If they’re bunched up, you can increase the number by 1d3. Of course, an area can’t encompass more creatures than are present
in an encounter.

Your judgment always outweighs these guidelines, and it’s fine to err on the side of affecting more creatures. For example, if eight zombies are
crowded around a Fighter when the Bard centers a Shatter spell on the Fighter’s space, the spell’s area should definitely engulf all eight zombies, even
though according to the table, a 10-foot-radius Sphere includes only three creatures.

Targets in Area of Effect

———————————————— Area Shape and Size ————————————————

Cone Cube Circular* Line Number of Targets

10-foot 5- to 10-foot 5-foot-radius — 1

15- to 20-foot 15-foot — 30-foot-long, 5-foot-wide 2

30-foot-long, 10-foot-wide or 60-foot-long, 5-foot-


25-foot — 10-foot-radius 3
wide

— 20-foot — 90- or 100-foot-long, 5-foot-wide 4

60-foot-long, 10-foot-wide or 120-foot-long, 5-foot-


30-foot — — 5
wide

35-foot 25-foot 15-foot-radius — 6

40-foot 30-foot — 90- or 100-foot-long, 10-foot-wide 8

45-foot — — — 9

50-foot 35-foot 20-foot-radius 120-foot-long, 10-foot-wide 10

55-foot 40-foot — — 12

60-foot 45-foot 25-foot-radius — 16

— 50-foot 30-foot-radius — 20

*Use this column for Cylinders, Emanations (using the size of the Emanation rather than its radius), and Spheres.

Examples

The following scenario shows examples of how you as the DM can apply the guidelines described in the rest of this section.

Eight Zombies surround and attack a Fighter. The zombies’ attack bonus is +3, and the Fighter’s AC is 18, so the roll needed is 15 (18 − 3). Finding 15
in the “Normal” column and reading across to the “Out of 8” column, the DM gets a result of 2/8—two of the zombies hit. Using the zombies’ average
damage (4 Bludgeoning damage), the Fighter takes 8 Bludgeoning damage.

After seeing the Fighter mauled by zombies, the Bard casts Shatter, centering the spell on the Fighter. (The Bard trusts that the Fighter will succeed
on the Constitution saving throw and survive the resulting damage.) The spell affects a 10-foot-radius Sphere, and the Targets in Area of Effect table
suggests that such an area should encompass three zombies. However, the DM decides that all eight zombies (and the Fighter) are affected. The
zombies’ Constitution saving throw bonus is +3, and the Bard’s spell saving throw DC is 16, so the roll needed is 13 (16 − 3). Finding 13 in the
“Normal” column and reading across to the “Out of 8” column, the DM gets a result of 3/8, so three of the zombies succeed on their saving throws.

Seeing a larger crowd of zombies in the distance, the Wizard casts Fireball. The spell covers a 20-foot-radius Sphere. The Targets in Area of Effect
table suggests that area covers ten zombies, but the DM rules that they’re densely packed together and adds 1d3, rolling a 2. So the spell engulfs
twelve zombies in its area. The zombies’ Dexterity saving throw modifier is −2, and the Wizard’s spell save DC is 16, so the roll needed is 18 (16 −
[−2]). Finding 18 in the Normal column and reading across to the Out of 6 column, the DM gets a result of 1/6. Twelve times 1/6 is 2, so two of the
twelve zombies succeed on the save.

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Nonplayer Characters

Nonplayer characters (NPCs) are supporting characters controlled by you, the DM. Examples include the local innkeeper, the sage who lives in the
tower on the outskirts of town, and the death knight out to destroy the kingdom.

The Monster Manual contains stat blocks you can use to represent NPCs in your game. You can add details to make them distinctive and memorable.
For example, your players will have no trouble remembering the no-nonsense blacksmith with the tattoo of the black rose on her right shoulder or the
badly dressed musician with the broken nose. NPCs in your game rarely need much more complexity than that.
ARTIST: FILIP BURBURAN

NONPLAYER CHARACTERS COME IN ALL SHAPES AND SIZES

Detailed NPCs

Flesh out NPCs who play prominent roles in your adventures. You can use the accompanying NPC Tracker to record information as you determine
these six elements of your NPC:

Name
You’ll need a name for any NPC who plays a prominent role in your campaign. You can pick a given name and a surname from any of the
accompanying tables; a name can include options from different tables. If you like, you can roll 1d6 to determine which table to choose a name from,
then roll 1d12 to get a name. You can also alter or combine names, pull from a book of names, or use a name inspired by a movie or book.

1: Common Names

Common Given Common


1d12
Name Surname

1 Adrik Brightsun

2 Alvyn Dundragon

3 Aurora Frostbeard

4 Eldeth Garrick

5 Eldon Goodbarrel

6 Farris Greycastle

7 Kathra Ironfist

8 Kellen Jaerin

9 Lily Merryweather

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Common Given Common


1d12
Name Surname

10 Nissa Redthorn

11 Xinli Stormriver

12 Zorra Wren

2: Guttural Names

Guttural Given Guttural


1d12
Name Surname

1 Abzug Burska

2 Bajok Gruuthok

3 Bharash Hrondl

4 Grovis Jarzzok

5 Gruuna Kraltus

6 Hokrun Shamog

7 Mardred Skrangval

8 Rhogar Ungart

9 Skuldark Uuthrakt

10 Thokk Vrakir

11 Urzul Yuldra

12 Varka Zulrax

3: Lyrical Names

1d12 Lyrical Given Name Lyrical Surname

1 Arannis Arvannis

2 Damaia Brawnanvil

3 Darsis Daardendrian

4 Dweomer Drachedandion

5 Evabeth Endryss

6 Jhessail Meliamne

7 Keyleth Mishann

8 Netheria Silverfrond

9 Orianna Snowmantle

10 Sorcyl Summerbreeze

11 Umarion Thunderfoot

12 Velissa Zashir

4: Monosyllabic Names

Monosyllabic Given Monosyllabic


1d12
Name Surname

1 Chen Dench

2 Creel Drog

3 Dain Dusk

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Monosyllabic Given Monosyllabic


1d12
Name Surname

4 Dorn Holg

5 Flint Horn

6 Glim Imsh

7 Henk Jask

8 Krusk Keth

9 Nox Ku

10 Nyx Kung

11 Rukh Mott

12 Shan Quaal

5: Sinister Names

1d12 Sinister Given Name Sinister Surname

1 Arachne Doomwhisper

2 Axyss Dreadfield

3 Carrion Gallows

4 Grinnus Hellstryke

5 Melkhis Killraven

6 Morthos Nightblade

7 Nadir Norixius

8 Scandal Shadowfang

9 Skellendyre Valtar

10 Thaltus Winterspell

11 Valkora Xandros

12 Vexander Zarkynzorn

6: Whimsical Names

Whimsical Given Whimsical


1d12
Name Surname

1 Cricket Borogove

2 Daisy Goldjoy

3 Dimble Hoddypeak

4 Ellywick Huddle

5 Erky Jollywind

6 Fiddlestyx Oneshoe

7 Fonkin Scramblewise

8 Golly Sunnyhill

9 Mimsy Tallgrass

10 Pumpkin Timbers

11 Quarrel Underbough

12 Sybilwick Wimbly

Stat Block
ARTIST: CRAIG J SPEARING

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Choose a stat block from the Monster Manual to represent the NPC’s game statistics. You don’t need to do this if you don’t expect the NPC to engage
in combat or use any special abilities (such as casting spells). You can customize the stat block using the guidelines under “Creating a Creature” in
this chapter to better reflect the NPC you have in mind.

Alignment
Choose the NPC’s alignment, which can help you sketch the outlines of an NPC’s behavior and personality. See the Player’s Handbook and
“Alignment” in this chapter for more information.

Personality
With the NPC’s alignment and ability scores as a starting point, use the guidelines in the Player’s Handbook to pick a few words that describe the
NPC’s personality. You can choose or randomly determine one personality trait associated with each element of the NPC’s alignment, or with the
NPC’s highest and lowest ability scores, and combine them to inspire a persona.

For example, if you find the adventurers unexpectedly arguing with a Lawful Neutral guard, you might create a cooperative but laconic guard who is
happy to help the adventurers but speaks curtly, hoping to end the conversation as quickly as possible. Or, looking at the Imp stat block in the Player’s
Handbook and noting its highest ability (Dexterity) and its lowest (Strength), you might decide that the little devil is fidgety and indirect, constantly on
the move and talking in circles to get to its point

Appearance
Briefly describe the NPC’s most distinctive physical features. You can start with the basics—skin, hair, and eye colors, as well as the NPC’s species.
The NPC Appearance table can also help you identify one or two things that stand out about the character’s appearance.

NPC Appearance

1d12 Feature

1 Distinctive jewelry

2 Flamboyant, outlandish, formal, or ragged clothes

3 Uses an elegant mobility device (wheelchair, brace, or cane)

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1d12 Feature

4 Pronounced scar

5 Unusual eye color (or two different colors)

6 Tattoos or piercings

7 Birthmark

8 Unusual hair color

9 Bald, or braided beard or hair

10 Distinctive nose (large, bulbous, angular, small)

11 Distinctive posture (stooped or rigid)

12 Exceptionally beautiful or ugly

Secret
Describe a secret the NPC is trying to hide or protect. The NPC Secrets table provides several ideas.

NPC Secrets

1d10 Secret

1 The NPC is in disguise, concealing their identity or some aspect of their appearance.

2 The NPC is currently planning, executing, or covering up a crime.

3 The NPC (or their family) has been threatened with harm unless the NPC does something.

4 The NPC is under a magical compulsion (perhaps a Geas spell or some kind of curse) to behave in a certain way.

5 The NPC is seriously ill or in terrible pain.

6 The NPC feels responsible for someone’s death or ill fortune.

7 The NPC is on the brink of financial ruin.

8 The NPC is desperately lonely or harboring an unrequited passion.

9 The NPC nurses a powerful ambition.

10 The NPC is deeply dissatisfied or unhappy.

ARTIST: JOY ANG

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DOWNLOADABLE PDF

Recurring NPCs

NPCs who keep showing up over the course of a campaign build the sense that the world of the game is a living, breathing place. Whether these
NPCs are allies, patrons, friends, or villains, they can deepen players’ investment in the world.

You can use different stat blocks in the Monster Manual, perhaps with some tweaks, to reflect the same NPC at different times as they grow over the
course of a campaign. For example, characters on their very first adventure might face a villain who uses the stat block of a Mage Apprentice, only to
have that villain escape and return many adventures later to haunt them as a Mage. Still later, the same villain might reappear as an Archmage. Of
course, the trick here is making sure that the villain survives from one adventure to the next, or at least coming up with a plausible way for the villain
to return from death. After all, death is rarely the final word for adventurers, so it needn’t be for their opponents.

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NPCs as Party Members

NPCs might join the adventuring party because they want a share of the loot and are willing to accept an equal share of the risk, or they might follow
the adventurers because of a bond of loyalty, gratitude, or love. You can delegate decisions about an NPC’s actions to one of the players, especially in
combat, but you can override the player’s decisions to reflect the NPC’s motivations.

When you choose a stat block from the Monster Manual for an NPC party member, make sure the NPC doesn’t overshadow the player characters.
Use a stat block whose Challenge Rating is no higher than half the characters’ level. These NPCs don’t amass Experience Points and don’t become
more powerful.

Here are some NPC archetypes that work well as supporting characters in an adventuring party:

Comic Relief. A comic relief NPC helps lighten the mood of an adventure or game session, perhaps with an occasional display of ineptness or a gift
for puns.

Curmudgeon. A curmudgeon NPC is quick to complain humorously about the characters’ terrible choices and bad planning. You can occasionally use
this NPC to suggest legitimate courses of action or share insights.

Dutiful Assistant. A dutiful assistant NPC is good at carrying equipment and looking after the party’s horses and other belongings. Such an NPC
might be entirely devoted to their duty, or they might be using this easily overlooked position to pursue goals of their own.

Milquetoast Healer. Absent a healer of their own, the characters might love an NPC healer whose personality matters less than the healer’s devotion
to the party and ability to cast Cure Wounds or Revivify when needed.

Walking Textbook. A walking textbook NPC is knowledgeable about a particular field of expertise and can be a useful source of information, but they
can’t be relied on to make wise decisions or hold up their end in battle.

Wallflower Warrior. A wallflower warrior NPC is good at fading into the background, doesn’t usually chat or engage unless approached, and eagerly
avoids the spotlight. Their primary purpose is to give monsters another target to attack.

Even useful NPCs can slow down the game or overstay their welcome. Consider having NPC party members stick around for no more than a few
game sessions or a single adventure before making their exit. NPCs can benefit from time away from the characters now and then.
ARTIST: HELDER ALMEIDA

AS A MEMBER OF ANOTHER GROUP OF HEROES, NIKO FIRST JOINED SHEILA, DIANA, ERIC, AND PRESTO AS AN NPC HEALER

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Loyalty
Loyalty is an optional rule you can use to determine how far an NPC party member will go to protect or assist the characters (even those the NPC
doesn’t particularly like). An NPC party member who is abused or ignored is likely to abandon or betray the party, whereas an NPC who owes a life
debt to the characters or shares their goals might fight to the death for them. You can simply decide on an NPC’s loyalty, or you can track a Loyalty
Score using the following rules.

Loyalty Score. An NPC’s loyalty is measured on a numerical scale from 0 to 20. The NPC’s maximum Loyalty Score is equal to the highest Charisma
score among all adventurers in the party, and its starting Loyalty Score is half that number. If the highest Charisma score changes—perhaps a
character dies or leaves the group—adjust the NPC’s Loyalty Score accordingly.

Tracking Loyalty. Keep track of an NPC’s Loyalty Score in secret so that the players won’t know for sure whether an NPC party member is loyal or
disloyal.

An NPC’s Loyalty Score increases by 1d4 if other party members help the NPC achieve a personal goal. Likewise, an NPC’s Loyalty Score increases by
1d4 if the NPC is treated particularly well (for example, given a magic weapon as a gift) or rescued by another party member. An NPC’s Loyalty Score
can never be raised above its maximum.

When other party members act in a manner that runs counter to the NPC’s alignment or personality, reduce the NPC’s Loyalty Score by 1d4. Reduce
the NPC’s Loyalty Score by 2d4 if the NPC is abused, misled, or endangered by other party members for purely selfish reasons. A Loyalty Score can
never drop below 0.

Meaning of Loyalty. An NPC with a Loyalty Score of 10 or higher risks anything to help fellow party members. An NPC whose Loyalty Score is
between 1 and 10 is tenuously faithful to the party. An NPC whose Loyalty Score drops to 0 no longer acts in the party’s best interests. The disloyal
NPC either leaves the party (attacking characters who attempt to intervene) or works in secret to bring about the party’s downfall.

Crew Loyalty and Mutiny. If the characters own or operate a sailing ship or similar vessel, you can use these rules to track the loyalty of individual
crew members or the ship’s crew as a whole. If at least half the crew’s Loyalty Scores drop to 0 during a voyage, the crew turns Hostile and stages a
mutiny. If the ship is berthed, disloyal crew members leave the ship and never return.

Poison

Given their insidious and deadly nature, poisons are a favorite tool among assassins and evil creatures.
ARTIST: ZUZANNA WUZYK

ZARAK APPLIES POISON TO HIS DAGGER

Poisons come in the following four types:

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Contact. Contact poison can be smeared on an object and remains potent until it is touched or washed off. A creature that touches contact poison
with exposed skin suffers its effects.

Ingested. A creature must swallow an entire dose of ingested poison to suffer its effects. The dose can be delivered in food or a liquid. You may
decide that a partial dose has a reduced effect, such as allowing Advantage on the saving throw or dealing only half as much damage on a failed
save.

Inhaled. Poisonous powders and gases take effect when inhaled. Blowing the powder or releasing the gas subjects creatures in a 5-foot Cube to its
effect. The resulting cloud dissipates immediately afterward. Holding one’s breath is ineffective against inhaled poisons, as they affect nasal
membranes, tear ducts, and other parts of the body.

Injury. Injury poison can be applied as a Bonus Action to a weapon, a piece of ammunition, or similar object. The poison remains potent until delivered
through a wound or washed off. A creature that takes Piercing or Slashing damage from an object coated with the poison is exposed to its effects.

Purchasing Poison

In some settings, laws prohibit the possession and use of poison, but an illicit dealer or unscrupulous apothecary might keep a hidden stash.
Characters with criminal contacts might be able to acquire poison easily. Other characters might have to make extensive inquiries and pay bribes
before they acquire the poison they seek.

Harvesting Poison

A character can attempt to harvest poison from a venomous creature that is dead or has the Incapacitated condition. The effort takes 1d6 minutes,
after which the character makes a DC 20 Intelligence (Nature) check using a Poisoner’s Kit. On a successful check, the character harvests enough
poison for a single dose, and no additional poison can be harvested from that creature. On a failed check, the character is unable to extract any
poison. If the character fails the check by 5 or more, the character is subjected to the creature’s poison.

Sample Poisons

Example poisons are detailed here in alphabetical order. Each poison’s description includes the suggested price for a single dose of the poison, its
type (contact, ingested, inhaled, or injury), and a description of the poison’s debilitating effects.

Assassin’s Blood (150 GP)


Ingested Poison

A creature subjected to Assassin’s Blood makes a DC 10 Constitution saving throw. On a failed save, the creature takes 6 (1d12) Poison damage and
has the Poisoned condition for 24 hours. On a successful save, the creature takes half as much damage only.

Burnt Othur Fumes (500 GP)


Inhaled Poison

A creature subjected to Burnt Othur Fumes must succeed on a DC 13 Constitution saving throw or take 10 (3d6) Poison damage, and it must repeat
the save at the start of each of its turns. On each successive failed save, the creature takes 3 (1d6) Poison damage. After three successful saves, the
poison ends.

Carrion Crawler Mucus (200 GP)


Contact Poison

A creature subjected to Carrion Crawler Mucus must succeed on a DC 13 Constitution saving throw or have the Poisoned condition for 1 minute. The
creature also has the Paralyzed condition while Poisoned in this way. The creature repeats the save at the end of each of its turns, ending the effect
on itself on a success.

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Essence of Ether (300 GP)
Inhaled Poison

A creature subjected to Essence of Ether must succeed on a DC 15 Constitution saving throw or have the Poisoned condition for 8 hours. The
creature also has the Unconscious condition while Poisoned in this way. The creature wakes up if it takes damage or if another creature takes an
action to shake it awake.

Lolth’s Sting (200 GP)


Injury Poison

A creature subjected to Lolth’s Sting must succeed on a DC 13 Constitution saving throw or have the Poisoned condition for 1 hour. If the creature
fails the save by 5 or more, the creature also has the Unconscious condition while Poisoned in this way. The creature wakes up if it takes damage or if
another creature takes an action to shake it awake.

Malice (250 GP)


Inhaled Poison

A creature subjected to Malice must succeed on a DC 15 Constitution saving throw or have the Poisoned condition for 1 hour. The creature also has
the Blinded condition while Poisoned in this way.

Midnight Tears (1,500 GP)


Ingested Poison

A creature that ingests Midnight Tears suffers no effect until the stroke of midnight. Any effect that ends the Poisoned condition neutralizes this
poison. If the poison hasn’t been neutralized before midnight, the creature makes a DC 17 Constitution saving throw, taking 31 (9d6) Poison damage
on a failed save or half as much damage on a successful one.

Oil of Taggit (400 GP)


Contact Poison

A creature subjected to Oil of Taggit must succeed on a DC 13 Constitution saving throw or have the Poisoned condition for 24 hours. The creature
also has the Unconscious condition while Poisoned in this way. It wakes up if it takes damage.

Pale Tincture (250 GP)


Ingested Poison

A creature subjected to Pale Tincture must succeed on a DC 16 Constitution saving throw or take 3 (1d6) Poison damage and have the Poisoned
condition. The Poisoned creature repeats the save every 24 hours, taking 3 (1d6) Poison damage on a failed save. The damage the poison deals can’t
be healed by any means while the creature remains Poisoned. After seven successful saves against the poison, the creature is no longer Poisoned.

Purple Worm Poison (2,000 GP)


Injury Poison

A creature subjected to Purple Worm Poison makes a DC 21 Constitution saving throw, taking 35 (10d6) Poison damage on a failed save or half as
much damage on a successful one.

Serpent Venom (200 GP)

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Injury Poison

A creature subjected to Serpent Venom must succeed on a DC 11 Constitution saving throw, taking 10 (3d6) Poison damage on a failed save or half
as much damage on a successful one.

Torpor (600 GP)


Ingested Poison

A creature subjected to Torpor poison must succeed on a DC 15 Constitution saving throw or have the Poisoned condition for 4d6 hours. The
creature’s Speed is halved while the creature is Poisoned in this way.

Truth Serum (150 GP)


Ingested Poison

A creature subjected to Truth Serum must succeed on a DC 11 Constitution saving throw or have the Poisoned condition for 1 hour. The Poisoned
creature can’t knowingly communicate a lie.

Wyvern Poison (1,200 GP)


Injury Poison

A creature subjected to Wyvern Poison makes a DC 14 Constitution saving throw, taking 24 (7d6) Poison damage on a failed save or half as much
damage on a successful one.

Renown

Renown is an optional rule you can use to track characters’ standing, individually or as a party, within a particular group, such as a faction, an
organization, or a community.

A character’s or party’s Renown Score starts at 0, then increases as characters earn favor and reputation with respect to the group. You can tie
benefits to a character’s renown, including ranks, titles, and access to resources.

Players track renown separately for each group their characters are associated with. For example, an adventurer might have a Renown Score of 5 with
one faction and a Renown Score of 20 with another, based on the character’s interaction with each group.

You can use renown over the course of an entire campaign or within a single adventure. At a campaign scale, you might set up factions or guilds that
characters can join, individually or as a group, and the characters pursue ranks and rewards by gaining Renown within their organizations. At an
adventure level, you might decide that the characters as a group need to earn a Renown Score of 5+ with the council before the council trusts the
characters enough to share resources with them.

Gaining Renown

At your discretion, a character or party can increase their renown in the following ways:

Completing Missions. Advancing a group’s interests increases a character’s Renown Score within that group by 1. Completing a mission specifically
assigned by that group or that directly benefits the group increases the character’s Renown Score by 2. Hugely significant quests might grant Renown
Score increases of 3 or 4 at once.

Group Involvement. Once a character has established a Renown Score of 1+ with a group, the character can gain renown by spending time between
adventures undertaking minor tasks for the group and socializing with its members. After doing so for a number of days equal to 10 times the
character’s current Renown Score, the character’s Renown Score increases by 1.

Benefits of Renown

Use these guidelines when determining the benefits of increasing renown.

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Recognition
A character who has a Renown Score of 3+ with a group is a respected member of that group. Other members of the group are Friendly toward the
character by default and provide the character with lodging and food in dire circumstances.

Rank
Some groups have hierarchies that characters can ascend as they improve their Renown Scores. Other groups have positions of honor that
characters can apply for if their Renown Score is high enough. Characters can earn promotions as their Renown Scores increase. You can establish
certain Renown Score thresholds as prerequisites (though not necessarily the only prerequisites) for advancing in rank. You can set these thresholds
however you like, creating ranks and titles for the groups in your campaign.

Perks
Earning renown within a group might come with certain benefits. A character with a Renown Score of 3+ might gain access to a reliable contact, a
safe house, or a discount on adventuring gear. With a Renown Score of 10+, a character might gain access to Potions and Scrolls, the ability to call in
a favor, or backup on dangerous missions. A character whose Renown Score rises to 50 might be able to call on a small army, acquire a Rare magic
item, gain access to a helpful spellcaster, or assign special missions to members of lower status.

Losing Renown

Disagreements with members of a group aren’t enough to cause a loss of renown within that group. However, serious offenses committed against
the group or its members can result in a loss of renown and rank within the organization. The extent of the loss depends on the infraction and is left
to your discretion. A character’s Renown Score with a group can never drop below 0.

Level-Based Renown

If you want to use the benefits of renown without tracking Renown Scores, you can use a character’s level as a shorthand for the character’s Renown
Score with a group, assuming the character has worked with or for that group for most of the character’s career. The Level-Based Renown table
shows equivalencies between Renown Score and character level.

Level-Based Renown

Renown Score Character Level

1 1

3 3

10 5

25 11

50 17

Settlements

ARTIST: SAM KEISER

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LIFE IN A CITY IS FULL OF FANTASTICAL SURPRISES!

Your campaign world is likely to include settlements that characters can visit. The characters might even adopt one of these settlements as a home
base, in or near which they can build their Bastions when they are of high enough level to do so (see chapter 8).

The Settlements by Size table provides population ranges for villages, towns, and cities as well as the value of the most expensive item the
settlement is likely to have for sale. Adjust these numbers as you wish to account for special circumstances. For example, a Potion of Healing (which
costs 50 GP) is too expensive an item to purchase in most villages, but a village that happens to have an alchemist, an herbalist, or a potion brewer
might have one or more such potions for sale.

Settlements by Size

Settlement Population Range Max. GP Value

Village Up to 500 20 GP

Town 501–5,000 2,000 GP

City 5,001 and higher 200,000 GP

Settlement Tables and Tracker

The following tables allow you to flesh out details about a settlement. You can use the accompanying Settlement Tracker to record important
information about a village, town, or city in your campaign.

Defining Traits

1d20 Trait

1–2 Fortified outer wall

3–4 Lots of gardens, parks, and greenery

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1d20 Trait

5–6 Lots of mud, filth, and litter

7–8 Sprawling cemetery

9–10 Lingering fog

11–12 Noise and smoke from smithies and forges

13 Canals and bridges

14 Cliffs on one or more sides

15–16 Clean streets and well-maintained buildings

17–18 Ancient ruins within the settlement

19–20 Impressive structure (such as a keep, temple, circle of standing stones, or ziggurat)

Claims to Fame

1d20 Claim to Fame

1 Delicious food

2 Rude people

3 Friendly folk

4 Artists or writers

5 Great hero/savior

6 Flowers

7 Seasonal festival

8 Hauntings

9 Spellcasters

10 Decadence

11 Piety

12 Gambling

13 Godlessness

14 Education

15 Wines

16 High fashion

17 Political intrigue

18 Powerful guilds

19 Patriotism

20 Ancient ruins

Current Calamities

1d12 Calamity

1 Monsters infest the settlement.

2 A key figure died; murder is suspected.

3 War brews between rival guilds or gangs.

4 A plague or famine sparks riots.

5 Monsters attack anyone who approaches or leaves the settlement.

6 Trade disputes cause economic hardship.

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1d12 Calamity

7 A natural disaster threatens the settlement.

8 A prophecy of doom has residents on edge.

9 Locals are being drafted to fight in a war.

10 Political or religious strife threatens violence.

11 The settlement is under siege.

12 Scandal threatens powerful local families.

Local Leaders

1d12 Leader

1 Respected, fair, and just leader or council

2 Feared tyrant

3 Coward manipulated by others

4 Illegitimate leader causing civil unrest

5 Powerful monster

6 Mysterious, anonymous conspirators

7 Contested leadership (with open fighting)

8 Acrimonious council unable to make decisions

9 Doltish lout

10 Dying leader (with disputed succession)

11 Iron-willed and respected leader or council

12 Religious leader or council

Tavern Names*

1d20 First Part Second Part

1 The Golden Lyre

2 The Silver Dolphin

3 The Beardless Dwarf

4 The Laughing Pegasus

5 The Dancing Hut

6 The Gilded Rose

7 The Stumbling Stag

8 The Wolf and Duck

9 The Fallen Lamb

10 The Leering Demon

11 The Drunken Goat

12 The Wine and Spirit

13 The Roaring Horde

14 The Frowning Jester

15 The Barrel and Bucket

16 The Thirsty Crow

17 The Wandering Satyr

*Roll a separate d20 for each part of the tavern’s name.

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1d20 First Part Second Part

18 The Barking Dog

19 The Happy Spider

20 The Witch and Dragon

*Roll a separate d20 for each part of the tavern’s name.

Random Shops

1d20 Type

1 Pawnshop

2 Apothecary

3 Grocer

4 Delicatessen

5 Potter

6 Undertaker

7 Bookstore

8 Moneylender

9 Armorer

10 Chandler

11 Smithy

12 Carpenter

13 Weaver

14 Jeweler

15 Baker

16 Mapmaker

17 Tailor

18 Ropemaker

19 Mason

20 Scribe

ARTIST: OLGA DREBAS

ARTIST: JOY ANG

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DOWNLOADABLE PDF

Siege Equipment

Siege equipment includes objects designed to assail castles and other walled fortifications. Most siege weapons require creatures to move them, as
well as to load, aim, and fire them.

Ballista
Large Object

Armor Class: 15 Hit Points: 50

Ballista Bolt (Requires Load and Aim). Ranged Attack Roll: +6, range 120/480 ft. Hit: 16 (3d10) Piercing damage.

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A Ballista is a massive crossbow that fires heavy bolts. Loading a Ballista requires the Utilize action, and aiming it requires another Utilize action.
Then a crew member can take the Ballista Bolt action.

Cannon
Large Object

Armor Class: 19 Hit Points: 75

Cannonball (Requires Load and Aim). Ranged Attack Roll: +6, range 600/2,400 ft. Hit: 44 (8d10) Bludgeoning damage.

A Cannon uses gunpowder or arcane power to propel heavy iron balls at destructive speeds. A Cannon is usually attached to a wooden frame with
wheels. Loading a Cannon requires the Utilize action, and aiming it requires another Utilize action. Then a crew member can take the Cannonball
action.

Flamethrower Coach
Large Object

Armor Class: 19 Hit Points: 100

Flamethrower. Dexterity Saving Throw: DC 15, each creature in a 60-foot-long, 5-foot-wide Line. Failure: 14 (4d6) Fire damage, and the creature starts
burning. Success: Half damage only.

Powered by magic, this iron coach has a flamethrower turret mounted atop it.

The coach can accommodate up to two Medium creatures. An iron hatch in the vehicle’s underbelly grants access. Narrow slits in the front, sides, and
back of the coach allow its occupants to see outside. A creature in the coach has Three-Quarters Cover against attacks and other effects that
originate outside it.

The coach is designed for a crew of two: a driver and a gunner. The driver can take the Utilize action to move and turn the coach, which has a Speed
of 30 feet, using levers and pedals inside. The gunner can use the Flamethrower action to aim and fire it.

Keg Launcher
Large Object

Armor Class: 15 Hit Points: 30

Toxic Keg (Requires Load and Aim). Constitution Saving Throw: DC 15, each creature in a 20-foot-radius Sphere centered on a point 30 to 300 feet
from the launcher. Failure: 14 (4d6) Poison damage. Success: Half damage.

A back-mounted, wooden catapult flings small kegs of toxic gas. Loading a Keg Launcher requires the Utilize action, and aiming it requires another
Utilize action. Then a crew member can take the Toxic Keg action.

ARTIST: KENT DAVIS

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Lightning Cannon
Medium Object

Armor Class: 19 Hit Points: 30

Lightning Ball (Requires Aim). Ranged Attack Roll: +6, range 300/1,200 ft. Hit: 22 (4d10) Lightning damage.

A Lightning Cannon is a small, bronze cannon inlaid with arcane runes and mounted on a heavy tripod device. It launches balls of crackling electricity.
Aiming a Lightning Cannon requires the Utilize action, then a crew member can take the Lightning Ball action.

Mangonel
Large Object

Armor Class: 15 Hit Points: 100

Mangonel Stone (Requires Load and Aim). Ranged Attack Roll: +5, range 200/800 ft. (can’t hit targets within 60 feet of itself). Hit: 27 (5d10)
Bludgeoning damage.

A Mangonel is a catapult that hurls heavy projectiles in a high arc, so it can hit targets behind walls. Loading a Mangonel requires two Utilize actions,
and aiming it requires two more Utilize actions. Then a crew member can take the Mangonel Stone action.

Ram
Large Object

Armor Class: 15 Hit Points: 100

Ram (Requires Position). Melee Attack Roll: +8, reach 5 ft. Hit: 16 (3d10) Bludgeoning damage.

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A Ram consists of a movable gallery equipped with a heavy log suspended from two roof beams by chains. The log is shod in iron and used to batter
through doors and barricades. Positioning a Ram requires three Utilize actions. Then a crew member can use the Ram action.

The gallery roof gives the operators Total Cover against attacks and other effects from above.

Siege Tower
Gargantuan Object

Armor Class: 15 Hit Points: 200

A Siege Tower is a mobile wooden structure with a beam frame and slats in its walls. Large wooden wheels or rollers allow the tower to be pushed or
pulled by soldiers or beasts of burden. Medium or smaller creatures can use the Siege Tower to reach the top of walls up to 40 feet high. A creature in
the tower has Total Cover against attacks and other effects that originate outside it.

Suspended Cauldron
Large Object

Armor Class: 19 Hit Points: 20

Spill (Requires a Full Cauldron). Dexterity Saving Throw: DC 15, each creature in a 10-foot square directly below the cauldron. Failure: 10 (3d6) Fire
damage. Success: Half damage.

An iron pot is suspended so that it can be tipped easily, spilling its contents. Once emptied, a cauldron must be refilled before it can be used again.
Filling the cauldron requires three Utilize actions. Then a crew member can take the Spill action.

Cauldrons are typically filled with boiling oil but can be filled with other substances, such as acid or green slime (see “Hazards” in this chapter), with
different effects.

Trebuchet
Huge Object

Armor Class: 15 Hit Points: 150

Trebuchet Stone (Requires Load and Aim). Ranged Attack Roll: +5, range 300/1,200 ft. (can’t hit targets within 60 feet of itself). Hit: 44 (8d10)
Bludgeoning damage.

A Trebuchet is a catapult that throws its payload in a high arc so it can hit targets behind walls. Loading a Trebuchet requires two Utilize actions, and
aiming it requires two more Utilize actions. Then a crew member can take the Trebuchet Stone action.

ARTIST: TOM BABBEY

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Supernatural Gifts
ARTIST: AXEL DEFOIS

A MAGICAL CREATURE LIKE A UNICORN MIGHT BESTOW A SUPERNATURAL GIFT

A supernatural gift is a special reward granted by a being or force of great magical power. Supernatural gifts come in two forms:

Blessing. A Blessing is usually bestowed by a god or a godlike being.

Charm. A Charm is usually the work of a powerful spirit, a magical location, or a mythic creature.

Unlike a magic item, a supernatural gift isn’t an object and doesn’t require Attunement.

Blessings

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A character might receive a Blessing from a deity for doing something truly momentous—an accomplishment that catches the attention of both gods
and mortals. A Blessing is an appropriate reward for one of the following accomplishments:

Restoring a god’s most sacred shrine


Foiling an apocalyptic plot by a god’s enemies
Helping a god’s favored servant complete a quest

An adventurer might also receive a Blessing in advance of a perilous quest. For example, a Paladin could receive one before setting out on a quest to
slay a terrifying lich that is responsible for a magical plague sweeping the land.

A character should receive a Blessing only if it is useful to that character, and some Blessings come with expectations on the part of the benefactor. A
god might give a Blessing for a particular purpose, such as recovering a holy person’s remains or toppling a tyrannical empire, and could revoke the
Blessing if a character fails to pursue that purpose or acts counter to it.

A character retains the benefit of a Blessing forever or until it is taken away by the being who granted it.

There is no limit on the number of Blessings a character can receive, but it should be rare for a character to have more than one at a time. Moreover, a
character can’t benefit from multiple instances of a Blessing at the same time. For example, a character can’t benefit from two instances of the
Blessing of Health at once.

You can easily create more Blessings by mimicking the properties of a Wondrous Item.

Blessing of Health
Supernatural Gift (Blessing)

Your Constitution score increases by 2, up to a maximum of 22.

Blessing of Magic Resistance


Supernatural Gift (Blessing)

You have Advantage on saving throws against spells and other magical effects.

Blessing of Protection
Supernatural Gift (Blessing)

You gain a +1 bonus to AC and saving throws.

Blessing of Understanding
Supernatural Gift (Blessing)

Your Wisdom score increases by 2, up to a maximum of 22.

Blessing of Valhalla
Supernatural Gift (Blessing)

This Blessing grants you the power to summon spirit warriors, as if you are blowing a silver Horn of Valhalla. Once you use this Blessing, you can’t
use it again until 7 days have passed.

Blessing of Weapon Enhancement


Supernatural Gift (Blessing)

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One nonmagical weapon in your possession becomes a +1 Weapon while you wield it.

Blessing of Wound Closure


Supernatural Gift (Blessing)

This Blessing grants you the benefits of a Periapt of Wound Closure.

Charms

Charms can be received in many different ways. For example, a Wizard who finds an eldritch secret in a dead archmage’s spellbook might be infused
with the magic of a Charm, as might a character who solves a sphinx’s riddle or drinks from a magical fountain. Mythic creatures sometimes grace
their allies with Charms, and some explorers find themselves bearing a Charm after discovering a long-lost location drenched in primeval magic.

Some Charms can be used only once; others can be used a specific number of times before vanishing. If a Charm lets a character cast a spell, the
character can do so without expending a spell slot or providing any spell components. Unless otherwise stated, the spell uses its normal casting time,
range, and duration; if the spell requires Concentration, the character must concentrate.

A Charm can’t be removed from a creature by anything short of divine intervention or a Wish spell. A character can’t benefit from multiple instances of
a Charm at the same time.

A typical Charm mimics the effects of a Potion or spell, so it is easy to create more Charms of your own.

Charm of Animal Conjuring


Supernatural Gift (Charm)

This Charm allows you to cast Conjure Animals. Once used three times, the Charm vanishes from you.

Charm of Darkvision
Supernatural Gift (Charm)

This Charm allows you to cast Darkvision. Once used three times, the Charm vanishes from you.

Charm of Feather Falling


Supernatural Gift (Charm)

This Charm grants you the benefits of a Ring of Feather Falling. These benefits last for 10 days, after which the Charm vanishes from you.

Charm of Heroism
Supernatural Gift (Charm)

This Charm allows you to give yourself the benefit of a Potion of Heroism as a Magic action. Once you do so, the Charm vanishes from you.

Charm of Restoration
Supernatural Gift (Charm)

This Charm has 3 charges. You can expend some of its charges to cast one of the following spells: Greater Restoration (2 charges) or Lesser
Restoration (1 charge). Once all its charges have been expended, the Charm vanishes from you.

Charm of the Slayer

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Supernatural Gift (Charm)

One weapon in your possession becomes a Dragon Slayer or Giant Slayer (DM’s choice) for the next 9 days. The Charm then vanishes from you, and
the weapon returns to normal.

Charm of Vitality
Supernatural Gift (Charm)

This Charm allows you to give yourself the benefit of a Potion of Vitality as a Magic action. Once you do so, the Charm vanishes from you.

Traps

Traps should be used sparingly, lest they lose their charm. A hidden pit can be a fun surprise, but too many traps in an adventure can lead players to
become overly cautious, which slows down the game.

The best traps are fleeting distractions that skilled characters can overcome in a short amount of time or deadly puzzles that require quick thinking
and teamwork to overcome. Traps that are undetectable and inescapable are rarely fun.

Parts of a Trap

The description of a trap includes the following parts after the trap’s name:

Severity and Levels. A trap is designated as a nuisance or as deadly for characters of certain levels. A nuisance trap is unlikely to kill or seriously
harm characters of the indicated levels, whereas a deadly trap can grievously damage characters of the indicated levels.

Trigger. Traps are often set to go off when a creature enters an area or touches an object. Examples of triggers include stepping on a pressure plate,
crossing a trip wire, turning a doorknob, or using the wrong key in a lock.

Duration. Some traps have durations expressed in rounds, minutes, or hours. Others specify that their effects last until the trap is destroyed or
dispelled. If a trap’s duration is instantaneous, its effect is resolved instantly.

Use caution when introducing a trap to characters of a level lower than the trap’s level range. A trap that is a nuisance at one level range could be
deadly to characters of a lower level range.

Example Traps

Traps are presented in alphabetical order.

Collapsing Roof
Deadly Trap (Levels 1–4)

Trigger: A creature crosses a trip wire


Duration: Instantaneous

This trap uses a trip wire to collapse an unstable section of ceiling. The trip wire is 3 inches off the ground and stretches between two weak supports
that topple when the trip wire is pulled.

The first creature that crosses the trip wire causes the supports to topple and the unstable section of ceiling to collapse. Each creature beneath the
unstable section of ceiling must succeed on a DC 13 Dexterity saving throw, taking 11 (2d10) Bludgeoning damage on a failed save or half as much
damage on a successful one. Rubble from the collapse turns the trapped area into Difficult Terrain.

Detect and Disarm. As a Search action, a creature can examine the trapped area and make a DC 11 Wisdom (Perception) check, detecting the trip
wire and the unstable section of ceiling on a successful check. Once detected, the trip wire can be easily cut or avoided (no ability check required).

At Higher Levels. You can scale the trap for higher levels by increasing the damage and the save DC, as shown in the following table.

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Levels Bludgeoning Damage Save DC

5–10 22 (4d10) 15

11–16 55 (10d10) 17

17–20 99 (18d10) 19

Falling Net
Nuisance Trap (Levels 1–4)

Trigger: A creature crosses a trip wire


Duration: Instantaneous

A falling net trap uses a trip wire to release a weighted, 10-foot-square Net suspended from the ceiling. The trip wire is 3 inches off the ground and
stretches between two columns or trees.

The first creature that crosses the trip wire causes the Net to fall on it. The target must succeed on a DC 10 Dexterity saving throw or have the
Restrained condition until it escapes. The target succeeds automatically if it’s Huge or larger. A creature can take an action to make a DC 10 Strength
(Athletics) check, freeing itself or another creature within its reach from the Net on a successful check.

Detect and Disarm. As a Search action, a creature can examine the trapped area and make a DC 11 Wisdom (Perception) check, detecting the trip
wire and the suspended Net on a successful check. Once detected, the trip wire can be easily cut or avoided (no ability check required).

Destroy the Net. Reducing the Net to 0 Hit Points frees any creature trapped in it (see the Player’s Handbook for the Net’s statistics).

Set the Trap. A creature that has Thieves’ Tools and all the trap’s components (including a Net) can try to set a falling net trap, doing so with a
successful DC 13 Dexterity (Sleight of Hand) check. Each attempt to set this trap takes 10 minutes.

At Higher Levels. You can scale the trap for higher levels by increasing the weight of the Net, which increases the save DC and the DC of the Strength
(Athletics) check as follows: DC 12 at levels 5–10, DC 14 at levels 11–16, or DC 16 at levels 17–20.

Fire-Casting Statue
Deadly Trap (Levels 1–4)

Trigger: A creature moves onto a pressure plate


Duration: Instantaneous

When a creature moves onto this trap’s pressure plate for the first time on a turn or starts its turn there, a nearby statue exhales a 15-foot Cone of
magical flame. The statue can look like anything, such as a dragon or a wizard. Each creature in the Cone must succeed on a DC 15 Dexterity saving
throw, taking 11 (2d10) Fire damage on a failed save or half as much damage on a successful one.

Detect and Disarm. A Detect Magic spell reveals an aura of Evocation magic around the statue. As a Search action, a creature within 5 feet of the
statue can examine it and make a DC 10 Wisdom (Perception) check, detecting a tiny glyph on the statue on a successful check. Once the glyph is
found, a character can take a Study action to examine it and make a DC 15 Intelligence (Arcana) check, ascertaining that the glyph means “fire” on a
successful check. As an action, a character can use a sharp tool to deface the glyph, which disarms the trap.

As a Search action, a creature can examine the section of floor that forms the pressure plate and make a DC 15 Wisdom (Perception) check,
detecting the pressure plate on a successful check. Wedging an Iron Spike or similar object under the pressure plate prevents the trap from
triggering.

At Higher Levels. You can scale the trap for higher levels by increasing the damage and the area of effect, as shown in the following table.

Levels Fire Damage Area of Effect

5–10 22 (4d10) 30-foot Cone

11–16 55 (10d10) 60-foot Cone

17–20 99 (18d10) 120-foot Cone

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Hidden Pit
Nuisance Trap (Levels 1–4)

Trigger: A creature moves onto the pit’s lid


Duration: Instantaneous

This 10-foot-deep pit has a hinged lid constructed from material identical to the surrounding floor. When a creature moves onto the lid, it swings open
like a trapdoor, causing the creature to fall into the pit. The lid remains open thereafter.

A creature that falls into the pit takes 3 (1d6) Bludgeoning damage from the fall.

Detect and Disarm. As a Study action, a creature can examine the section of floor that forms the pit’s lid and make a DC 15 Intelligence
(Investigation) check, detecting the pit on a successful check. Once the pit is detected, an Iron Spike or a similar object can be wedged between the
pit’s lid and the surrounding floor to prevent the lid from opening, thereby making it safe to cross. The cover can also be held shut using Arcane Lock
or similar magic.

Escape. A creature needs a Climb Speed, climbing gear, or magic such as Spider Climb to scale the pit’s smooth walls. (You can make the pit easier
to escape by adding cracks in the walls big enough to serve as handholds and footholds.)

At Higher Levels. You can scale the trap for higher levels by increasing the pit’s depth and damage, as shown in the following table.

Levels Pit Depth Bludgeoning Damage

5–10 30 feet 10 (3d6)

11–16 60 feet 21 (6d6)

17–20 120 feet 42 (12d6)

Poisoned Darts
Deadly Trap (Levels 1–4)

Trigger: A creature moves onto a pressure plate


Duration: Instantaneous

When a creature moves onto this trap’s pressure plate for the first time on a turn, poisoned darts shoot from tubes embedded in the surrounding
walls. The holes that house these tubes are obscured by dust and cobwebs, or skillfully hidden amid bas-reliefs, murals, or frescoes.

Each creature in the darts’ path must succeed on a DC 13 Dexterity saving throw or be struck by 1d3 darts, taking 3 (1d6) Poison damage per dart.

Detect and Disarm. As a Search action, a creature can examine the walls and make a DC 15 Wisdom (Perception) check, detecting the holes on a
successful check. Plugging all the holes with wax, cloth, or detritus prevents the darts from firing.

As a Search action, a creature can examine the section of floor that forms the pressure plate and make a DC 15 Wisdom (Perception) check,
detecting the pressure plate on a successful check. Wedging an Iron Spike or a similar object under the pressure plate prevents the trap from
triggering.

At Higher Levels. You can scale the trap for higher levels by increasing each dart’s Poison damage as follows: 7 (2d6) at levels 5–10, 14 (4d6) at
levels 11–16, or 24 (7d6) at levels 17–20.

ARTIST: LINDA LITHEN

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BOBBY AND HANK BARELY AVOID A FUSILLADE OF POISONED DARTS!

Poisoned Needle
Nuisance Trap (Levels 1–4)

Trigger: A creature opens the trap’s lock improperly or fails to disarm the trap
Duration: Instantaneous

A poisoned needle is hidden in a lock. When a creature opens the lock with any object other than the proper key, the needle springs out and stabs the
creature. The creature makes a DC 11 Constitution saving throw. On a failed save, the creature takes 5 (1d10) Poison damage and has the Poisoned
condition for 1 hour. On a successful save, the creature takes half as much damage only.

Avoid. The trap doesn’t trigger if the lock is opened using a Knock spell or similar magic.

Detect and Disarm. As a Search action, a creature can examine the trapped lock and make a DC 15 Wisdom (Perception) check, detecting the needle
on a successful check. Once the trap is detected, a character can take an action to try to disarm the trap, doing so with a successful DC 15 Dexterity
(Sleight of Hand) check. On a failed check, the creature triggers the trap.

At Higher Levels. You can scale the trap for higher levels by increasing the damage and the save DC, as shown in the following table.

Levels Poison Damage Save DC

5–10 11 (2d10) 13

11–16 22 (4d10) 15

17–20 55 (10d10) 17

Rolling Stone
Deadly Trap (Levels 11–16) or Nuisance Trap (Levels 17–20)

Trigger: A creature moves onto a pressure plate


Duration: Until the stone stops rolling

When a creature moves onto a hidden pressure plate, a 5-foot-radius orb of solid stone is released from a secret compartment and begins to roll. The
stone and all creatures nearby roll Initiative; the stone gets a +8 bonus on its Initiative roll.

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On its turn, the stone moves 60 feet in one direction, changing course if redirected by an obstacle. The stone can move through creatures’ spaces,
and creatures can move through the stone’s space, treating it as Difficult Terrain. Whenever the stone enters a creature’s space for the first time on a
turn or a creature enters the stone’s space while the stone is rolling, that creature must succeed on a DC 15 Dexterity saving throw or take 55 (10d10)
Bludgeoning damage and have the Prone condition.

The stone stops when it hits a wall or similar barrier. It can’t go around corners, but creative dungeon builders incorporate curving turns into nearby
passages that allow the stone to keep moving.

Detect and Disarm. As a Study action, a creature can examine the section of floor that forms the pressure plate and make a DC 15 Intelligence
(Investigation) check, deducing the pressure plate’s function on a successful check. Wedging an Iron Spike or a similar object under the pressure
plate prevents the trap from triggering.

Destroy the Stone. The stone is a Large object that has AC 17, HP 100, a Damage Threshold of 10, and Immunity to Poison and Psychic damage.

Slow the Stone. As an action, a creature can try to slow down the stone with a DC 20 Strength (Athletics) check. If the check is successful, the
distance the stone moves on its turn is reduced by 15 feet. If that distance drops to 0, it stops moving and is no longer a threat.

Spiked Pit
Deadly Trap (Levels 1–4)

Trigger: A creature moves onto the pit’s lid


Duration: Instantaneous

A 10-foot-deep pit has a hinged lid constructed from material identical to the surrounding floor. When a creature moves onto the lid, it swings open
like a trapdoor, causing the creature to fall into the pit, which has sharpened wooden or metal spikes at the bottom. The lid remains open thereafter.

A creature that falls into the pit lands at the bottom and takes 3 (1d6) Bludgeoning damage from the fall plus 9 (2d8) Piercing damage from the
spikes.

Detect and Disarm. As a Study action, a creature can examine the section of floor that forms the pit’s lid and make a DC 15 Intelligence
(Investigation) check, detecting the pit on a successful check. Once the hidden pit is detected, an Iron Spike or a similar object can be wedged
between the pit’s lid and the surrounding floor to prevent the lid from opening, thereby making it safe to cross. The cover can also be held shut using
an Arcane Lock spell or similar magic.

Escape. A creature needs a Climb Speed, climbing gear, or magic such as a Spider Climb spell to scale the pit’s smooth walls. You can make the pit
easier to escape by adding cracks in the walls big enough to serve as handholds and footholds.

At Higher Levels. You can scale the trap for higher levels by increasing the pit’s depth and damage, as shown in the following table.

Levels Pit Depth Damage

5–10 30 feet 10 (3d6) Bludgeoning plus 13 (3d8) Piercing

11–16 60 feet 21 (6d6) Bludgeoning plus 36 (8d8) Piercing

17–20 120 feet 42 (12d6) Bludgeoning plus 57 (13d8) Piercing

Building Your Own Traps

When designing your own traps, use the Building a Trap table to determine an appropriate total amount of damage for the trap to deal based on its
level and severity. If the trap also applies a condition, consider reducing the damage.

If the trap requires an attack roll or allows a saving throw, use the appropriate columns on the table to determine the attack bonus or an appropriate
save DC.

Building a Trap

—————— Nuisance Traps —————— ——————— Deadly Traps ———————

Levels Attack Bonus Save DC Damage Attack Bonus Save DC Damage

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—————— Nuisance Traps —————— ——————— Deadly Traps ———————

Levels Attack Bonus Save DC Damage Attack Bonus Save DC Damage

1–4 +4 10–12 5 (1d10) +8 13–15 11 (2d10)

5–10 +4 12–14 11 (2d10) +8 15–17 22 (4d10)

11–16 +4 14–16 22 (4d10) +8 17–19 55 (10d10)

17–20 +4 16–18 55 (10d10) +8 19–21 99 (18d10)

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CH. 3: DM’S TOOLBOX CH. 5: CREATING CAMPAIGNS

Chapter 4: Creating Adventures


ARTIST: DAVID AUDEN NASH

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A MYSTERIOUS CARRIAGE BRINGS THE VAMPIRE STRAHD VON ZAROVICH OUT FROM CASTLE RAVENLOFT

Whether you’re creating your own adventures or using published ones, this chapter helps you create fun and memorable experiences for your players.

Creating an adventure involves blending scenes of exploration, social interaction, and combat into a unified whole that meets the needs of your
players and your campaign. The basic elements of good storytelling should guide you throughout this process, joining the encounters into a coherent
story.

Step-by-Step Adventures

Follow these steps to create an adventure:

Step 1: Lay Out the Premise. Determine the situation or conflict that underscores the adventure. Also think about the adventure’s setting and what is
unique and fun about it.

Step 2: Draw In the Players. Think about how the characters will get drawn into the situation you’ve established. Consider how the adventure might tie
in with the characters’ goals.

Step 3: Plan Encounters. Determine the encounters or events that take the characters from the beginning of the adventure to the end.

Step 4: Bring It to an End. How do you expect the adventure will end? Think about possible endings as well as rewards for the characters.

The rest of this chapter offers inspiration and advice for each of these four steps.

Lay Out the Premise

An adventure shares many of the features of a novel, a movie, an issue of a comic, or an episode of a TV show. Comic series and serialized TV
dramas are particularly good comparisons because of the way individual adventures are limited in scope but blend together (to some degree) to
create a larger narrative. If an adventure is a single episode or season of a series, a campaign is the series as a whole.

But while it’s worthwhile to compare an adventure to these other forms of storytelling, remember that an adventure isn’t a complete story until you
play it. Your players are coauthors of the story with you, and the events of the story shouldn’t be predetermined; the actions of the players’ characters
have to matter. For example, if a major villain shows up before the end of the adventure, the adventure should allow for the possibility that the heroes
defeat that villain. Otherwise, players can feel as if they’ve been railroaded—set onto a course that has only one destination or outcome, no matter
how hard they try to change it.

You might find it helpful to think about an adventure not as a narrative that arcs from beginning to end with little chance for deviation, but more in
terms of situations that you are presenting to the characters. The adventure unfolds organically from the players’ responses to the situations you
present.

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Adventure Premise

One way to start brainstorming an adventure is to imagine a situation that might pique the characters’ interest. For some D&D players, a rumor of a
dungeon filled with treasure is enough of a premise to launch an adventure. A brewing war between two small nations, the death of a leader and the
accession of a new one, a migration of dangerous monsters, the appearance of a comet, and the opening of a portal to another plane of existence are
other situations that could lead to adventure.

A simple premise might also boil down to “a magic item that the characters want is hidden away in a dungeon.” Browsing the magic items in chapter
7 can inspire you to create a simple adventure seed.

Adventure Conflict

A premise can be a good starting point, but before you can turn it into an adventure, it needs a conflict worthy of the heroes’ attention. The conflict
might be driven by a single villain or monster, a villain with lackeys, an assortment of monsters, or an evil organization. But it need not involve the
forces of evil; it could be a rivalry or disagreement between two families, organizations, or nations; a looming natural (or magical) disaster; or even
conflict within the adventuring party about how to pursue the characters’ goals.

Given a premise of a dungeon filled with treasure, what conflict awaits the characters when they enter the dungeon? That might be as simple as
“hostile monsters want to eat the characters” or “two rival factions of monsters inhabit the dungeon.” It might also involve a rival or a villain hoping to
plunder the dungeon first, a rumbling volcano threatening to erupt and bury the dungeon, or two rival families claiming ownership of the treasure left
behind in the dungeon by their ancestors.

If you’re stuck, browse through the Monster Manual until you find a monster that inspires you.

Adventure Situations by Level

Use the tables in this section to inspire adventure ideas for characters of different levels, with the range of possible levels grouped into four tiers. You
can roll on the tables and see if the result sparks your imagination or read the entries on the tables until you find something that grabs you.

Levels 1–4: Local Heroes


The fate of a village might depend on the abilities of fledgling adventurers. These characters navigate dangerous terrain and explore haunted crypts,
where they might fight ferocious wolves, giant spiders, evil cultists, flesh-eating ghouls, and ruthless brigands.

Levels 1–4 Adventure Situations

1d20 Situation

1 A dragon wyrmling has gathered a band of kobolds to help it amass a hoard.

2 Wererats living in a city’s sewers plot to take control of the governing council.

3 Bandit activity signals efforts to revive an evil cult long ago driven from the region.

4 A pack of gnolls is rampaging dangerously close to local farmlands.

5 A rivalry between two merchant families escalates from mischief to mayhem.

6 A new sinkhole has revealed a long-buried dungeon thought to hold treasure.

7 Miners discovered an underground ruin and were captured by monsters living there.

8 An innocent person is being framed for the crimes of a shape-shifting monster.

9 Ghouls are venturing out of the catacombs at night.

10 A notorious criminal hides from the law in an old ruin or abandoned mine.

11 A contagion in a forest is causing spiders to grow massive and become aggressive.

12 To take revenge against a village for an imagined slight, a necromancer has been animating the corpses in the village cemetery.

13 An evil cult is spreading in a village. Those who oppose the cult are marked for sacrifice.

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1d20 Situation

14 An abandoned house on the edge of town is haunted by Undead because of a cursed item in the house.

15 Creatures from the Feywild enter the world and cause mischief and misfortune among villagers and their livestock.

16 A hag’s curse is making animals unusually aggressive.

17 Bullies have appointed themselves the village militia and are extorting money and food from villagers.

18 After a local fisher pulls a grotesque statue from the sea, aquatic monsters start attacking the waterfront at night.

19 The ruins on the hill near the village lie under a curse, so people don’t go there—except a scholar who wants to study the ruins.

20 A new captain has taken charge of a band of pirates or bandits and started raiding more frequently.

Levels 5–10: Heroes of the Realm


At this tier, characters undertake adventures that might determine the fate of a region. These adventurers venture into fearsome wilds and ancient
ruins, where they confront giants, hydras, golems, devils, demons, and mind flayers. They might also face a young dragon that has just established a
lair.

Levels 5–10 Adventure Situations

1d20 Situation

1 A group of cultists has summoned a demon to wreak havoc in the city.

2 A rebel lures monsters to the cause with the promise of looting the king’s treasury.

3 An evil Artifact has transformed a forest into a dismal swamp full of horrific monsters.

4 An Aberration living in the Underdark sends minions to capture people from the surface to turn those people into new minions.

5 A monster (perhaps a devil, slaad, or hag) is impersonating a prominent noble to throw the realm into civil war.

6 A master thief plans to steal royal regalia.

7 A golem intended to serve as a protector has gone berserk and captured its creator.

8 A conspiracy of spies, assassins, and necromancers schemes to overthrow a ruler.

9 After establishing a lair, a young dragon is trying to earn the fear and respect of other creatures living nearby.

10 The approach of a lone giant alarms the people of a town, but the giant is simply looking for a place to live in peace.

11 An enormous monster on display in a menagerie breaks free and goes on a rampage.

12 A coven of hags steals cherished memories from travelers.

13 A villain seeks powerful magic in an ancient ruin, hoping to use it to conquer the region.

A scheming aristocrat hosts a masquerade ball, which many guests see as an opportunity to advance their own agendas. At least one shape-
14
shifting monster also attends.

15 A ship carrying a valuable treasure or an evil Artifact sinks in a storm or monster attack.

16 A natural disaster was actually caused by magic gone awry or a cult’s villainous plans.

17 A secretive cult uses spies to heighten tensions between two rival nations, hoping to provoke a war that will weaken both.

18 Rebels or forces of an enemy nation have kidnapped an important noble.

19 The descendants of a displaced people want to reclaim their ancestral city, which is now inhabited by monsters.

20 A renowned group of adventurers never returned from an expedition to a famous ruin.

Levels 11–16: Masters of the Realm

ARTIST: CHASE STONE

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THE DEATH OF AN ANCIENT DRAGON CAN SHAKE THE FOUNDATIONS OF THE WORLD

The fate of a nation or even the world depends on the characters at this tier. These adventurers explore uncharted regions and delve into forgotten
dungeons, where the characters confront terrible schemers of the Lower Planes, cunning rakshasas and beholders, and hungry purple worms. They
might encounter and even defeat a powerful adult dragon. At this tier, they broker peace between nations or lead them into war, and their formidable
reputations attract the attention of powerful foes.

Levels 11–16 Adventure Situations

1d12 Situation

1 A portal to the Abyss opens in a cursed location and spews demons into the world.

2 A band of hunting giants has driven its prey—enormous beasts—into pastureland.

3 An adult dragon’s lair is transforming an expanse into an environment inhospitable to the other creatures living there.

4 A long-lost journal describes an incredible journey to a hidden subterranean realm full of magical wonders.

5 Cultists hope to persuade a dragon to undergo the rite that will transform it into a dracolich.

6 The ruler of the realm is sending an emissary to a hostile neighbor to negotiate a truce, and the emissary needs protection.

7 A castle or city has been drawn into another plane of existence.

8 A storm tears across the land, with a mysterious flying citadel in the eye of the storm.

9 Two parts of a magic item are in the hands of bitter enemies; the third piece is lost.

10 Evil cultists gather from around the world to summon a monstrous god or alien entity.

11 A tyrannical ruler outlaws the use of magic without official sanction. A secret society of spellcasters seeks to oust the tyrant.

12 During a drought, low water levels in a lake reveal previously unknown ancient ruins that contain a powerful evil.

Levels 17–20: Masters of the World


At this tier, adventures have far-reaching consequences, possibly determining the fate of millions on the Material Plane and even places beyond.
Characters traverse otherworldly realms and explore demiplanes and other extraplanar locales, where they fight terrible balor demons, titans,
archdevils, liches, ancient dragons, and even manifestations of the gods.

Levels 17–20 Adventure Situations

1d10 Situation

An ancient dragon is scheming to destroy a god and take the god’s place in the pantheon. The dragon’s minions are searching for Artifacts that
1
can summon and weaken this god.

2 A band of giants drove away a metallic dragon and took over the dragon’s lair, and the dragon wants to reclaim the lair.

3 An ancient hero returns from the dead to prepare the world for the return of an equally ancient monster.

4 An ancient Artifact has the power to defeat or imprison a rampaging titan.

5 A god of agriculture is angry, causing rivers to dry up and crops to wither.

6 An Artifact belonging to a god falls into mortal hands.

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1d10 Situation

A titan imprisoned in the Underdark begins to break free, causing terrible earthquakes that are only a hint of the destruction that the titan will
7
cause if it is released.

8 A lich tries to exterminate any spellcasters that approach the lich’s level of power.

A holy temple was built around a portal leading to one of the Lower Planes to prevent any evil from passing through in either direction. Now the
9
temple has come under siege from both directions.

Five ancient metallic dragons lair in the Pillars of Creation. If all these dragons are killed, the world will collapse into chaos. One has just been
10
slain.

Adventure Setting

Many D&D adventures revolve dungeons—interior spaces such as great halls and tombs, subterranean monster lairs, mazes riddled with traps, natural
caverns extending for miles beneath the surface, and ruined castles. The “Dungeons” section in chapter 3 can help you craft a dungeon environment
for an adventure.

Of course, not every adventure takes place in a dungeon. A wilderness trek across the desert or a harrowing journey into the jungle can be an exciting
adventure in its own right. Outdoors, dragons wheel across the sky in search of prey, fierce warriors pour forth from grim fortresses to wage war
against their neighbors, ogres and trolls plunder farmsteads for food, and monstrous spiders drop from web-shrouded trees.

Adventures can also take place in cities, towns, and villages, which are often no less dangerous than dungeons or the wilds. The “Settlements”
section in chapter 3 can help you create a settlement where an adventure can take place.

Adventure Maps
An adventure location almost always benefits from a map, and the more thoughtfully constructed the map is, the more fun players are likely to have
as their characters explore the location.

Maps and Adventure Structure. An adventure map can take many forms—from a detailed dungeon map that shows the dimensions and contents of
every room to a rough outline of how one encounter might lead to another, depending on the route the characters choose. Whatever form your map
takes, it functions as a flowchart since each decision point (a branch in a corridor, a room with multiple exits) leads to new decision points. If the
characters leave a room by the north door, you check your map and determine it leads them into the great hall, lined with pillars, where the fire giant
king holds court. If they leave by the secret door to the southeast, you check the map and follow the secret tunnel as it winds to the hidden vaults
below the great hall.

Sample Maps. Appendix B contains maps you can use for your adventures or as inspiration for your own maps. You can also modify those maps to fit
the details of the location you have in mind.

Map Inspiration. The internet is a great place to find adventure maps that have been made available, as well as real-world building floor plans and city
maps and other images that can inspire your mapmaking.

Bringing a Location to Life


An inhabited adventure location has its own ecosystem. The creatures that live there need to eat, drink, breathe, and sleep. Predators need prey, and
intelligent creatures search for lairs offering the best combination of air, food, water, and security. Keep these factors in mind when designing an
adventure location. If the site has an internal logic, adventurers can use their understanding of that logic to make informed decisions.

For example, characters who find a pool of fresh water in a dungeon might infer that many of the creatures inhabiting the dungeon come to that spot
to drink. The adventurers might set an ambush at the pool. Likewise, closed or locked doors can restrict the movement of some creatures. A dungeon
infested with carrion crawlers or stirges would need open passages so that these creatures can move about to find food.

ARTIST: WAYNE ENGLAND

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COMMON MAP SYMBOLS

Adventure Inhabitants
The monsters in any adventure location are more than a collection of random creatures that happen to live near one another. Fungi, natural animals,
scavengers, and predators can coexist in a complex ecology, alongside sapient creatures who share living space through some combination of
negotiation and domination.

Each creature’s entry in the Monster Manual indicates the terrain types where that creature is most often found, and that book also includes tables
listing the creatures commonly found within each type of terrain. Using that information, you can decide which creatures inhabit an adventure
location within a particular environment. You can choose a range of creatures, from common vermin to sapient inhabitants and terrifying predators,
and decide how they live together.

Factions. Particularly in larger areas, groups of creatures might compete for resources. When these groups consist of sapient creatures,
opportunities abound for the adventurers who enter those areas. Characters might ally with one group or play groups against each other to reduce the
threat of the more powerful monsters. For example, in a dungeon inhabited by mind flayers and the grimlocks they rule, the adventurers might try to
incite the grimlocks to revolt against the mind flayers.

Bring the NPC leaders of groups to life as described in the “Nonplayer Characters” section in chapter 3, fleshing out their personalities and goals.
Then use those elements to decide how those leaders respond to adventurers.

Draw In the Players

If an adventure situation directly affects the characters or the people and places they care about, that is often enough motivation for the characters to
get involved. (However, see “Respect for the Players” in chapter 1 for advice about harming the people and places characters love.)

If the adventure situation doesn’t have an obvious impact on the characters or the people or things they care about, you can use other techniques to
draw in the players. These are best tailored to the motivations of your players and their characters. For example, some adventuring groups are noble
heroes who respond without hesitation to the pleas of innocent villagers crying for help; other groups are hardened mercenaries who respond only to
offers of payment. Some groups are devoted to gods, rulers, or other patrons who might send them on quests, either directly or through
intermediaries.

Adventure Patrons

Many adventures begin with a patron asking the characters to undertake a quest or mission, offering a reward in exchange for this service.

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Take the time to flesh out an NPC who serves as a patron. Once in a while, it can be interesting for the characters’ patron to betray them. Pulling that
trick more than once in a campaign, though, is likely to make the players unwilling to trust any future patrons and possibly suspicious about any
adventure hooks you put in front of them.

The Patron Hooks table offers some suggestions for ways a patron can lead characters to an adventure situation. The “Campaign Start” section in
chapter 5 offers some more suggestions for patrons.

Patron Hooks

1d6 Hook

1 A town crier announces that someone is hoping to hire adventurers.

2 Someone the characters want to impress or need a favor from asks them to deal with the adventure situation.

3 When the characters arrive in a new city, they find a job board where someone has posted in search of adventurers.

4 A wealthy patron who is aware of the adventurers’ accomplishments writes to them, offering to pay them for their talents.

5 A citizen in need, who has learned of the adventurers’ accomplishments and kindness, travels miles to find them and implore them for help.

6 The adventurers are arrested (on valid or invented charges) and offered a chance to escape punishment by completing a quest.

ARTIST: RALPH HORSLEY

WHEN RIVAL FACTIONS INHABIT A RUINED DUNGEON, SOMETIMES THE BEST COURSE IS TO STAY OUT OF THE WAY!

Supernatural Hooks

Celestial omens, vivid dreams, or other magical phenomena can point characters to the adventure situation and suggest a course of action. The
Supernatural Hooks table offers some suggestions.

Supernatural Hooks

1d6 Hook

1 The characters all have a vivid dream that foreshadows elements of the adventure.

2 While preparing spells, one character receives a quest from a god or patron.

3 A fortune teller’s reading for one of the characters points to a quest and offers hints about challenges that lie ahead.

4 Flames, clouds, smoke, or huge flocks of birds take distinct shapes that portend the adventure situation.

5 Animals or animated objects speak clearly to direct the adventurers toward the situation.

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1d6 Hook

Someone who died returns as a ghost and haunts the characters. The ghost prompts the characters to investigate the cause of the ghost’s
6
death and put it to rest.

Happenstance Hooks

Sometimes, characters just happen on an adventure through sheer coincidence—or at least what appears to be coincidence (which might actually
involve divine or other supernatural intervention). The Happenstance Hooks table provides some ideas.

Happenstance Hooks

1d6 Hook

1 The characters find a letter describing the adventure situation.

2 The characters are on an unrelated quest, such as searching for a particular magic item, that leads them into the adventure situation.

3 The adventure situation disrupts a festival or ceremony that the characters are attending.

4 A magical mishap places the characters in the adventure situation.

5 While traveling in a caravan or aboard a ship, the characters befriend an NPC who has news about the adventure situation.

The characters are attacked after being mistaken for another group of adventurers. They learn about the adventure situation from a clue left
6
behind by their attackers.

Plan Encounters

Encounters are the individual scenes in the larger story of your adventure. Reduced to fundamentals, an encounter is an objective with an obstacle. It
accomplishes one or more of the following:

Moving characters closer to achieving a goal


Frustrating the characters’ progress toward a goal
Revealing new information

Character Objectives

The following objectives can be foundations for encounters. Although these objectives focus on a single encounter during an adventure, using the
same objective in multiple encounters allows you to combine these encounters into a larger obstacle or problem the adventurers must overcome.

Make Peace
The characters must convince two opposing groups (or their leaders) to end the conflict that embroils them. As a complication, the characters might
have enemies on one or both of the opposing sides, or some other group or individual might be instigating the conflict to further its own ends. An
encounter aimed at making peace might involve only social interaction, perhaps with the threat of combat if negotiations go poorly. It could also
begin as a combat encounter, with the characters trying to stop the fighting and get the parties talking to each other.

Protect an NPC or Object


The characters must act as bodyguards or protect some object in their custody. As a complication, an NPC under the party’s protection might be
cursed, panicked, unable to fight, or apt to risk the lives of the adventurers through dubious decisions. The object the adventurers have sworn to
protect might be sentient, cursed, or difficult to transport. Such an encounter might be a combat encounter or an exploration encounter, with either
Hostile monsters or a dangerous environment threatening the NPC or object the characters are trying to protect. If the characters are protecting an
NPC, this objective can add an element of social interaction to a combat or exploration encounter.

Retrieve an Object
The adventurers must gain possession of a specific object in the area of the encounter, often with a time limit. This might be a combat encounter,
with monsters protecting the object, or an exploration encounter, with traps or hazards preventing access to the object. As a complication, enemies
might desire the object as much as the adventurers do, adding a combat element to an exploration encounter or complicating a combat.

Run a Gauntlet

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The adventurers must pass through a dangerous area. As with retrieving an object, reaching the exit is a higher priority than killing opponents in the
area. A time limit adds a complication, as does a decision point that might lead characters astray. This might be an exploration encounter, with traps
and hazards as complications, or a combat encounter against Hostile monsters.

Sneak In
The adventurers need to move through the encounter area without their enemies noticing. This is typically an exploration encounter, but if the
characters are detected, a combat encounter or social interaction might result.

Stop a Ritual
The plots of evil cult leaders, malevolent spellcasters, and Fiends often involve rituals that must be foiled. In a combat encounter, characters might
have to fight their way through evil minions before attempting to disrupt the ritual’s magic. This could also drive an exploration encounter, where the
challenge is getting to the place where the ritual is occurring, or a social interaction encounter, where the objective is convincing the ritual leaders to
stop their rite. As a complication, the ritual might be close to completion when the characters arrive, imposing a time limit. The ritual’s completion
might have immediate consequences, too.

Take Out a Single Target


A villain the characters seek to defeat is surrounded by minions powerful enough to kill the adventurers. The characters can flee and hope to confront
the villain another day, or they can try to fight their way through the minions. As a complication, the minions might be innocent creatures under the
villain’s control. Killing the villain means breaking that control, but the adventurers must endure the minions’ attacks until the villain falls.
ARTIST: ROBSON MICHEL

GOBLIN RAIDERS PREPARE AN AMBUSH IN A GORGE

Keeping the Adventure Moving

Make sure your players have clear objectives they can pursue at every stage of the adventure. Three simple techniques can ensure that the players
understand the task at hand and how to pursue it:

Adviser NPCs. A helpful NPC in a social interaction can offer advice and suggestions to the characters. Such an NPC might be the patron who initially
sent the characters on the adventure, someone they met along the way, or a character’s contact. When you’re planning an adventure, include NPCs
who can fill this role.

Evil Intrusion. If things start grinding to a halt, have the characters encounter a minion or monster connected to the adventure’s main threat. At the
end of the encounter, perhaps the characters find information that gets them back on track. Plan one or two encounters like this ahead of time.

The DM’s Role. If the characters can’t figure out how to solve an encounter or aren’t sure what to do next, you can remind the players of things their
characters have already learned or call for Intelligence (Investigation) or similar checks to see if their characters can remember and connect things
that the players might be missing.

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Something for Everyone

As described in the “Know Your Players” section in chapter 2, players have different tastes in the activities they enjoy in the game. An adventure needs
to account for the different players and characters in your group to draw them into the story.

An adventure that includes a balance of exploration, social interaction, and combat is likely to appeal to a wide breadth of players. But an adventure
you create for your home campaign doesn’t have to appeal to every possible player interest—only to the players at your table.

You can design encounters that appeal to multiple player motivations. Imagine a fight pitting the characters against a gang of gnolls, delighting the
players who enjoy fighting. Then a young dragon wanders into the middle of the fight. Suddenly the fight can swing one of two ways: the dragon could
help the gnolls against the party or help the party against the gnolls. It’s up to the players who thrive on acting to persuade the dragon to help the
party.

Multiple Ways to Progress

Make sure there are multiple ways the characters can progress through the adventure at any point, so if they miss one way, they have an alternative.
Plan opportunities for the adventure to move forward even when the characters fail. Use challenges with a single path to success only as chances for
the characters to obtain extra rewards.

Social Interaction Encounters

The “Running Social Interaction” section in chapter 2 offers advice for handling social interaction encounters and can help you craft these encounters.
The “Nonplayer Characters” section in chapter 3 is also essential for creating these encounters.

Exploration Encounters

An encounter centered on exploration might involve the characters trying to disarm a trap, find a secret door, or discover something about the
adventure location. An exploration encounter could also involve the characters spending a day crossing a rolling plain or traversing vast caverns.

The “Running Exploration” section in chapter 2 can help you craft these encounters as well as run them. Various sections in chapter 3 can also help
you detail obstacles and dangers in an exploration encounter: see “Chases,” “Curses and Magical Contagions,” “Doors,” “Environmental Effects,”
“Hazards,” “Poison,” and “Traps” in particular.

Combat Encounters
ARTIST: CHRIS SEAMAN

OTTO'S CONVERSATION WITH A MAGIC MIRROR


IS AN EXCITING SOCIAL INTERACTION ENCOUNTER

The following features can make a combat encounter more interesting or challenging:

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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, fly, or teleport.

Defensive Positions. Enemies in hard-to-reach locations or defensive positions force characters who normally attack at range to move around.

Hazards. The “Hazards” section in chapter 3 describes dangerous features, such as patches of green slime, that characters or their enemies can use
to their advantage.

Mixed Monster Groups. When different types of monsters work together, they 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 move around, such as chandeliers, kegs of gunpowder or oil, and
rolling stone traps.

Combat Encounter Difficulty


Use the following guidelines to create a combat encounter of a desired level of difficulty.

Step 1: Choose a Difficulty. Three categories describe the range of encounter difficulty:

Low Difficulty. An encounter of low difficulty is likely to have one or two scary moments for the players, but their characters should emerge victorious
with no casualties. One or more of them might need to use healing resources, however. As a rough guideline, a single monster generally presents a
low-difficulty challenge for a party of four characters whose level equals the monster’s CR.

Moderate Difficulty. Absent healing and other resources, an encounter of moderate difficulty could go badly for the adventurers. Weaker characters
might get taken out of the fight, and there’s a slim chance that one or more characters might die.

High Difficulty. A high-difficulty encounter could be lethal for one or more characters. To survive it, the characters will need smart tactics, quick
thinking, and maybe even a little luck.

Step 2: Determine Your XP Budget. Using the XP Budget per Character table, cross-reference the party’s level with the desired encounter difficulty.
Multiply the number in the table by the number of characters in the party to get your XP budget for the encounter.

XP Budget per Character

——— Encounter Difficulty ———

Party’s Level Low Moderate High

1 50 75 100

2 100 150 200

3 150 225 400

4 250 375 500

5 500 750 1,100

6 600 1,000 1,400

7 750 1,300 1,700

8 1,000 1,700 2,100

9 1,300 2,000 2,600

10 1,600 2,300 3,100

11 1,900 2,900 4,100

12 2,200 3,700 4,700

13 2,600 4,200 5,400

14 2,900 4,900 6,200

15 3,300 5,400 7,800

16 3,800 6,100 9,800

17 4,500 7,200 11,700

18 5,000 8,700 14,200

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——— Encounter Difficulty ———

Party’s Level Low Moderate High

19 5,500 10,700 17,200

20 6,400 13,200 22,000

Step 3: Spend Your Budget. Every creature has an XP value in its stat block. When you add a creature to your combat encounter, deduct its XP from
your XP budget to determine how many XP you have left to spend. Spend as much of your XP budget as you can without going over. It’s OK if you
have a few unspent XP left over. Examples are given below:

Example 1. A low-difficulty encounter for four level 1 characters has an XP budget of 50 × 4, for a total of 200 XP. With that, you could build any of the
following encounters:

1 Bugbear Warrior (200 XP)


2 Giant Wasps (100 XP each), for 200 XP total
6 Twig Blights (25 XP each), for 150 XP total

Example 2. A moderate-difficulty encounter for five level 3 characters has an XP budget of 225 × 5, for a total of 1,125 XP. With that, you could build
either of these encounters:

2 Nothics (450 XP each) and 9 Stirges (25 XP each), for 1,125 XP total
1 Wight (700 XP), 1 Warhorse Skeleton (100 XP), and 6 Skeletons (50 XP each), for 1,100 XP total

Example 3. A high-difficulty encounter for six level 15 characters has an XP budget of 7,800 × 6, for a total of 46,800 XP. With that, you could build this
encounter:

2 Adult Red Dragons (18,000 XP each) and 2 Fire Giants (5,000 XP each), for 46,000 XP total

Troubleshooting
When creating and running combat encounters, keep the following in mind.

Many Creatures. The more creatures in an encounter, the higher the risk that a lucky streak on their part could deal more damage to the characters
than you expect. If your encounter includes more than two creatures per character, include fragile creatures that can be defeated quickly. This
guideline is especially important for characters of level 1 or 2.
ARTIST: DAVID ASTRUGA

Adjustments. A player’s absence might warrant removing creatures from an encounter to keep it at the intended difficulty. Also, die rolls and other
factors can result in an encounter being easier or harder than intended. You can adjust an encounter on the fly, such as by having creatures flee
(making the encounter easier) or adding reinforcements (making the encounter harder).

CR 0 Creatures. Creatures that have a CR of 0, particularly ones that are worth 0 XP, should be used sparingly. If you want to include many CR 0
critters in an encounter, use swarms from the Monster Manual instead.

Number of Stat Blocks. The best combat encounters often pair one kind of creature with another, such as fire giants paired with hell hounds. Be
mindful of the number of stat blocks you need to run the encounter. Referencing more than two or three stat blocks for a single encounter can be

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daunting, particularly if the creatures are complex.

Powerful Creatures. If your combat encounter includes a creature whose CR is higher than the party’s level, be aware that such a creature might deal
enough damage with a single action to take out one or more characters. For example, an Ogre (CR 2) can kill a level 1 Wizard with a single blow.

Unusual Features. If a monster has a feature that lower-level characters can’t easily overcome, consider not adding that monster to an encounter for
characters whose level is lower than the monster’s Challenge Rating.

Monster Behavior

The attitudes, motivations, and behavior of the monsters in an encounter help determine how a social interaction plays out (and whether it might
erupt into combat) and influence the course of combat.
ARTIST: BRIAN VALEZA

KOBOLDS BUILD A BARRICADE TO KEEP ADVENTURERS AT BAY

Initial Attitudes
A published adventure typically notes or implies whether a creature’s initial attitude toward the adventurers is Friendly, Indifferent, or Hostile. In an
encounter you’ve created, you can decide that starting attitude, or you can randomly determine it using the Initial Attitude table.

Initial Attitude

1d12* Initial Attitude

4 or lower Hostile

5–8 Indifferent

9 or higher Friendly

*Roll different dice to alter the range and likelihood of possible attitudes. For example, you could roll 1d6 for a predatory monster, 1d6 + 3 for ordinary travelers, or 1d6 + 6
for kindhearted individuals.

Monster Personality
If an encounter involves a significant individual, use the guidance in the “Nonplayer Characters” section of chapter 3 to flesh out the details of that
individual’s personality and aims. For a group of nameless monsters, you can decide on a personality based on the monsters’ entries in the Monster
Manual, or you can use the Monster Personality table to inform how you portray the monsters and their actions. It’s simplest to assign the same
personality traits to an entire group of monsters in an encounter. For example, one bandit gang might be an unruly mob of braggarts, while the
members of another gang are always on edge and ready to flee at the first sign of danger.

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Monster Personality

1d8 Personality

1 Cowardly; surrenders easily

2 Greedy; wants treasure

3 Boastful; makes a show of bravery but runs from danger

4 Disorderly; poorly trained and easily rattled

5 Fanatical; ready to die fighting

6 Brave; stands firm against danger

7 Jocular; taunts enemies

8 Orderly; difficult to rattle

Monster Relationships
Encounters with groups of monsters can be more interesting if rivalries, hatreds, or attachments exist among the monsters in the group. The death of
a much-revered leader might throw its followers into a frenzy. On the other hand, a monster might flee if its hunting companion is killed, or a
mistreated toady might be eager to surrender and betray its boss in return for its life. You can use the Monster Relationships table to inspire such
relationships within a monster group.

Monster Relationships

1d6 Relationship

1 Two monsters have a bitter rivalry; each wants the other to suffer.

2 One monster, bullied by the others, hangs back and flees at the first opportunity.

3 One monster is revered or even worshiped by the others, who will die for it.

4 One monster is admired by the group; its allies try to impress or help it.

5 One monster cares only for itself and not the rest of the group.

6 One monster bullies the others; it forces them into danger, but they want it defeated.

Reactive Tactics
A great way to make an adventure location feel alive—particularly an organized base or stronghold—is to allow its denizens to react to the presence of
the adventurers. Once they are aware of trespassers, sapient creatures might either fortify their own locations or leave those locations to assist
colleagues and expel the invaders.

Take a copy of the adventure map, and pencil in the locations of all its inhabitants to give yourself a sense of where they’re located relative to each
other. When the adventurers engage in combat or any other noisy activity, assume that nearby creatures hear the noise and are alerted to the
adventurers’ presence. (Creatures that can’t hear might be alerted by vibrations or other sensory cues.) Once alerted, a creature has several options:

Ambush. The creature leaves its current location and takes up a position near the adventurers’ location, hoping to catch the adventurers unaware.
Ambushers try to hide and, once hidden, take advantage of any opportune moment to attack.

Fortify. The creature attempts to fortify its location by using furniture or heavy objects to block doors or entryways. Increase the DC to force open a
blocked door by 3, and hastily blocked passageways are Difficult Terrain. A creature with a ranged attack that selects this option seeks cover in its
location.

Hide/Flee. If possible, the creature hides in its current location, hoping to avoid any adventurers that enter. If there is nowhere to hide, the creature
flees to a location farther from the adventurers or flees to any nearby location occupied by its allies. If a fleeing creature reaches allies, those allies
are immediately alerted to the presence of the adventurers; determine how those allies react.

Investigate. The creature rushes to the sound of the disturbance to investigate, possibly joining any battle that is underway. A creature that passes
near an ally while moving to investigate a disturbance might ask that ally to accompany it.

If you can’t decide what an alerted creature should do, have it make a DC 10 Wisdom saving throw. On a successful save, the creature either
investigates or lays an ambush; on a failed save, it hides or fortifies its location. When dealing with a group of creatures, the leader makes this saving

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throw on behalf of the entire group.

As creatures employ reactive tactics, make notes about their new locations on your adventure map.

Prepared Defenders
Sapient creatures that have reason to believe their lair is likely to be invaded might set up a defense. Reasons to set up a defense include the
following:

Adventurers invaded the lair recently and retreated.


Scouts affiliated with the lair’s denizens noticed the adventurers heading toward the lair.
A spy in a nearby settlement overheard or discovered the adventurers’ plans and alerted the lair’s occupants.

Prepared defenders commonly use one or more of the following tactics:

Ambushes and Barricades. Some defenders might move from their original locations to locations where they can hide near critical passageways.
Defenders might also use furniture and debris to block off passages, hoping to channel invaders toward prepared strongpoints.

Sentries and Alarms. Some creatures might move from their keyed locations to locations that allow them to monitor entrances to the lair. If possible,
these creatures might equip themselves with an alarm such as a horn or improvised gong (an empty kettle, perhaps). At the first sight of intruders,
they raise the alarm, alerting nearby allies so those comrades can employ the reactive tactics described above.

Traps. The defenders might place additional traps, such as falling nets, throughout the lair (see “Traps” in chapter 3).

If the denizens of an adventure location employ any of these tactics, update your map as appropriate.

Encounter Pace and Tension

A good story hooks you in with an interesting introduction, builds tension steadily throughout the story, then reaches a climactic conclusion. It’s not
always easy to mimic that structure in an adventure where the players control their characters’ actions, but you can use the encounters you plan to
build tension toward a climax.

Each encounter in an adventure is an opportunity to make the characters’ situation more complex and urgent, with more significant consequences.
Successive encounters raise the tension in an adventure naturally, as characters spend their limited resources. Variety also contributes to a sense of
escalating tension. Build variety into your encounters in three ways:

Vary Encounter Type. Use a mix of social interaction, exploration, and combat encounters. Different types of encounters provide different amounts of
tension (generally, combat encounters offer the most), but they also feel very different and can have drastically different stakes.

Vary Encounter Difficulty. Include encounters that offer low, moderate, and high difficulty. A mix of low- and moderate-difficulty encounters early in
the adventure can lead to a climactic high-difficulty fight, perhaps against the adventure’s primary villain or another threat.

Vary Threats. Build encounters using different threats. If the characters are delving into a kuo-toa temple and therefore expect many encounters to
include various kuo-toa, look for opportunities to include different monsters that might serve as guards, pets, or allies to the kuo-toa. Include a variety
of hazards, environmental dangers, and traps in exploration encounters, and use NPCs with different personalities and different goals in social
interaction encounters.

Urgency and Rests


While successive encounters increase tension, taking a Short Rest relaxes the tension somewhat, as characters have a chance to replenish some of
their resources. In many adventures, though, the characters and their players have a sense that they need to act quickly to deal with the situation
presented by the adventure. This creates tension between the need to rest and the sense that things are getting worse while the characters are
resting.

You can influence the pace and tension of your adventure by determining where and when the characters can rest. If the characters are exploring a
vast dungeon, consider scattering a few small rooms with only one door, where the characters can bar the door and reasonably expect to spend an
hour or even a night resting in safety. On the flip side, cautious characters might try to take a Short Rest between every encounter, never really
straining their resources. It’s OK to interrupt those rests once in a while to maintain a sense of tension or to heighten the urgency, making it clear that
even an hour spent resting could jeopardize their chances of success.

Easing Up. It is possible to dial up the urgency to the point that the players feel they don’t have time to investigate the interesting details they
encounter in the world. When this happens, consider using a helpful NPC to take some of the pressure off. A wise elder might advise them that the

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situation is not as urgent as they fear, a whimsical Fey being might use magical mischief to force them to slow down, or a kindly Celestial could tell
them they’re taking the concerns of the mortal world just a bit too seriously.

Random Encounters
ARTIST: OLLY LAWSON

MYSTERIOUS LIGHTS GLIMMER IN A REMOTE MOUNTAIN LAKE, DRAWING ADVENTURERS TO EXPLORE

Random encounters are randomly determined encounters that don’t occur in a fixed location. The options are often presented in a table. When a
random encounter occurs, you roll a die and consult the table to determine what the party encounters. Sample random encounter tables appear in the
adventure examples later in this chapter. Similar tables appear in many published adventures and rulebooks, and you can easily create your own by
following these examples.

Handled well, random encounters can serve a variety of useful purposes.

Create Urgency. Wandering monsters encourage characters to keep moving and to find a safe place to rest. (Sometimes you can create a sense of
danger and urgency by rolling dice behind your DM screen, even without an actual encounter!)

Drain Character Resources. By draining the party’s Hit Points and spell slots, leaving the adventurers feeling underpowered and vulnerable, random
encounters can build tension in an adventure.

Establish Atmosphere. Thematic links among monsters appearing in random encounters create a tone and an atmosphere that define the
environment the characters are exploring. For example, an encounter table filled with bats, wraiths, giant spiders, and zombies creates a sense of
horror and suggests the possibility of even more terrifying foes.

Provide Assistance. Some random encounters can benefit the characters instead of hindering or harming them. Helpful creatures might give the
characters useful information or assistance.

Reinforce Campaign Themes. Random encounters can remind the players of the major themes and conflicts in your campaign. For example, if a war
between two nations is a major conflict in your campaign, you might design random encounter tables to reinforce the ever-present threat of that
conflict, including encounters with bedraggled troops returning from battle, refugees fleeing invaders, lone messengers riding for the front lines,
enemy war parties, and so on.

A Life of Its Own. Sometimes a random encounter that starts off incidental can become important to the story. A random encounter with a wandering
ogre might end with the ogre offering to help the characters get where they need to go, or the ogre might have something in a nearby den that is
significant to the adventure story—a prisoner, a stolen item, or important information. Or the players might find the ogre’s personality delightful,
prompting you to make the ogre a more important part of the story.

Bring It to an End

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The climactic ending of an adventure fulfills the promise of all that came before. The best climax is one the players see coming, so if a dragon is the
mastermind behind all the nefarious activity happening in an adventure, having the dragon’s minions mention the nature of their boss sets up the
coming climactic encounter.

Although the climax must hinge on the successes and failures of the characters up to that moment, the Adventure Climax table can provide
suggestions to help you shape the end of your adventure.

Adventure Climax

1d10 Climax

1 The adventurers confront a villain and a group of minions in a battle to the finish.

2 The adventurers chase a villain while dodging obstacles designed to thwart them, leading to a final confrontation in the villain’s refuge.

3 The actions of the adventurers or a villain result in a cataclysmic event that the adventurers must escape.

4 The adventurers race to the site where a villain is bringing a master plan to its conclusion, arriving just as that plan is about to be completed.

5 A villain and two or three lieutenants perform separate rites in a large room. The adventurers must disrupt all the rites.

6 An ally betrays the adventurers as they’re about to achieve their goal. (Use this climax carefully, and don’t overuse it.)

A portal opens to another plane of existence. Creatures on the other side spill out, forcing the adventurers to close the portal while dealing with
7
a villain at the same time.

8 The dungeon begins to collapse while a villain attempts to escape in the chaos.

9 The adventurers must choose whether to pursue a fleeing villain or save an NPC they care about or a group of innocents.

10 Just when the characters think the main threat is defeated, it transforms into a different monster or a more powerful form.

Denouement

In most stories, there’s a period after the climax, in which loose plot threads are tied up and everything is explained. An adventure might also include
this kind of denouement: time to discover what treasure is in the dragon’s hoard, an award ceremony where the queen gives medals to the victorious
heroes, or even a time to mourn adventuring companions who didn’t survive the battle.

The denouement can also be an opportunity for the players to identify loose threads that haven’t been tied up—threads that can lead them into the
next adventure. The “Episodes and Serials” section in chapter 5 offers suggestions for weaving these connecting threads.

Adventure Rewards

For some characters, the prospect of material reward is their primary reason for going on adventures. For others it’s a welcome added benefit to
pursuing their other goals.

Chapter 7 describes different kinds of treasure, but see also “Marks of Prestige” in chapter 3 for other rewards you might use.

The following sections describe how treasure is typically dispersed in an adventure.

Individual Treasure

Characters might find small amounts of treasure in the pockets, pouches, or personal stashes of individual monsters. Even if a monster doesn’t
intentionally collect treasure, characters might find scattered coins and other monetary treasure left behind by the monster’s previous victims.

You can use the Random Individual Treasure table to determine how much treasure a single monster has based on its Challenge Rating (CR). The
table includes the average total in parentheses, which you can use instead of rolling. To determine the total amount of treasure for a group of similar
creatures, you can roll once and multiply the total by the number of creatures in the group.

Random Individual Treasure

CR Treasure

0–4 3d6 (10) GP

5–10 2d8 × 10 (90) GP

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CR Treasure

11–16 2d10 × 10 (110) PP

17+ 2d8 × 100 (900) PP

Treasure Hoards

Adventurers sometimes discover large caches of treasure, the accumulated wealth of a large group of creatures or the belongings of a single
powerful creature that hoards valuables. The Random Treasure Hoard table can help you create such a cache. When determining the contents of a
hoard belonging to one monster, use the row for that monster’s Challenge Rating (CR). When the hoard belongs to a large group of monsters, use the
CR of the monster that leads the group. Each row includes average results for monetary treasure, which you can use instead of rolling. To create a
hoard for a monster that is particularly fond of amassing treasure (such as a dragon), you can roll twice on the table or roll once and double the total.

As a rough benchmark, aim to roll on the Random Treasure Hoard table about once per game session. Use the guidelines in chapter 7 to determine
which magic items are in the hoard (see “Awarding Magic Items” and “Random Magic Items”).

Random Treasure Hoard

CR Monetary Treasure Magic Items

0–4 2d4 × 100 (500) GP 1d4 − 1

5–10 8d10 × 100 (4,400) GP 1d3

11–16 8d8 × 10,000 (36,000) GP 1d4

17+ 6d10 × 10,000 (330,000) GP 1d6

ARTIST: SAM KEISER

A CLIMACTIC BATTLE AT THE TEMPLE OF ELEMENTAL EVIL BRINGS AN ADVENTURE TO A DRAMATIC END

Quest Rewards

Sometimes, characters are paid for completing a quest. To determine a suitable quest reward, roll once on the Random Treasure Hoard table, using
the characters’ level for the Challenge Rating (CR).

Monster Treasure Preferences

The Monster Manual gives treasure preferences for monsters in that book. These preferences are categorized as follows:

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Any. The monster has a treasure hoard, the contents of which you can determine by rolling on the Random Treasure Hoard table. Monetary treasure
can take the form of coins, trade bars, trade goods, gems, or art objects (all described in chapter 7). Magic items can belong to any treasure theme or
category (see “Treasure Themes” and “Magic Item Categories” in chapter 7).

Individual. The monster doesn’t have a treasure hoard; however, it might have monetary treasure, which you can determine by rolling on the Random
Individual Treasure table. This treasure can take the form of coins, trade bars, trade goods, gems, or art objects (all described in chapter 7).

Treasure Theme (Arcana, Armaments, Implements, or Relics). The monster has a treasure hoard skewed toward a particular theme (see “Treasure
Themes” in chapter 7). You can determine the size of the hoard by rolling on the Random Treasure Hoard table. If the hoard contains magic items, use
the guidelines and tables in chapter 7 to determine each one.

Adventure Examples

This section contains example adventures that demonstrate the principles described throughout the chapter. Each provides enough information for
you to run a one-session adventure, with the help of the maps in Appendix B and the monster stat blocks in the Monster Manual.

Each adventure in this section includes the following information:

Title. An adventure title can help you organize your campaign notes, and if you share the title with your players, it can set the tone for what’s ahead.

Character Level. Each adventure specifies the level of characters it’s aimed at. The difficulty of encounters in each adventure is tailored for four
characters of that level. You can use adventures for characters of higher or lower level or for larger or smaller groups. However, the encounters might
be easier or harder than you expect unless you adjust them.

Situation. Each adventure lays out what’s going on—the situation that the adventurers are called on to deal with. See “Lay Out 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 adventure description is a series of encounters. The text describes the location where the encounter occurs, often
pointing to the maps in Appendix B, and any triggering event that might provoke the encounter. Monster names in bold point you to the stat blocks in
the Monster Manual. Some encounters also specify treasure the characters might find.

Use your imagination to bring the locations and encounters 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.

The Fouled Stream


Adventure for Level 1 Characters

Situation. An alien fungus in a cave is polluting the stream that flows past the village of High Ery. The fungus has spawned vile creatures in and
around the cave.

Hook. The folk of High Ery are noticing fungal growths on the riverbanks and a layer of scum on the water. The characters might live in the village, or a
contact in the Free City of Greyhawk might ask them to investigate.

Encounters
The adventure consists of these encounters.

The First Fork. A mile upstream from the village, a stream flows into the river from a little wood on the river’s south side. Characters can tell that this
stream is the source of the pollution.

Journey Upstream. Borogrove, a kindly Treant, keeps watch over the wood and meets the characters as they follow the polluted stream. He knows
the source of the corruption is inside a cave that the stream spills out of. He gives the characters a magic acorn. If swallowed, the acorn conveys the

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benefits of a Potion of Healing and the Lesser Restoration spell.

Twig Blights. Just outside the cave, the characters encounter six Twig Blights.

Corrupted Cave. Use the Underdark Warrens map in Appendix B for the corrupted cave. Ignore the secret door and the inner chambers behind it.
Close off the tunnels leading off the map to the south, east, and north. The characters enter the cave in the southeast, following the stream. The
cave’s main features and inhabitants are as follows:

Entrance. A Shrieker Fungus just inside the cave entrance alerts the inhabitants to the characters’ arrival. On watch near the entrance and quick to
respond to the shriekers’ cry are four Bullywug Warriors who have fungal growths on them.

Berserk Bear. In a side cave to the southeast is a Brown Bear that drank from the stream. It’s upset because the water made it ill. If the characters
can make it eat Borogrove’s acorn or otherwise rid it the Poisoned condition, the bear recovers immediately and leaves them alone.

Ooze’s Lair. At the north end of the stream are a Psychic Gray Ooze and six Stirges. After defeating these creatures, the characters can destroy the
brain-like fungus in the water, which is the source of the corruption. If they do, each character earns a bonus 100 XP.

Journey Home. As they leave the wood, the characters encounter Borogrove again. If they used his acorn, he gives them another one. If they purified
the source of the stream, he gives them a Staff of Flowers in gratitude.

Miner Difficulties
Adventure for Level 2 Characters

Situation. After miners dug into an Underdark tunnel, a Hook Horror found its way into the mine and became trapped. It has eaten a few miners, and
the others are too terrified of the echoing clicks in the mine to hunt down the predator.

Hook. The mayor of the village of Blackstone, Kristryd Splitanvil (a Lawful Good, dwarf Tough), hires the adventurers—perhaps because of how
adeptly they handled the situation in “The Fouled Stream”—to deal with the monster in the mines. She offers a precious topaz worth 500 GP to
adventurers who kill the creature or drive it away.

Encounters
The adventure consists of these encounters.

Exploring the Mine. Use the Mine map in Appendix B. In the weeks since the miners abandoned the place, pests have flourished in the tunnels. Each
time the characters enter a distinct area of the mine, roll on the following table.

1d6 Encounter

1 Four Violet Fungi and one Rust Monster

2 One Giant Spider and two Swarms of Insects (spiders)

3 One Darkmantle and three Piercers

4 A patch of yellow mold (see “Hazards” in chapter 3) on a miner’s remains

5 One Gelatinous Cube

6 Sounds of Terror (see below)

Sounds of Terror. The first time this encounter occurs, the characters hear eerie clacking and scraping noises echoing in the mine shafts and notice
gouges in the walls. The second time, they find the source of those sounds and markings—the Hook Horror. The creature is hungry, but what it really
wants is to find its way back to the Underdark. It retreats from a fight that is going badly for it.

Underdark Connection. The tunnel in the southeast corner of the bottom level of the mine is where the miners accidentally connected to an
Underdark tunnel. The hook horror entered the mine through a hole in the wall, but the hole closed behind it in a cascade of rubble. If the characters
clear away the rubble from the hole, they hear clacking and scraping from the other side. The hook horror hears it too and hurries here to rejoin its kin.
As long as the characters stay out of its way, it ignores them as it scrambles back through the hole, never to plague the mine again. Each character
then earns a bonus 200 XP.

The Winged God


Adventure for Level 3 Characters

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Situation. A few weeks ago, a Red Dragon Wyrmling drove a band of kobolds out of their warren to claim the place as its lair. Now some of the
kobolds are causing trouble in the Cairn Hills. They’re raiding merchants, hoping the dragon will allow them to return home as its loyal servants.

Hook. A merchant named Nondy Barducks (a Lawful Neutral, gnome Commoner) hires the characters to escort his wagon to the remote mining
village of Diamond Lake, which happens to be near the dragon’s new lair. Nondy was robbed by kobolds on his last trip, and he wants protection this
time. He offers to pay each character 150 GP.

Encounters
The adventure consists of these encounters.

Kobold Bandits. Along the road, the wagon is surrounded by eight Kobold Warriors (Neutral) who demand that the merchant surrender his goods. In
combat, the kobolds shout things like “For the Winged God!” and “Fight to reclaim our home!” If four of them fall in battle, the remaining kobolds try to
flee. Any captured kobold explains the situation.

Kobold Supplicants. If the characters continue on their way without pursuing the kobolds, twelve Kobold Warriors (including any survivors of the first
encounter) and six Winged Kobolds (all Neutral) approach the wagon. These kobolds humbly ask the adventurers to help them. They promise to
return the goods they stole from Nondy if the adventurers drive off the dragon.

Kobold Camp. If the adventurers follow fleeing kobolds, they can find the kobolds’ camp on a nearby outcropping. The kobolds there don’t fight,
though, instead begging the adventurers to help them (as in “Kobold Supplicants” above).

Dragon’s Lair. Use the Volcanic Caves map in Appendix B for the dragon’s lair, but close off passages to keep the lair small. Near the entrance, the
characters encounter a gang of four Magma Mephits and three Smoke Mephits, drawn to the lair by the magic of the dragon.

In the inner cave, the troublesome Red Dragon Wyrmling rests on its little hoard:

Crate holding Nondy’s stolen goods (worth 400 GP)


4,200 CP, 2,000 SP, and 180 GP
Seven gemstones worth 50 GP each
Potion of Healing
Rope of Climbing
Two Spell Scrolls (Alarm and Comprehend Languages)

If the characters defeat or drive off the dragon, each of them earns a bonus 400 XP.

Horns of the Beast


Adventure for Level 5 Characters

Situation. A long-forgotten ruin is rumored to hold a fiendish Artifact called the Horns of the Beast. A villain hopes to claim the Artifact and put it to
terrible use.

Hook. An unassuming human merchant named Melchis (secretly a Chaotic Evil Fiend Cultist devoted to Iuz) hires the characters to escort him on an
expedition to find an ancient temple lost in the jungle. He offers to pay them a total of 2,000 GP in trade bars—half when they reach the temple and
half when they safely return to civilization—and promises to support them with what he claims to be “limited magical ability.”

Encounters
You can use the poster map of the world of Greyhawk for this adventure; the temple is located near the southern edge of the map, in the Amedio
Jungle. The journey unfolds in three stages (see “Travel” in chapter 2), culminating in the discovery of the ruins and the artifact.

Stage 1. Melchis hires a ship to carry the party to the Amedio Jungle. Use the map to determine how long the sea voyage takes, depending on where
the adventurers begin the trip and figuring that the ship covers about 1½ hexes per day. Near the end of the trip, as the ship crosses Jeklea Bay, it’s
attacked by a group of Hostile sahuagin, including two Sahuagin Priests, six Sahuagin Warriors, and a Water Elemental. (Assume the ship’s crew
stays out of the way of these terrifying monsters and lets the characters and Melchis deal with this threat.) Stage 1 ends when Melchis and the
characters row a launch ashore.

Stage 2. Melchis leads the characters into the jungle, aiming for the shore of the lake. This stage covers about 180 miles through the dense forest.
Each day of the journey, roll once on the following table to determine what the characters encounter on their journey, if anything.

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1d20 Encounter

1–14 No encounter

15 An Indifferent Giant Ape protects its territory; its primary concern is getting the party to leave.

16 A Hostile Tyrannosaurus Rex is on the hunt and tries to eat the characters.

17 Three Allosauruses are hunting in the jungle; they are Hostile and treat the party as prey.

18 Two Ankylosauruses tromp through the forest nearby. They are territorial and aggressive but Indifferent, and they won’t pursue a fleeing party.

A band of humans, including a Veteran Warrior and eight Infantry Warriors, watch the party. They are Indifferent; they live in the jungle and
19
aren’t used to seeing other people.

20 Four Minotaurs of Baphomet prowl the jungle looking for Humanoids they can capture and bring back to the temple.

Stage 3. Once the characters reach the edge of the lake, Melchis leads them southwest along the shore until they find the ruin. This stage covers 90
miles through coastal terrain. The second day of the journey, heavy rain obscures vision and creates quicksand pits (see “Environmental Effects” and
“Hazards” in chapter 3). The front rank of the party might fall into a quicksand pit while two Giant Crocodiles attack at the same time. The rest of the
journey passes without incident.

The Ruins. For the ruins, use the western half of the ground floor of the Dungeon Hideout map in Appendix B, and ignore the stairs leading to the
lower levels. Dwelling in the ruins are six Minotaurs of Baphomet who are Hostile to all intruders. They are spread out around the ruins but come
quickly when they hear combat.

The Artifact. The Horns of the Beast—a jagged crown made from the horns of demons and wild animals—rests on a pedestal in the northwest corner
of the ruins. Melchis immediately attempts to seize the Artifact and place it on his head. If he does, he is transformed into a Hezrou and tries to kill
the characters. A character who dons the Artifact is cursed with Demonic Possession (see “Curses and Magical Contagions” in chapter 3). The
Artifact can’t be removed from the character’s head until a Remove Curse spell is cast on the character. If the characters defeat Melchis and search
him, they find a Bag of Holding containing twelve 5-pound gold trade bars (worth 250 GP each) and a Spell Scroll of Teleportation Circle. The scroll
also contains the sigil sequence for a permanent teleportation circle. At the end of the adventure, each character earns a bonus 1,000 XP.

Destroying the Artifact. The Horns of the Beast can be destroyed only by dropping it in the River Oceanus, which flows through the Upper Planes (see
chapter 6). A character can learn this by casting Identify on the Artifact.

Boreal Ball
Adventure for Level 7 Characters
ARTIST: KATERINA LADON

MINSC, BOO, AND DELINA NAVIGATE THE INTRIGUES OF THE BOREAL BALL

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Situation. The Baron of the Boreal Ball, a minor noble of the Feywild, holds an unending ball in his ice palace. Behind the revelry, the ball is the scene
for schemes and intrigues.

Hook. The adventurers receive a magical invitation to the Boreal Ball that teleports the group to the ball at the appointed time.

Encounters
The adventure plays out over three dances. During each one, the characters can decide whether they dance, mingle, watch the dancers, or engage in
some other activity. (The Manor map in Appendix B can serve as a floor plan for the baron’s palace.) Each character has the opportunity to earn
renown for the party (see “Renown” in chapter 3) by making a positive impression on whomever they’re interacting with—a potential Renown Score
increase of 1 per character per dance. These guests pay particular attention to the characters:

Cannifer is a Satyr Revelmaster who is used to being the center of attention at every ball he attends and is thus Hostile to the adventurers.
Darisis a Friendly, fun-loving Dryad who wants to be seen dancing with all the adventurers.
Fidget is a playful Pixie who is Indifferent and pesters the adventurers with pranks throughout the evening, without causing any actual harm.
Granny Snailtongue is a Hostile Green Hag who sees the adventurers as potentially useful tools. She offers to help them at every turn in hopes
of putting them in her debt.
Raxas Albrethin is an arrogant, Chaotic Neutral drow Mage who is initially Hostile and wants to see the adventurers humiliated. However, once
the characters’ Renown Score reaches 6, Raxas admits he misjudged them and becomes Friendly.

Rude Interruption. After the second dance, the ball is interrupted by a Neutral Evil Hobgoblin Warlord named Varka, who is accompanied by a
Hobgoblin Captain and five Hobgoblin Warriors. The hobgoblins are offended by the adventurers’ presence and attack them. If the characters defeat
the hobgoblins, their Renown Score increases by 2.

Conclusion. After three dances, the Baron of the Boreal Ball appears. If the party’s Renown Score is at least 6, he bestows on each character a Charm
of the Boreal Ball. This charm (see “Supernatural Gifts” in chapter 3) allows a character who has it to cast the level 3 version of the Ice Knife spell.
Once used, the Charm vanishes. Each character also earns a bonus 1,700 XP.

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CH. 4: CREATING ADVENTURES GREYHAWK

Chapter 5: Creating Campaigns


ARTIST: NOOR RAHMAN

THE ARRIVAL OF A MIND FLAYER NAUTILOID MEANS TROUBLE FOR


ANY WORLD—AND ADVENTURE FOR THAT WORLD’S HEROES!

If encounters are the building blocks of a D&D adventure, then adventures are the building blocks of a D&D campaign, for a campaign is what you get
when you string two or more adventures together. A campaign setting is the world in which those adventures take place—both a backdrop for your
adventures and a hotbed of conflicts and personalities that can inspire and drive adventures.

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Step-by-Step Campaigns

Follow these steps to create a campaign:

Step 1: Lay Out the Premise. Consider the core conflicts driving the campaign, and choose a setting that reinforces the themes and tone you hope to
evoke.

Step 2: Draw In the Players. Start your campaign in a memorable way. Determine how the characters get drawn into events and how the characters’
goals and ambitions might come into play.

Step 3: Plan Adventures. Consider the smaller conflicts that make up the larger conflicts of the campaign, and devise fun quests that help drive the
story. Flesh out the antagonists, the important locations, and the elements that link the adventures together.

Step 4: Bring It to an End. Think about how the campaign might end and what level you expect the characters to be when the campaign wraps up.

You might have noticed that these steps are similar to the “Step-by-Step Adventures” list at the start of chapter 4. In many ways, a campaign is just an
adventure writ large. In an ongoing campaign, one adventure flows naturally into the next.

Later sections of this chapter offer inspiration and advice for each of these four steps. The chapter concludes with a campaign example.

Your Campaign Journal

At the start of any campaign, there’s a buzz of excitement as you and your players look forward to creating a new world together—one full of
adventure and promise. Every game session is a chance for you to show off more of the campaign setting and deepen your players’ investment in it.

If your campaign lasts for months or years, sustaining that high level of excitement—yours as well as your players’—takes effort. An important tool to
help you keep interest in the campaign high is a campaign journal, a collection of notes from past sessions. Use your journal to refresh your memory
on events that transpired early in the campaign and bring closure to unresolved conflicts and mysteries.

Keeping a Journal

A campaign journal documents the progression of your campaign, from the first game session to the last. Your journal can take whatever form works
best for you. It might be a physical notebook; a binder of loose notes, maps, and tracking sheets; a wiki; or a collection of files on your computer.
Journal entries are best organized by date or game session. (Some DMs prefer the term “episode” to “game session,” but the terms are
interchangeable.)

A sample Campaign Journal page is provided. Make copies of it, or use it as inspiration for your own journal pages.

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DOWNLOADABLE PDF

Using Your Journal

Use your journal to plan out your next game session (see “Preparing a Session” in chapter 1). Then, when the game session is over, use the journal to
capture anything else of importance that might have bearing on future sessions, such as the name of an NPC you created on the fly or a critical piece
of information the characters learned.

During a game session, you can use your campaign journal to quickly recall a piece of information you’ve forgotten (such as the name of a character’s
mule) or to jot down things you want to remember later (such as the name of a tavern). In this way, the journal becomes a living chronicle of the
campaign in flight.

Foreshadowing
Foreshadowing is a storytelling technique that never goes out of style. Players love it when something happens in a game session that hearkens to
some event from an earlier session.

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Foreshadowing is about planting seeds early so you can reap the rewards later. Having an up-to-date campaign journal makes foreshadowing easier
because you can reread your notes from earlier game sessions and identify things that could resurface in upcoming sessions, giving past events
greater weight or a bigger payoff. Consider the following example.

The characters find the dead body of an unidentified halfling adventurer. A search of the body yields a cameo necklace containing the portrait of
another halfling. A character decides to keep the cameo, which was intended as a bit of embellishment. You make a note of it in your journal. Months
later, while planning a future session, you flip through the journal and are reminded of the cameo. It inspires you to plan a chance encounter with
another halfling, whom the characters might recognize as the one depicted in the cameo. What happens if the characters return the cameo to this
halfling? This halfling could be tied to a bigger plot or have information that could help the characters resolve some conflict. Suddenly, a minor trinket
foreshadows bigger events to come.

Adventure Stockpile
Besides tracking each session of your campaign, keep a list of adventure ideas. Even if you don’t end up using every adventure idea, having a
stockpile will keep you ready for whatever your players throw at you, and you can even borrow pieces of various ideas to incorporate into future
adventures. Not every adventure needs to build on earlier plots; a good stand-alone adventure tucked in the middle of a serialized campaign can be a
welcome change of pace for you and your players.

Campaign Premise

Everything outlined about the story of an adventure in chapter 4 is true of a campaign’s story as well: a campaign is like a series of comics or TV
shows, where each adventure (like an issue of a comic or a TV episode) tells a self-contained story that contributes to the larger story. Just like with
an adventure, a campaign’s story isn’t predetermined, because the actions of the players’ characters will influence how the story plays out.

Campaign Characters

The characters are the focus of every D&D adventure, and their players are your partners in developing their characters’ epic journeys.

By working with your players to understand what excites them most, you can craft stories they want to see their characters star in. You can also more
effectively draw players into adventure plots (see “Draw In the Players” in chapter 4) if you understand what motivates both them and their characters.

Player Input
It’s not up to you to create every aspect of a D&D campaign. Players contribute through their characters’ actions and by directly sharing what they
want to see in a campaign. You can learn about your players’ preferences in two ways:

Direct Input. Ask your players what they want to do in a campaign. Regularly inquire about how they think the campaign is going, what they’d like to
experience more of, and what elements they’d like to explore further. After a session concludes and between sessions are great times to ask players
for thoughts about the campaign.

Indirect Input. The choices a player makes, starting at character creation, can indicate what they want to see in the game. For example, a Rogue
player likely wants opportunities for subtlety or skulduggery, while a Barbarian player likely craves combat. Take note of what encounters players are
enthusiastic about, and seek ways to help the players’ characters shine.

Character Arcs
Like most protagonists in film and literature, D&D adventurers face challenges and change through the experience of overcoming them. By
incorporating each character’s motivations into your adventures and setting higher stakes through play, you’ll help characters grow in exciting ways.
You can use the DM’s Character Tracker sheet to keep track of key information about each character. See “Getting Players Invested” in this chapter for
more ideas.

Character Motivations. For each character, think about what motivates them to adventure. Motivations generally fall into the following categories:

Goal. A character’s goal is a short-term reason for the character to adventure. At the start of a campaign, this might be a desire for treasure, a thirst
for excitement, or some need from a character’s backstory. As characters continue to adventure, they’ll find different goals to pursue, such as finding
a lost relic, honoring an ancestor, avenging a fallen mentor, or defeating a villain.

Ambition. A character’s ambition is a broad, personal aspiration the character hopes to achieve through a lifetime of adventuring. A character might
dream of becoming a legendary knight or bringing peace to their homeland. Ambitions might be unrelated to the character’s current goal.

Quirks and Whims. Quirks and whims are a character’s preferences, impulses, or other traits. They often emerge during play, such as a character’s
tendency to one-up a rude innkeeper or their oft-expressed fondness for displacer beast fur.

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Players often reveal their characters’ motivations through play. If you’re uncertain or a character’s motivations seem to have changed, it’s OK to ask
players for clarification.

Family, Friends, and Foes. A character’s origin (species and background) implies some amount of backstory, suggesting the character’s family and
what the character did before becoming an adventurer. Take note of specific background characters—friends, foes, family members, and others—who
might appear in the campaign.

Should these background characters become important to the campaign, work with the player to develop them in detail. Revealing a character’s lost
sibling or childhood rival midcampaign should be handled carefully to avoid straining credulity. Make sure a player is comfortable with new
developments about their character before introducing them.

Character-Focused Adventures. Adventures should occasionally highlight character motivations or elements of their backstory. Here are a few
examples of character-focused adventures:

A rival from a character’s past shows up to settle a grudge.


A sneaky character puts their skills to the test by leading the rest of the party to conduct a heist.
A character learns the location of a magic item needed to save their hometown.
A spellcasting character must undertake a trial to join an exclusive group of spellcasters.

Any adventure that focuses on a single character should incentivize the whole party to participate—even if just to help their companion. Avoid
focusing adventures on one character too often, and look for opportunities to have character-focused adventures for each character from time to
time.

Setting New Goals. Characters can change their goals whenever they please, but you can encourage them to do so by giving them significant
victories roughly every 5 levels. When characters accomplish their goals, consider the following questions:

How does completing this goal create a new challenge?


How is this victory only part of what the character wants to achieve?
Who might be upset by the character completing this goal?
What is a reward the character will be excited to receive that also moves them closer to their ambition?

Use the answers to these questions to develop new character goals and to inspire further adventures.

Building on the Characters’ Actions. Sometimes it can be fun to let the players steer the campaign by having their characters’ actions dictate future
adventures. For example, if the characters buy a tavern using the treasure they’ve amassed, you can adjust the campaign so that the tavern has a role
in future adventures. One adventure might involve a competitor trying to put the characters’ tavern out of business. Another might use the tavern as
the setting for a murder mystery.

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DOWNLOADABLE PDF

Campaign Conflicts

One way to ensure your campaign’s longevity is to come up with three compelling conflicts you can create adventures around. Introduce these
conflicts early in the campaign. As the campaign unfolds, focus adventures on different conflicts to keep the players’ excitement high.

Use the Campaign Conflicts tracking sheet to record your campaign’s conflicts (with room to add details or notes). A conflict can be as big or as
small as you like, and it’s nice to have at least one conflict that can be resolved quickly. Each conflict should involve the adventurers against some
antagonistic force, though you can also create conflicts between two powerful forces without necessarily knowing which force (if either) the
adventurers will align themselves with. The “Flavors of Fantasy” section below provides examples of conflicts that reinforce particular themes.

If a conflict reaches a satisfying end before the end of the campaign, create a new conflict to replace it. You can also replace conflicts that don’t
resonate with your players as well as conflicts you’re having trouble building adventures around.

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Conflict Arcs
In the same way you think about character arcs over the course of a campaign, think about how each conflict might manifest over the course of the
campaign. How do the characters first encounter the conflict? How does the conflict develop over time? What might a climactic ending to that
conflict look like?

One helpful way to structure a conflict arc is to use the tiers of play described in chapter 4. Levels 5, 11, and 17 represent milestones in character
power and capabilities, and they can also be story milestones in the arc of your campaign. The shift from one tier to another is an ideal time to wrap
up a campaign conflict and introduce a new one that has a broader reach and represents a greater threat. The threshold of a new tier can also be an
opportunity for characters to realize the scale of a conflict they’ve been dealing with—to realize, for example, that the bandits they fought throughout
their first four levels are merely puppets of an enemy nation they must confront in the second tier.

The “Greyhawk” section in this chapter has examples of conflict arcs.

DOWNLOADABLE PDF

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Flavors of Fantasy

Your D&D campaign might be inspired by a particular flavor of fantasy, several of which are discussed in the sections that follow. Any of these
fantastical subgenres can be informed and inspired by the cultures, myths, legends, and fantasies of any culture: an epic fantasy campaign could
draw on French romances or Chinese wuxia stories, a mythic fantasy campaign could be based on Greek myth or the Epic of Gilgamesh, and so on.

Heroic Fantasy
Heroic fantasy features adventurers bringing magic to bear against monstrous threats—the default subgenre presented in the core D&D rulebooks.

Heroic Fantasy Conflicts. Heroic fantasy campaigns often revolve around delving into ancient dungeons in search of treasure or to destroy monsters
or villains. Consider conflicts like these to drive the action of a campaign:

Evil Cult. Wicked cultists infiltrate a peaceful realm to free an ancient evil entity trapped in a dungeon. Releasing the entity would surely spell the
realm’s doom.

Fungal Plague. To protect a primeval forest from the encroachment of hunters and settlers, druids unleash a fungal plague that quickly gets out of
hand.

Old Enemy. An elusive villain who plagued the characters years ago resurfaces, giving the characters a chance to finally bring the villain to justice.

Sword and Sorcery


A sword-and-sorcery campaign features a grim world of evil spellcasters and decadent cities, where the protagonists are often motivated more by
greed and self-interest than by altruistic virtue.

Sword-and-Sorcery Conflicts. In this flavor of campaign, magic-users often symbolize the decadence and corruption of civilization, and mages are
the classic villains of these settings. Magic items are therefore rare and often dangerous. Consider conflicts like these to drive the campaign:

Evil Adventurers. An evil band of experienced adventurers wields power and influence to oppress hapless folk.

Evil Weapon. A knight under the influence of a sentient, evil weapon terrorizes a peaceful realm. Cultists worship and protect this weapon, which
must be seized and destroyed to end the threat.

Forgotten Dynasty. The long-lost seat of a forgotten dynasty rises from the sea or the desert sands, and its people launch a campaign of conquest.

Epic Fantasy
An epic fantasy campaign emphasizes the conflict between good and evil, with the adventurers on the side of good. These heroic characters are
driven by a higher purpose than selfish gain or ambition. Characters might struggle with moral quandaries, fighting the evil tendencies within
themselves as well as the evil that threatens the world. And the stories of these campaigns often include an element of romance: tragic affairs
between star-crossed lovers, passion that transcends even death, and chaste adoration between knights and nobles.
ARTIST: CALDER MOORE

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FORTRESSES ON THE BACKS OF DRAGON TURTLES RISE FROM
THE DEPTHS, HERALDING THE RETURN OF A LONG-LOST DYNASTY

Epic Fantasy Conflicts. Conflicts like these highlight the themes of an epic fantasy campaign:

Apocalypse. A prophecy predicts the end of the world unless the adventurers intervene. Apocalypse cultists oppose the characters at every turn.

Dragon Tyrant. An evil and powerful dragon moves into the region, upsetting the ecology and demanding tribute from nearby settlements.

The Foe Time Forgot. An evil foe believed long dead emerges from the Feywild, alive and well after being lost in time. This foe seeks revenge against
the descendants of long-dead enemies.

Mythic Fantasy
A mythic fantasy campaign draws on the themes and stories of ancient myth and legend, from Gilgamesh to Cú Chulainn. Adventurers attempt
mighty feats of legend, aided or hindered by the gods or their agents—and the characters might have divine ancestry themselves. The monsters and
villains they face might have a similar origin. The chimera in the dungeon isn’t just a random beast but the product of a divine curse.

Mythic Fantasy Conflicts. Conflicts like these highlight the themes of a mythic fantasy campaign:

Divine Trials. Seeking a gift or favor from the gods, the adventurers undertake a series of trials that lead them to the realms of the gods, where the
adventurers can plead their case.

Divine Wrath. After a temple is sacked, a vengeful god sends an escalating series of woes upon a kingdom until the temple’s relics are returned.

Giants. An enormous castle on a cloud settles over the land. The characters can battle the giants living there or try to broker a lasting peace.

Supernatural Horror
If you want to put a horror spin on your campaign, the Monster Manual is full of creatures that suit a storyline of supernatural horror. An essential
element of such a campaign is an atmosphere of dread, created through careful pacing and evocative description. Your players contribute too; they
must be willing to embrace the mood.

Whether you want to run a full-fledged horror campaign or a single creepy adventure, discuss your plans with the players ahead of time. Horror can be
intense and personal, and not everyone is comfortable with such a game. (The advice on discussing limits under “Ensuring Fun for All” in chapter 1 is
particularly important for a horror game.)

Supernatural Horror Conflicts. A supernatural horror campaign often features Undead or demonic foes whose evil transcends the merely mortal.
Consider conflicts like these to drive the campaign:

The Faceless Lord. Juiblex, the Faceless Lord, oozes out of the Abyss and into the Underdark. The characters hear from subterranean folk who need
help defeating the demon lord and its minions.

School of Necromancy. Vampires open a college of necromancy, attracting evil necromancers who need fresh corpses for their studies. An order of
vampire hunters seeks the characters’ help.

Undying Monarch. A venerable monarch clings to power by worshiping Orcus and becoming a lich.

Intrigue
Political intrigue, espionage, sabotage, and similar cloak-and-dagger activities can provide the basis for an exciting campaign. In this kind of game,
the characters might care more about skill proficiencies and making friends in high places than about attack spells and magic weapons. Social
interaction takes on greater importance than combat. Make sure your players know ahead of time that you want to run this kind of campaign.
Otherwise, a player might create a combat-focused character, only to feel out of place among diplomats and spies.

Intrigue Conflicts. Conflicts like these are ripe for an intrigue campaign:

Feuding Fiefs. Two fiefs or settlements have been feuding for years. The characters are drawn into the ongoing feud after helping one side.

Royal Rivals. The sudden death of a sovereign plunges a kingdom into chaos when the rightful heir is challenged and threatened by rivals.

Scheming Adviser. After a monarch takes an interest in the characters, they become targets of the monarch’s most trusted adviser, who is scheming
to become the true power in the realm.

Mystery

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A mystery-themed campaign puts the characters in the role of investigators, perhaps


ARTIST: MARK BEHM
traveling from town to town to crack tough cases that local authorities can’t handle. Such
a campaign emphasizes puzzles and problem-solving in addition to combat prowess. An
adventure composed of nothing but puzzles can become frustrating, so be sure to mix up
the kinds of encounters you present.

Mystery Conflicts. A mystery might set the stage for the whole campaign. The characters
might uncover clues to this mystery from time to time, while individual adventures might
be only tangentially related to it. Consider conflicts like these for a mystery campaign:

Criminal Syndicate. A many-headed criminal syndicate seeks economic and political


power. The syndicate has spies everywhere, including among the adventurers’ families or
friends.

Shape-Shifting Assassins. A secret association of doppelgangers or other shape-shifters


slowly assassinates prominent figures one by one.

To Catch a Thief. An extraordinary thief steals only the most valuable jewelry and works
of art. The characters might become a target of the thief when they acquire a priceless
treasure.

THE BOLD ADVENTURER MURLYND HAS


VISITED MANY WORLDS AND HAS A FONDNESS
FOR SIX-SHOOTERS AND TALKING CLOCKS

Swashbuckling
The swashbuckling adventures of pirates and musketeers make for a dynamic campaign in which dashing, charming heroes weave their way through
palace intrigues and leap from balconies onto waiting horses to escape dogged pursuers. In a swashbuckling campaign, the characters typically
spend a lot of time in cities, in royal courts, and aboard seafaring vessels. Nevertheless, the heroes might end up in classic dungeon situations, such
as escaping from a prison cell block or searching storm sewers to find a villain’s hidden chambers.

Swashbuckling Conflicts. Conflicts like these highlight the themes of a swashbuckling campaign:

Inherited Antagonists. A character inherits a magic item from a deceased relative, unaware that this relative’s enemies are after the item.

Pirates and Privateers. A new monarch cracks down on piracy by commissioning privateers and naval officers to hunt pirate ships.

The Waking Deep. A monstrous horror slumbering in the depths of the ocean stirs, driving minions such as sahuagin, merrows, or dragon turtles to
attack seafaring vessels.

War
A campaign focused on warfare centers on heroes whose actions turn the tide of battle. The characters carry out specific missions: capture a
magical standard that empowers undead armies, gather reinforcements to break a siege, or cut through the enemy’s flank to reach a demonic
commander. The party might also support the larger army by holding a strategic location until reinforcements arrive, killing enemy scouts, or cutting
off supply lines. Information-gathering and diplomatic missions can supplement combat-oriented adventures.

War Conflicts. Conflicts like these highlight the themes and flavor of a war campaign:

Freedom Fighters. Poorly armed and disorganized subjects of a tyrant revolt.

Invaders. A militaristic nation invades its benevolent neighbors.

Pawns in a Game. A war rages on for decades, its original cause all but forgotten. The people caught up in it strive to find meaning and purpose in a
bleak and violent world.

Crossing the Streams


Deep in D&D’s roots are elements of science fiction and science fantasy as well as a wide-ranging collection of fantasy inspiration, and your
campaign might draw on those sources as well. You can send your characters hurtling through a magic mirror to Lewis Carroll’s Wonderland, put
them aboard a ship traveling between the stars, or set your campaign in a far-future world where laser weapons (see “Firearms and Explosives” in
chapter 3) and Wands of Magic Missile exist side by side.

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Crossing the Streams Conflicts. Conflicts like these create opportunities for crossing the streams:

Beyond the Magic Mirror. A mysterious mirror in a strange dungeon is a portal into a different world where whimsical tales unfold—or perhaps some
version of the modern world.

Gamma World. The characters inhabit a post-apocalyptic wasteland that is largely medieval in feel, but isolated outposts still hold futuristic
technology from before the cataclysm.

Invaders from Wildspace. Spaceships land on the characters’ world and disgorge hostile creatures armed with advanced technology.

Campaign Setting

Just like an adventure’s setting (as described in chapter 4), a campaign setting is an essential part of a campaign’s premise, shaping the kinds of
stories that unfold there.

As the DM, you have two options when choosing a campaign setting:

Use a published campaign setting.


Create your own campaign setting.

Whether you create your own campaign setting or use a published one, the world of your game is always your own. You can customize it to suit your
tastes and those of your players.

Using a Published Setting


One advantage of using a published campaign setting is that much of the world-building is done for you. However, this means your players might
know as much about the setting as you do. You can get around this by changing key aspects of the setting to better serve your needs, which has the
added benefit of challenging your players’ expectations.

The D&D Settings table describes several established campaign settings.

D&D Settings

Setting Description

Heroes make their mark on a postapocalyptic world defiled by magic and forsaken
Dark Sun
by the gods.

The forces of good battle the evil queen of dragons and her armies in the world-
Dragonlance
shaking War of the Lance.

In the aftermath of a deadly war, magically advanced nations rebuild as a cold war
Eberron
threatens lasting peace.

Heroes make names for themselves in the world made popular by the streaming
Exandria
show Critical Role.

Larger-than-life heroes and villains struggle to determine the fate of the world as
Forgotten Realms
they explore the ruins and dungeons of fallen kingdoms and long-forgotten empires.

As tensions rise among warring nations, heroes plunder dungeons to gain the magic
Greyhawk
and might they need to defeat the growing forces of evil.

Sigil, the City of Doors, is where heroes begin to explore the wonders of the D&D
Planescape
multiverse and its many planes of existence.

Heroes are drawn into the gloomy Domains of Dread—cursed realms ruled by evil
Ravenloft
lords—and must find a means of escape.

In a world-spanning city, ten disparate factions draw heroes into a web of adventure
Ravnica*
and danger.

Travel among the stars on a spelljamming ship, and visit worlds floating in the
Spelljammer
majestic oceans of Wildspace.

Strixhaven* Strixhaven, a school of magic, serves as a hub of learning and adventure.

Heroic destinies wait to be fulfilled in this setting inspired by the myths of ancient
Theros*
Greece.

*This setting is based on a Magic: The Gathering world.

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Creating Your Own Setting
One advantage of creating your own world is it can be whatever you want it to be. Your players will never know more about the world than you do,
which can be both a comfort to you and a source of wonder to your players. Moreover, you don’t need to memorize any source material about the
campaign setting, other than what you create for yourself.

Whether you create a setting from scratch or borrow elements from established settings, the result needs to resonate with your players. As you create
your world, ask your players what settings and genres they enjoy, then use those sources for inspiration to create compelling locations, memorable
inhabitants, exciting conflicts, and an internal logic that will resonate with your players.

Five Questions to Consider. As you contemplate a new campaign setting, think about your answers to the following questions:

What’s Your Campaign Setting Called? Choose an evocative name for your setting. It can be a word or phrase that reflects the theme and tone of the
game, or just a made-up name that sounds cool to you. Keep a running list of ideas as you decide on other aspects of your setting.

What Factions and Organizations Are Prominent? Nations, temples, guilds, orders, secret societies, and colleges shape the social fabric of the
setting. What organizations or societal groups play an important part in your setting? Which ones might be involved in the lives of player characters
as patrons, allies, or enemies? What organizations can characters join, becoming part of something larger than themselves?

How Common Is Magic? Spellcasters and magic item shops might be common, rare, or practically nonexistent in your world. How readily available
are spells such as Lesser Restoration, Raise Dead, and Teleportation Circle? Is magic so widespread that it’s part of daily life, or so rare that it
conjures all sorts of superstitions?

What Mysteries Does the World Hold? Every campaign setting has mysteries: a fabled land across the sea, a grim forest hiding a terrible secret,
restless spirits haunting a ruined keep for reasons unknown, an ancient dungeon built for a forgotten purpose, and so on. Dream up as many
mysteries as you wish—you never know which ones will seize your players’ imaginations and become central to the campaign—and record them in
your campaign journal.

What Roles, If Any, Do the Gods Play? What greater gods, lesser gods, and quasi-deities are present or worshiped in your world? If there are gods,
how involved are they in the world? Are they distant and detached beings, or do they appear before their worshipers and meddle in mortal affairs?

Campaign Start

With your campaign journal in hand and the basic premise of your campaign (characters, conflicts, and setting) in mind, it’s time to consider how to
begin the campaign.

Session Zero

At the start of a campaign, you and your players can run a special session—called session zero because it comes before the first session of play—to
establish expectations, share ideas, and discuss house rules, with the goal of ensuring the game is a fun experience for everyone involved. The
“Ensuring Fun for All” section in chapter 1 covers some of the most important groundwork you need to establish at the start of a new campaign.

Often session zero includes building characters together. As the DM, you can help players during character creation by advising them on which
options best suit the campaign.

Character Creation
When players are choosing their characters’ classes and origins, you can restrict options that are unsuitable for the campaign.

Encourage the players to choose different classes so that the adventuring party has a range of abilities. It’s less important that the party include
multiple backgrounds or species; sometimes it’s fun to play an all-Dwarf party or a troupe of adventuring Entertainers.

The origins the players choose define who their characters were before becoming adventurers. Think about how the characters’ backgrounds might
inform adventures in your campaign. For example, if a player chooses the Criminal background, help the player flesh out their character’s criminal
past, and use that information when building relevant storylines into the larger campaign.

Starting Level. What level are the characters when they start? Many D&D campaigns start the characters at level 1. If you want the characters to be a
bit more resilient and your players are experienced, start the campaign at level 3 instead. (See the Player’s Handbook for rules on starting at higher
levels.)

Bringing the Party Together

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During session zero, help the players come up with explanations for how their characters know each other and have some sort of history together,
however brief that history might be. To get a sense of the party’s relationships, here are some questions you can ask the players as they create
characters:

Are any of the characters related to each other?


What keeps the characters together as a party?
What does each character like most about each member of the party?
Does the group have a patron—an individual or organization that points them toward their adventures?

If the players are having trouble coming up with a story for how their characters met, you can suggest the following options.

Bonding Event. Some bonding event (such as a wedding, a festival, or a funeral) brings the characters together, whereupon they quickly discover a
shared sense of purpose.

Happenstance. Someone puts out a call for adventurers to complete a quest, and the characters answer the call. Alternatively, all the characters
could meet by accident, only to discover they’re headed to the same place, or they could find themselves trapped together.

Mutual Acquaintance. The characters are introduced to one another by a mutual NPC acquaintance whom they all trust. This shared acquaintance
could serve as a patron for the party—perhaps a representative of an organization (an academy, a criminal syndicate, a guild, a military force, or a
religious order), a politically powerful person (an aristocrat or even a sovereign), or a magical creature like a sphinx or a dragon.

Shared History. The characters grew up in the same place and have known one another for years. Despite their different backgrounds and training,
they’re already good friends.

Tavern Gathering. The characters meet in a tavern over mugs of ale and decide to embark on a life of adventure together—a tried and true trope!

Setting the Stage


Session zero is a great time to share basic information about the campaign with your players. Such information typically includes the following:

Starting Location Details. Your players need basic information about the place where the characters are starting, such as the name of the settlement,
important locations in and around it, and prominent NPCs they’d know about (see “Starting Location”).

Key Events. Describe any current or past events that help frame the campaign. For example, the campaign might start on the heels of a great war or
on the day of a festival. Describing key events helps set the mood and prepare players for upcoming adventures.

House Rules. If you’re using any house rules (as discussed in chapter 1), or adopting any of the variant rules presented in this or any other book, let
your players know about them.

Remember, you’ll always know more about your campaign world than the players do. Having spent all their lives in this world, though, the characters
also know more than their players do. Fill in the basics of what the characters should know anytime that information matters to their adventures.

Starting Location

Begin your campaign in a location you can detail, such as a village, a neighborhood in a larger city, an outpost, or a roadside tavern. Be prepared to
give players enough information about that location to help them figure out what ties, if any, their characters have to it. Once you have this campaign
hub fleshed out, create one or two local attractions that might serve as adventure locations, such as a haunted house on the outskirts of town or a
dungeon complex tucked in the nearby hills.

ARTIST: ALEXANDRE HONORÉ

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A TIME OF SORROW CAN BRING PEOPLE TOGETHER AND EVEN LAUNCH AN ADVENTURING PARTY

If you’re using a published campaign setting, pick any location in that setting and develop it as you like. A published setting or adventure might give
you all the details you need. The Free City of Greyhawk, described later in this chapter, is an ideal starting location and illustrates the kinds of things to
consider as you detail a starting location.

If you’re building your own setting, start small by detailing only this starting area. The rest of your setting can remain undeveloped for now. Don’t
spend too much time fleshing out the geopolitical landscape of your world or locations the adventurers aren’t likely to visit right away; save those fun
tasks for when you and your players have a better sense of where the campaign is headed.

First Adventure

If you’re using a published adventure to launch your campaign, use the character hooks in that adventure to bring the characters from their starting
location to the adventure’s action. Many campaigns begin with a published adventure and then develop organically as the characters explore beyond
the scope of the adventure.

If you’re creating your own adventure for the start of your campaign, refer to the advice in chapter 4. Keep the first adventure relatively short and
simple, allowing plenty of time for the characters to get to know each other as the players roleplay. What’s most important is that they begin to feel
like an adventuring party and get comfortable with their abilities. The full scope of the campaign can unfold to them later.

Plan Adventures

A D&D campaign is like a garden. Each new adventure plants new seeds in the garden, which requires regular tending lest it run wild. Over time, your
campaign will grow and flourish in ways you expected and in ways that will surprise you. You might need to weed out elements that aren’t resonating
with your players while planting new elements to tantalize them.

Most D&D campaigns grow organically, rather than having all their elements set in stone from the get-go. From time to time, the characters’ decisions
will require you to improvise and create new campaign elements on the fly. For example, a new location might need to be developed to address the
needs of the unfolding story, or certain NPCs might need fleshing out at a moment’s notice. Other parts of this book, such as the “Nonplayer
Characters” and “Settlements” sections in chapter 3, can help you expand your campaign quickly.

Episodes and Serials

There are two basic ways to think about how adventures fit together in your campaign: as distinct episodes or as a serialized story. If you’re not sure
which type of campaign to run, ask your players what they prefer. If your players have different preferences, you can intersperse episodic, stand-alone
adventures among serialized adventures to break up the bigger story.

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Episodes
An episodic campaign is a campaign in which the component adventures don’t combine to form an overarching story. Episodic adventures are stand-
alone quests, and the villains who appear in one adventure rarely resurface to trouble the characters again. If your game group plays infrequently, an
episodic campaign might be ideal because the players can enjoy the current adventure even if they’ve forgotten the details of earlier adventures.

Starting a New Episode. In an episodic campaign, the start of a new adventure doesn’t necessarily have any connection to the end of the last one.
The action might pick up immediately after the end of the previous adventure, but it might instead begin weeks, months, or years after the last
adventure, allowing interim events to unfold while the characters take a break from adventuring.

Serials
A serialized campaign is one continuous story broken up into smaller parts that flow naturally from one to the next. It often has one or more
overarching threats, and the outcome of one adventure can affect how the rest of the campaign unfolds. If your game group meets regularly and
often, a serialized campaign allows you to keep your players guessing what will come next as the campaign builds toward a satisfying conclusion.

Linking Adventures. In a serialized campaign, make connections between the end of one adventure and the start of the next to help it feel like a
connected story. Sometimes you can simply continue the current storyline with new locations to explore and new threats to overcome. Alternatively,
you can use the Adventure Connections table to inspire a link from one adventure to the next. The table suggests things you can do near the end of
one adventure to lead characters into the next one.

Adventure Connections

1d6 Adventure Connection

1 Introduce a person, an object, or information that the characters need to transport safely to a location involved in the new adventure.

Have a major villain flee to a location that features in the new adventure. The characters might be able to pursue the villain, or they might have
2
to search for clues about where the villain has gone.

Introduce clues suggesting that a villain or another NPC in this adventure is part of a larger group—a group that features prominently in the new
3
adventure.

4 Introduce a villainous group that’s featured in the new adventure by having its agents spy on or interfere with the characters’ activities.

5 Have travelers bring news of events transpiring elsewhere, leading characters toward the new adventure.

6 Give the characters a treasure that’s wrapped in mystery they’ll need to unravel in the new adventure.

Getting Players Invested

To get your players excited about and invested in your campaign, create a setting that features people and places they recognize and where their
characters’ choices matter.

The following sections suggest ways to help you create a world your players will be excited to explore.

Recurring Elements
When characters form relationships—friendships, business arrangements, or even lasting antagonism—with the people and places of your setting,
those people and places stick in the players’ minds. Introduce opportunities to forge these lasting relationships early and often.

Consider featuring recurring elements such as these in your game:

Community. Introduce a small group or community the characters can think of as their people, like a village, neighborhood, guild, or crew.

Home Base. Give the characters a place to call home, such as a tavern, a hideout, or a ship. Bastions, as presented in chapter 8, are ideal home bases
for characters.

Prominent Friend. Create a supportive NPC whom the characters can trust and turn to when they need help, such as a local leader, an innkeeper, a
patron, a retired adventurer, or a family member.

Friendly Resources. Provide experts or institutions that can assist the characters, like a temple that can provide healing or a learned sage who can
help solve mysteries.

Likable Villain. Craft a villain who has at least one likable or redeeming quality the characters can appreciate—ideally a villain who isn’t preoccupied
with killing or harming the characters.

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As your campaign continues, introduce new people and locations, and bring back favorites from earlier in the campaign for the occasional cameo.

Player Favorites
It’s often easier to describe people and places that are hostile or frightening than it is to detail a feature you want characters to love. How can you
know what rustic scene will make a character associate a place with home or what personality quirk will remind a character of their favorite mentor?
You can ask a character’s player directly, but instead consider handing over your narrative reins and letting a player describe the perfect detail.

For example, say you have a peaceful village you plan to feature across several adventures. You hope the characters will connect with the place and
treat it as home. As the characters enter the community, they smell something amazing. At this point, you could describe something you think smells
good or something you think a character would like. Or you can ask a player, “The smell of something amazing drifts from around the corner. What is
it?” Whatever the player’s answer—cinnamon rolls from a nearby baker, firework charges being prepared for a celebration, or anything else—becomes
part of the village, and the player has added an important detail to the location.

You can use player input whenever you want to pinpoint something meaningful to the characters and their players. Consider asking players questions
like these whenever you want to describe something in an impactful way:

The tavern owner brings out your favorite dish—cooked to perfection. What’s the dish, and what makes this one remarkable?
The curio shop is selling a trinket that reminds you of one of your family members. What’s the trinket, and who does it remind you of?
The local children are playing a game you played in your hometown. What is it?
The young pickpocket reminds you of someone you once knew. Who?
From the animate mass of murderous dolls scrambles a figure that reminds you of your favorite childhood toy. What is it?

Questions such as these don’t need to draw on warm memories. Having players describe what unsettles or disgusts their characters can make
menacing encounters more impactful as well. In any case, take note of interesting character details that your players share, and record them in your
campaign journal, as these details might be useful inspiration for later adventures.
ARTIST: SCOTT MURPHY

IN THE DRAGONLANCE SETTING, TANIS AND TIKA CALL THEIR LOCAL


INN HOME: A PLACE TO SEE FAMILIAR FACES LIKE FIZBAN THE FABULOUS

Acknowledge the Incredible


Adventurers are, by their nature, remarkable. Even at level 1, they perform miraculous deeds and possess qualities that set them apart from common
folk. Reinforce this in your game. NPCs don’t need to gush over the characters, but the characters’ reputations as heroes, problem-solvers, or
wonderworkers should be cemented early and develop throughout a campaign.

During every session, look for opportunities to make the characters feel like the stars of the story, and try to answer one or more of the following
questions:

How are the characters the perfect people to solve a problem?

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How are the characters’ talents highlighted during the adventure?


What stories do NPCs know of the characters’ past exploits?
How might an NPC comment on a character’s abilities or recognize that they’re special?

Break Episodes
It’s easy to get caught up in a story with dramatic stakes, pitting characters against mounting threats. But every so often, at least once every three to
five levels, give the characters a break—a low-stakes session or adventure that has nothing to do with the overarching plot or broader perils.

A break episode can be an opportunity for the characters to reflect on the events of the ongoing campaign, explore the nuances of the world, and
further develop the relationships between them in a more relaxed setting. Give the group space to breathe, note developments you want to highlight
later, then continue with your adventures.

Consider these ideas for a break episode.

Bastions Episode. The characters take a break from adventuring to tend to their Bastions (see chapter 8), with players taking one or more Bastion
turns and describing what happens.

Carnival Episode. A carnival tempts the characters with magical attractions, games, and prizes. The Witchlight Carnival, described in The Wild Beyond
the Witchlight, is one such carnival.

Creature Comedy. The characters encounter monsters with a comedic flavor—such as flumphs, pixies, faerie dragons, or chatty mimics—in a
situation that leads to mischief and humor rather than combat.

Missing Pet Episode. Someone’s pet is missing. The characters must search a settlement and connect with locals to help find it.

Shopping Episode. A friendly NPC asks the characters to help shop for someone’s birthday.

Special Event Episode. The characters are invited to a sporting event, holiday celebration, fancy dinner, or ball.

Vacation Getaway. The characters relax on a quiet beach, enjoy the comforts of a grateful noble’s villa, withdraw to a serene monastery, or while away
the hours in a fairy hot spring.

Time in the Campaign

Most conflicts in a D&D campaign take weeks or months of in-world time to resolve. A typical campaign concludes within a year of in-world time
unless you allow the characters to 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 certain times of year make for great adventure opportunities. Perhaps a ghostly castle appears on a certain hill
on the winter solstice every year, or every thirteenth full moon is blood red and fills werewolves with a particularly strong bloodlust. The appearance of
a comet in the sky might portend all manner of significant events. The festivals of the gods can serve as opportunities to launch adventures,
especially if the gods themselves are involved.

Ending a Campaign

A campaign’s ending should conclude the last of the major conflicts and tie up most of the threads of its beginning and middle. (It’s OK to leave some
loose ends for characters to explore in the next campaign.) You don’t have to take a campaign all the way to level 20 for it to be satisfying; wrap up
the campaign whenever the story reaches its natural conclusion.

Allow time near the end of your campaign for the characters to finish up any personal goals. Their stories need to end in a satisfying way, just as the
campaign story does. Ideally, some of the characters’ individual goals will be fulfilled by the final adventure. Give characters with unfinished goals a
chance to finish them before the very end.

Once your campaign has ended, a new one can begin. If you intend to run a new campaign for the same group of players in the same setting, using
their previous characters’ actions as the basis for legends is one way to invest your players in the new campaign. Let the new characters experience
how the world has changed because of the actions or accomplishments of the previous campaign’s characters. In the end, though, the new campaign
is a new story with new protagonists. They shouldn’t have to share the spotlight with the heroes of days gone by.

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Ending Sooner Than Expected

Sometimes you run out of ideas for your campaign, or it gets so sidetracked that you have no idea how to bring it to a satisfying conclusion. You
might just not feel excited about it anymore, or you might be so excited with ideas for a new campaign that you can’t focus on the current one. Any of
these might signal the end of your campaign.

The best way forward when you want to end a campaign is to talk to your players about it. If you’re not excited about the game anymore, it’s quite
possible they’re not either, and you can change or end the campaign to everyone’s satisfaction. Consider the following possibilities:

Player Input. If you’re running out of ideas for your campaign, your players might be more than happy to supply you with some. Find out what they’d
like to have happen if the campaign continues. They might give you all the inspiration you need!

Switch DMs. One of your players might have so many ideas about the future of the campaign that they’re willing to take over as the DM. You can
either take over that player’s character or make a new one of your own. Let go of your plans for where the story was going, and allow the new DM to
have creative control.

Transport the Characters. If you or another DM wants to start up a campaign in a new setting but the players don’t want to make new characters,
consider having the characters travel through a portal to a new world.

Arrange a Grand Finale. Sometimes an end to the campaign is the right answer. Look for ways to end the campaign with a bang, even if it’s earlier
than you originally planned. Flip through your campaign journal to see if there are forgotten elements you can resurface for one last hurrah.

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GREYHAWK CH. 7: TREASURE

Chapter 6: Cosmology
ARTIST: LIVIA PRIMA

THE LADY OF PAIN APPEARS WITHOUT WARNING IN THE BUSTLING


STREETS OF SIGIL, AND THE CITY’S RESIDENTS GET OUT OF HER WAY

The worlds of D&D are part of an immense cosmos. Most campaigns and adventures play out on worlds on the Material Plane. The rest of the
multiverse consists of different planes of existence defined in relation to the Material Plane.

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The planes of existence are strange and often dangerous environments undreamed of in the natural world. Adventurers can stroll along streets of fire,
test their mettle on battlefields where the fallen are resurrected with each dawn, and behold the terrifying majesty of the Lady of Pain as she floats
above the streets of the ring-shaped city at the center of the multiverse.

The Planes

The planes of existence are realms of myth and mystery. They’re not simply other worlds, but dimensions formed and governed by spiritual and
elemental principles. They fall into the following categories:

Material Realms. Most D&D worlds are located on the Material Plane, which has two planar echoes: the Feywild and the Shadowfell.

Transitive Planes. The Ethereal Plane and the Astral Plane are boundless realms that provide passage between other planes of existence.

Inner Planes. The four Elemental Planes (Air, Earth, Fire, and Water), plus the Para-elemental Planes between them, are the Inner Planes.

Outer Planes. Seventeen Outer Planes correspond to the nine alignments and shades of philosophical difference between them.

Positive and Negative Planes. These two planes enfold the rest of the cosmology, providing the raw forces of life and death that underlie all existence
in the multiverse.

The Great Wheel

The default D&D cosmology includes more than two dozen planes, detailed in this chapter. The most common understanding of these planes
visualizes them as a group of concentric wheels, with the Material realms at the center. The Inner Planes form a wheel around the Material Plane,
enveloped in the Ethereal Plane. Then the Outer Planes form another wheel around and behind (or above or below) that one, arranged according to
alignment, with the Outlands linking them all.

Since the primary way of traveling from plane to plane is through magical portals, the spatial relationship between different planes is largely
theoretical. No being in the multiverse can look down and see the planes arranged like a diagram in a book. No mortal can verify whether Mount
Celestia is sandwiched between Bytopia and Arcadia; rather, this theoretical positioning is based on the philosophical shading among the three
planes and the relative importance they give to law and good.

Other Configurations
For your campaign, you can use a different model of the planes. Here are several examples:

Planes situated among the roots and branches of a great cosmic tree (literally or figuratively)
Material Realms suspended between two other realities: the Astral Realms (the Astral Plane and the Outer Planes) above and the Elemental
Realms (the Inner Planes) below
A cosmology with fewer planes: a Material Plane; the Transitive Planes; a single undifferentiated Elemental Plane, where all four elements
churn in chaos; an Overheaven, where good deities and Celestials dwell; and an Underworld, where evil deities and Fiends reside
Planes arranged in a complex system of orbits, with planes exerting greater influence on the Material Plane the closer they draw to it

Material Realms

The Material Plane is where the philosophical and elemental forces of the other planes of existence collide in the jumbled existence of mortal life and
matter. It is a thoroughly magical place, reflected in the two planes that share its central place in the multiverse.

The Feywild and the Shadowfell are parallel dimensions occupying the same cosmological space as the Material Plane. The landscapes of these
three planes are similar, but those of the Feywild are more marvelous and whimsical, while those of the Shadowfell are more bleak and ominous.
Passage between the Material Plane and these other realms is sometimes effortless, even accidental. Adventurers might enter a grove of trees on the
Material Plane and suddenly find themselves in a lush, colorful forest on the Feywild or a grim wood of dead trees on the Shadowfell.

Inner Planes

The Inner Planes surround the Material Plane and its echoes, providing the raw elemental substance from which all worlds were made. The four
Elemental Planes—Air, Earth, Fire, and Water—form a ring around the Material Plane. The border regions between these planes are sometimes
described as distinct planes in their own right: the Para-elemental Planes.

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These realms exemplify the physical essence and elemental nature of air, earth, fire, and water. The entire substance of the Elemental Plane of Fire,
for example, is suffused with the fundamental nature of fire: energy, passion, transformation, and destruction. Even objects of solid brass or basalt
seem to dance with flame in a manifestation of the vibrancy of fire’s dominion.

At their innermost edges, where they are conceptually closest to the Material Plane, the four Elemental Planes and the four Para-elemental Planes
resemble places on the Material Plane. The four elements mingle together as they do on the Material Plane, forming land, sea, and sky. But the
dominant element strongly influences the environment, altering those locations’ fundamental qualities.

The inhabitants of this inner ring include aarakocra, azers, dragon turtles, gargoyles, genies, lizardfolk, mephits, salamanders, and xorn. Some
originated on the Material Plane, and all can travel to the Material Plane (if they have access to the magic required) and survive there.

As the Elemental Planes extend farther from the Material Plane, they become increasingly unstable and hostile. In the outer regions, the elements
exist in their purest form: great expanses of solid earth, blazing fire, crystal-clear water, and unsullied air. Any foreign substance is extremely rare; little
air can be found in the outer reaches of the Plane of Earth, and earth is all but impossible to find in the outer reaches of the Plane of Fire. These areas
are much less hospitable to travelers from the Material Plane than the border regions are. Such regions are little known, so one who mentions the
Plane of Fire, for example, usually means the border region.

The outer regions are the domains of creatures formed of the pure elements, including air, earth, fire, and water elementals. These are also the
domains of the Elemental Princes of Evil—primordial beings of pure elemental fury.

At the outermost extents of the Elemental Planes, the pure elements dissolve and bleed together into an unending tumult of clashing energies and
colliding substance called the Elemental Chaos. Elementals can be found here as well, but they usually don’t stay long, preferring the comfort of their
native planes.

Outer Planes

If the Inner Planes are the raw matter and energy that make up the multiverse, the Outer Planes provide the direction, thought, and purpose for its
construction. These are realms of spirituality and thought, the spheres where Celestials, Fiends, and deities dwell. The plane of Elysium, for example,
isn’t merely a home for good creatures or where spirits of good creatures go when they die. It is the embodiment of goodness, a spiritual realm where
evil can’t abide. It is as much a state of being and of mind as it is a physical location.

When discussing anything to do with deities and their realms, the language used must be highly metaphorical. Their actual homes aren’t literally
places at all but exemplify the idea that the Outer Planes are realms of thought and spirit.

The planes with an element of good in their nature are called the Upper Planes, while those with an element of evil are the Lower Planes. A plane’s
alignment (as shown in the Outer Planes table) is its essence, and a creature whose alignment doesn’t match the plane’s alignment experiences a
sense of dissonance there. When a good creature visits Elysium, for example, it feels in tune with the plane, but an evil creature feels uncomfortable.

Outer Planes

Outer Plane Alignment

Abyss Chaotic Evil

Acheron Lawful Evil, Lawful Neutral

Arborea Chaotic Good

Arcadia Lawful Good, Lawful Neutral

Beastlands Chaotic Good, Neutral Good

Bytopia Lawful Good, Neutral Good

Carceri Chaotic Evil, Neutral Evil

Elysium Neutral Good

Gehenna Lawful Evil, Neutral Evil

Hades Neutral Evil

Limbo Chaotic Neutral

Mechanus Lawful Neutral

Mount Celestia Lawful Good

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Outer Plane Alignment

Nine Hells Lawful Evil

Outlands Neutral

Pandemonium Chaotic Evil, Chaotic Neutral

Ysgard Chaotic Good, Chaotic Neutral

The Upper Planes are the home of Celestials. The Lower Planes are the home of Fiends. The planes in between host their own unique denizens: for
example, modrons are Constructs that inhabit Mechanus, and slaadi are Aberrations that thrive in Limbo.

As with the Elemental Planes, one can imagine the perceptible part of the Outer Planes as a border region, while extensive spiritual regions lie beyond
ordinary sensory experience. Even in perceptible regions, appearances can be deceptive. Initially, an Outer Plane might appear hospitable and familiar
to natives of the Material Plane. But the landscape can change at the whim of a deity or other powerful forces that dwell on the plane, which can
remake the realm completely, erasing and rebuilding existence to better fulfill those forces’ needs.

Distance is a virtually meaningless concept on the Outer Planes. A perceptible region of a plane might seem quite small on one visit, and on another
trip it can stretch on to what seems like infinity. Adventurers could take a guided tour of the Nine Hells, from the first layer to the ninth, in a single day
—if the powers of the Nine Hells desire it. Or it could take weeks for travelers to make a grueling trek across a single layer.

ARTIST: COUPLEOFKOOKS

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Layers of the Outer Planes


Most Outer Planes include a number of distinct realms. These environments are often imagined as a stack of related parts of the same plane, so
travelers refer to them as layers. For example, Mount Celestia resembles a sacred mountain with seven great plateaus along its ascent, the Nine Hells
is like a pit where the River Styx plunges down through nine tiers, and the Abyss has a seemingly endless number of layers.

Like the planes themselves, the description of layers is highly metaphorical and subject to varying interpretations. The plane of Carceri, for example,
has been described as a long series of spherical worlds arranged like beads on a string, with each sphere consisting of six nested spheres—the layers
of the plane. This fanciful description is but one attempt to make sense of the distorted geography of a place that isn’t even a place in the ordinary
sense of the word, but an alternate state of reality.

Most portals from elsewhere reach the first layer of a multilayered plane. This layer is depicted as the top or bottom layer, depending on the plane. As
the arrival point for most visitors, the first layer functions like an antechamber for that plane.

Alignment and the Outer Planes


The Outer Planes are realms of thought and morality more than merely physical reality, and they can affect visitors on a deeply personal level as well
as a physical one.

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At your discretion, a creature that spends a long time on an Outer Plane that is not its home plan can begin to take on aspects of that plane’s ethos.
Visitors to the Upper Planes might feel strange urges to perform deeds of kindness or compassion, while visitors to the Lower Planes might find
themselves drawn to acts of cruelty or betrayal. Those who spend time on Mechanus and other lawful planes might feel their ties of loyalty to each
other growing stronger, while those who visit Limbo and other chaotic planes might become temporarily more independent or self-absorbed. These
tendencies are best handled as DM suggestions and then roleplayed by the players, but you might award Heroic Inspiration to characters who bring
these characteristics to life in their characters.

Planar Dissonance. Celestials who visit the Lower Planes and Fiends who visit the Upper Planes experience significant discomfort if their visits last
more than a few hours. After finishing a Long Rest on a plane that is alien to its nature, a Celestial or Fiend makes a DC 10 Constitution saving throw.
On a failed save, whenever the creature makes a D20 Test, the creature must subtract 1d4 from the roll. The effect is cumulative with each failed save
and ends when the creature finishes a Long Rest on a plane that isn’t opposed to its nature.

Planar Travel

When adventurers travel to other planes of existence, they undertake a legendary journey in which they might face supernatural guardians and
undergo many ordeals. The nature of that journey and the trials along the way depend in part on the means of travel, such as magical portals or
spells.

Planar Portals

A portal is a stationary, interplanar connection that links a specific location on one plane of existence to a specific location on another. Some portals
function like doorways, appearing as a clear window or a fog-shrouded passage, and interplanar travel is as simple as moving through the portal.
Other portals are locations—circles of standing stones, soaring towers, sailing ships, or even whole towns—that exist on multiple planes at once or
flicker from one plane to another. Some are vortices, joining an Elemental Plane with a very similar location on the Material Plane, such as a swirling
pool of magma in the heart of a volcano (leading to the Plane of Fire) or a maelstrom in the depths of the ocean (leading to the Plane of Water).

Passing through a planar portal can be the simplest way to travel from the Material Plane to a desired location on another plane. Often, though, a
portal presents an adventure in itself.

First, the adventurers must find a portal that leads where they want to go. Most portals exist in distant locations, and a portal’s location often has
thematic similarities to the plane it leads to. For example, a portal to Mount Celestia might be located on a mountain peak.

Second, portals often have guardians charged with ensuring that certain creatures don’t pass through. A portal’s guardian is typically a powerful
magical creature, such as a djinni, a sphinx, a titan, or an inhabitant of the portal’s destination plane.

Finally, most portals aren’t open all the time, but open only in particular situations or when a certain requirement is met. A portal can have any
requirement, but the following are the most common:

Command. The portal functions only if a particular command is given. A command is usually a word that can be invoked in any language (including a
signed language). Sometimes the command must be given as a character passes through the portal (which is otherwise a mundane doorway,
window, or similar opening). Other portals open when the command is given within 15 feet of themselves, and they remain open for 1d12 minutes.

Key Item. The portal functions if the traveler carries a particular object; the item acts much like a key to a door. This item can be a common object or
a particular one created for that portal. The city of Sigil above the Outlands is known as the City of Doors because it features an overwhelming
number of such item-keyed portals.

Random. The portal functions for a random period, then shuts down for a similarly random duration. Typically, such a portal allows 1d6 + 6 travelers
to pass through, then closes for 1d6 days.

Situation. The portal functions only if a particular condition is met. A situation-keyed portal might open on a clear night, when it rains, or when a
certain spell is cast in its vicinity.

Time. The portal functions only at particular times on the Material Plane: during a full moon, during the spring equinox or winter solstice, or when the
stars are in certain positions. Once it opens, such a portal remains open for a limited time, such as for 3 days following the full moon, for 1 hour, or for
10 minutes.

Learning and meeting a portal’s requirements can draw characters into further adventures as they chase down a key item, scour old libraries for
commands, or consult sages to find the right time to visit the portal.

Spells
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A number of spells allow direct or indirect access to different planes of existence. Gate and Plane Shift can directly transport adventurers to any
other plane, with different degrees of precision. Etherealness allows adventurers to enter the Ethereal Plane. And Astral Projection lets adventurers
project themselves into the Astral Plane and from there travel to the Outer Planes.

Traveling the Outer Planes

Described in the sections that follow are four planar features that connect multiple Outer Planes:

The Infinite Staircase


The River Oceanus
The River Styx
Yggdrasil, the World Tree

Other planar crossings might exist in your campaign, or it might be possible to walk (or journey aboard a wondrous train or similar vehicle) from one
plane to another in your cosmology.

Infinite Staircase
The Infinite Staircase is an extradimensional staircase that connects the planes. An entrance to the Infinite Staircase usually appears as a
nondescript door. Beyond the portal lies a small landing with a stairway leading up and down. The Infinite Staircase changes appearance as it climbs
and descends, going from simple stairs of wood or stone to a chaotic jumble of stairs hanging in radiant space, where no two steps share the same
gravitational orientation. It includes ramps, hovering platforms, and clockwork conveyor belts along its endless construction. The adventure
anthology Quests from the Infinite Staircase provides more details about this planar pathway.

The staircase is home to Nafas, a noble genie created by the planar winds that blow into the expanse through its myriad doors. A distant and
benevolent observer, Nafas hears wishes spoken throughout the multiverse—wishes he fulfills with the help of adventurers who happen upon his
aeolian palace.

Doors to the Infinite Staircase are often tucked away in dusty, half-forgotten places that no one frequents or pays any attention to. On any given plane,
multiple doors might lead to the Infinite Staircase, though entrances aren’t common knowledge and are occasionally guarded by devas, sphinxes,
yugoloths, and other powerful monsters.

River Oceanus
The water of the Oceanus is sweet and fragrant, as befits its headwaters in the Blessed Fields of Elysium. This plane-spanning waterway provides a
path through some of the Upper Planes. It flows through each of Elysium’s layers, passes through the top layer of the Beastlands, streams across the
top layer of Arborea, and finally drains away somewhere in Arborea’s second layer.

Though it isn’t as far-reaching as the Styx, the Oceanus is still a commonly used path between planes and layers. Trading vessels sail up and down its
length, and small towns line its banks. Travelers can usually find a boat to hire somewhere along its shores.

River Styx
The River Styx bubbles with grease, foul flotsam, and the putrid remains of battles along its banks. The ill effects of the Styx are described under
“Hazards” in chapter 3.

The Styx churns through the top layers of Acheron, the Nine Hells, Gehenna, Hades, Carceri, the Abyss, and Pandemonium. Tributaries of the Styx
snake through lower layers of these planes. For example, a tendril of the Styx winds through every layer of the Nine Hells, allowing passage from one
layer of that plane to the next.

Sinister ferries float on the waters of the Styx, crewed by pilots skilled in negotiating the unpredictable currents and eddies of the river. For a price,
these pilots carry passengers from plane to plane. Some pilots are Fiends, while others are the souls of dead creatures from the Material Plane.

Yggdrasil, the World Tree


The World Tree, Yggdrasil, is a cosmic ash tree that spans the Outer Planes and links them to many worlds of the Material Plane. Its roots stretch into
the Lower Planes, touching Hades, Pandemonium, and possibly other Lower Planes. Most of its massive trunk rises through the plane of Ysgard, and
its branches stretch through the Upper Planes and across the Astral to the Material Plane.

Some legends describe a great tree, a seedling of Yggdrasil, that the god Corellon planted and tended on the First World at the dawn of time. When
the First World was destroyed, seeds from this tree scattered into the void and took root to form the worlds of the Material Plane. Thus, many
philosophers and naturalists view all trees or even all plants as descendants of Yggdrasil, part of a vast network of plant life across the multiverse.

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Planar travelers can climb among the roots and branches of Yggdrasil to travel from plane to plane or world to world. Some creatures position
themselves as expert guides to this vast cosmic network of branching pathways, constantly studying the ever-changing paths as the tree continues
its eternal growth.
ARTIST: AXEL DEFOIS

A PORTAL TO THE BEASTLANDS OPENS AMID THE BRANCHES OF THE WORLD TREE

Planar Adventuring

In real-world myths, legends, and literature, venturing onto other planes of existence isn’t simply a matter of visiting an unusual environment inhabited
by strange creatures; it’s a journey with meaning expressed through layers of symbol and metaphor. Adventuring on the planes of the D&D cosmology
is an opportunity to craft similarly meaningful and profound journeys.

Planar adventures ought to be extraordinary. As adventurers reach the medium to high levels of your campaign, they find more cause to venture
beyond the confines of the world they call home and explore the planes. If you are ready for the party to undertake a truly mythic quest, such as to
find a lost Artifact or an elusive extraplanar entity, the vast multiverse is yours to explore. As their physical and magical abilities are put to the test, the
characters might find their emotions, values, and spirits challenged as well.

The Blood War

Throughout history, the teeming demon hordes of the Abyss and the regimented legions of devils from the Nine Hells have battled for supremacy in
the cosmos. On worlds of the Material Plane, those who know of the conflict refer to it as the Blood War—a conflict that has raged for millennia,
ravaging the Lower Planes.

The battlefields of the Blood War are concentrated in the Nine Hells and the Abyss, though fighting also takes place on the Material Plane, on the
planes between those realms on the Great Wheel, and anywhere else demons and devils congregate. Although the intensity of the conflict waxes and
wanes, and the front lines of the war can shift drastically, a moment never goes by when demons and devils aren’t battling each other somewhere in
the multiverse.

Many demons and devils are obsessed with finding some advantage for their side in the Blood War, and powerful mortal adventurers are sometimes
drawn into tangled schemes to that end. Additionally, open conflict between Fiends is a constant threat on most of the Lower Planes, even when it is
incidental to the missions that bring characters to those planes. A simple quest to find a treasure lost in Hades becomes much less simple when the
treasure is located in the midst of a raging battle!

Natives of the Upper Planes also have roles to play in the Blood War. While most of them are content to watch evil feed on itself, they still take steps
to minimize the threat to the rest of the multiverse. Whenever the Blood War spills into a location outside the Abyss and the Nine Hells, angels and
other emissaries of the gods—including mortals of exceptional valor—stand ready to intervene.

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Planar Adventure Situations

You can use the Planar Adventure Situations table instead of the tables in the “Adventure Situations by Level” section in chapter 4 to inspire
adventures that draw characters into the planes of existence. These adventure ideas are most appropriate for characters of level 11+.

Planar Adventure Situations

1d10 Situation

When magic fails to revive a dead person, the only solution is to venture to the Outer Planes to find the person’s spirit and either release it from
1
some prison or convince the person to return to life.

People who venture into the woods keep accidentally wandering into the Feywild or the Shadowfell. They might never return, return with no
2
sense of how much time has passed, or return dramatically changed.

A long-dead oracle is the only one who knows how a terrible prophecy might be averted, but the cataclysmic fulfillment of the prophecy has
3
already begun.

4 A god has stopped answering prayers and won’t respond to any Commune spell.

5 A devil has tricked an angel into meddling in the Blood War, and the angel seeks mortal aid.

A ancestor of one of the characters must be convinced to bless the character before the full power of the character’s bloodline can be
6
unleashed.

A foolhardy knight carried a holy weapon on a doomed mission into the Nine Hells, and the powers of Mount Celestia want the weapon and the
7
knight’s remains retrieved.

A titan is imprisoned on an Outer Plane. The characters might be trying to stop those who seek to release it, or they might want to release it to
8
help defend the world from a greater threat.

To prove themselves worthy of an even greater quest, the characters are sent to slay a horrible monster, win the favor of a powerful planar
9
being, negotiate peace between two warring planar factions, or retrieve a long-lost item on another plane.

10 An item of legend is being sold at auction in Sigil, the City of Brass, or some other planar metropolis.

Tour of the Multiverse

Each plane in the multiverse is described below. The planes are presented in alphabetical order.

Abyss

The Abyss embodies all that is perverse, gruesome, and chaotic. Its virtually endless layers spiral downward into ever more appalling forms.

Each layer of the Abyss boasts a horrific environment that is harsh and inhospitable to mortals. Each layer also reflects the entropic nature of the
Abyss. Much of the plane seems to be in a decaying, crumbling, or corroded state, and its corruption affects visitors (see “Curses and Magical
Contagions” in chapter 3).

Layers of the Abyss


The layers of the Abyss are numbered based on the sequence of their discovery and cataloging by explorers from Sigil. Thus, the Plain of Infinite
Portals is identified as the first layer, Azzagrat encompasses the 45th, 46th, and 47th layers; the Demonweb is the 66th layer; and so on. The Layers of
the Abyss table presents several infamous layers; detailed descriptions of these layers follow the table.

Layers of the Abyss

Layer Description

The Plain of Infinite Portals On layer 1, corroded iron fortresses defend routes to lower layers.

Azzagrat Graz’zt’s corrupt, decadent city is split across layers 45, 46, and 47.

The Demonweb On layer 66, Lolth’s web snares all and hides portals to other planes.

Gaping Maw Layer 88 is a malevolent wilderness surrounding Demogorgon’s ocean fortress.

Thanatos On layer 113, an endless graveyard hosts Orcus and the sleepless dead.

The Slime Pits (Shedaklah) Layer 222, a fetid realm of ooze and fungi, obeys the whims of Juiblex and Zuggtmoy.

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Layer Description

The Death Dells Yeenoghu and his gnoll servants prowl layer 422—a cruel, desolate realm.

The Endless Maze Layer 600’s endless labyrinth turns visitors into Baphomet’s prey.

Layer 1: The Plain of Infinite Portals


This layer is the miserable gateway to the infinite layers of the Abyss. Under a glaring red sun, the rocky ground contains gaping craters that are
portals to the other layers of the Abyss. Other portals lead to Pandemonium, Sigil, the gate-town of Plague-Mort in the Outlands, and the Astral Plane,
making this layer the best way to escape the horrors of the Abyss. Iron fortresses dot the landscape, homes to petty lords and upstart demons that
are as changeable as the Abyss itself.

The portal leading to Plague-Mort is tucked within a fortress called the Broken Reach, ruled by a succubus named Red Shroud. In the Broken Reach,
those who can prove their strength and mettle can stay unharmed for a few days at least.

Layers 45–47: Azzagrat

The demon lord Graz’zt embodies manipulation and cruelty, tempting mortals with the promise of appalling delights and decadent luxuries. He rules
over the realm of Azzagrat, which encompasses three interconnected layers of the Abyss. His seat of power is the fantastic Argent Palace in the city
of Zelatar, whose bustling markets and pleasure palaces draw visitors from across the multiverse in search of obscure magical lore and perverse
delights. By Graz’zt’s command, the demons of Azzagrat present a veneer of civility and courtly comity. However, the so-called Triple Realm holds as
much danger as any other part of the Abyss, and planar visitors can vanish without a trace in its mazelike cities and in forests whose trees have
serpents for branches.

Layer 66: The Demonweb


Lolth is the Demon Queen of Spiders, whose schemes entangle entire civilizations on worlds across the multiverse. Of all demon lords, she might
have the most active interest in the worlds of the Material Plane and in the cultists who do her bidding on those worlds, but her interest lies only in
domination.

Lolth’s layer is an immense network of thick, magical webbing that forms passageways and cocoonlike chambers. Structures, ships, and other
objects are caught in the webbing. The webs conceal random portals that snare objects from demiplanes and Material Plane worlds that figure into
the schemes of the Spider Queen. Lolth’s servants also build dungeons amid the webbing, trapping and hunting Lolth’s hated enemies within
crisscrossing corridors of web-mortared stone. Far beneath these dungeons lie the bottomless Demonweb Pits where the Spider Queen dwells with
her most loyal servants—yochlol demons created to serve her that outrank mightier demons while in the Spider Queen’s realm.

Layer 88: The Gaping Maw


The Sibilant Beast and the self-styled Prince of Demons, Demogorgon yearns for nothing less than undoing the order of the multiverse. A two-headed
monster who seems as much in conflict with himself as with other beings, the Prince of Demons inspires fear and hatred among other demons and
demon lords.

Demogorgon’s layer is a vast wilderness of brutality and horror known as the Gaping Maw, where even powerful demons are overcome by fear.
Reflecting Demogorgon’s dual nature, the Gaping Maw consists of a massive primeval continent covered in dense jungle, surrounded by a seemingly
endless expanse of ocean and brine flats. The Prince of Demons rules his layer from two serpentine towers, which emerge from a turbid sea. Each
tower is topped with an enormous fanged skull. The spires constitute the fortress of Abysm, where echoes of Demogorgon’s turbulent thoughts
resound through the halls, tearing at the minds of creatures who dare to enter.

Layer 113: Thanatos


Known as the Demon Prince of Undeath and the Blood Lord, the demon lord Orcus is worshiped by Undead and by living creatures that channel the
power of undeath. A brooding and nihilistic entity, Orcus yearns to make the multiverse a place of death and despair, forever unchanging except by his
will, and to turn all creatures into Undead under his control.

Orcus’s realm of Thanatos is a land of bleak mountains, barren moors, ruined cities, and forests of twisted black trees under a black sky. Tombs,
mausoleums, gravestones, and sarcophagi litter the landscape. Undead swarm across the plane, bursting from their tombs and graves to tear apart
any creatures foolish enough to journey here.

Orcus rules Thanatos from a vast palace known as Everlost, crafted of obsidian and bone. Set in a howling wasteland called Oblivion’s End, the palace
is surrounded by tombs and graves dug into the sheer slopes of narrow valleys, creating a tiered necropolis.

Layer 222: The Slime Pits

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Also known as Shedaklah, this layer is ruled by two separate yet equally repugnant demon lords—Juiblex and Zuggtmoy—who coexist with little
conflict.

Juiblex, the Demon Lord of Slimes and Oozes, is an amorphous mass that lurks in the abyssal depths. The wretched Faceless Lord cares nothing for
cultists or mortal servants, and its sole desire is to turn all creatures into formless copies of its horrid self. Zuggtmoy is the Demon Queen of Fungi
and the Lady of Rot and Decay. Her primary desire is to infect the living with spores, transforming them into her servants and, eventually, into
decomposing hosts for the mushrooms, molds, and other fungi that she spawns.

As the name suggests, the Slime Pits is a bubbling morass of fetid sludge. The landscape is covered in vast expanses of caustic slimes, and strange
organic forms rise from the oceans of ooze at Juiblex’s command. Zuggtmoy’s palace consists of two dozen immense mushrooms, among the
largest in existence, hollowed into grand chambers and twisting corridors. The palace is surrounded by a field of acidic puffballs and poisonous
vapors.

Layer 422: The Death Dells


The demon lord Yeenoghu hungers for slaughter and senseless destruction. Gnolls are his instruments on the Material Plane, and he drives them to
ever-greater atrocities in his name. Delighting in sorrow and hopelessness, the Gnoll Lord yearns to turn the cosmos into a wasteland in which the last
surviving gnolls tear one another apart for the right to feast upon the dead.

Yeenoghu rules a layer of ravines and badlands known as the Death Dells. Here, creatures must hunt to survive. Even plants try to snare the unwary to
bathe their roots in blood. Yeenoghu’s servants, helping to sate their master’s hunger as he prowls his kingdom, capture creatures from the Material
Plane for release in the Gnoll Lord’s realm.

Layer 600: The Endless Maze

The demon lord Baphomet, also known as the Horned King and the Prince of Beasts, embodies bestial bloodlust. If he had his way, civilization would
crumble and all mortals would embrace their predatory instincts.

Baphomet’s layer is a never-ending dungeon with the Horned King’s enormous palace at its center. A confusing jumble of crooked hallways and
myriad chambers, the palace is surrounded by a mile-wide moat concealing a confounding series of submerged stairs and tunnels leading deeper
into the fortress.

Abyss Adventures
The Abyss embodies the loathsome corruption of chaos and evil. A descent into the Abyss is a journey into a hostile and uncharted environment. It’s
also an opportunity to confront the evil in one’s own heart and to resist the temptation to turn against allies in order to survive. Heroic characters
might make a desperate last stand against endless hordes of demons here, or they might try to avoid detection while seeking a holy relic left behind
by some lost hero who dared to venture here.

It’s the nature of the Abyss to contaminate the other planes it touches. Opening a portal to the Abyss from any other plane allows the Abyss to create
tiny pockets of Abyssal evil that can eventually become so corrupted that they’re drawn into the Abyss. Thus, adventurers exploring a desecrated
temple or fetid swamp on the Material Plane can unexpectedly find themselves in a demon-infested environment very much like the Abyss without
ever leaving their home plane.

ARTIST: ANDREW MAR

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THE DETRITUS OF THE PLANES IS TANGLED IN THE DEMONWEB PITS

Acheron

Acheron is made of immense iron blocks whose metallic surfaces ring beneath the marching feet of endless armies. These blocks drift through an
airy void, sometimes colliding with a fearsome clang, crushing all between them and sending shudders through the plane.

Acheron has four layers, with the largest blocks gravitating to the top layer. Some scholars have theorized that the crashing blocks of the upper layers
are eventually broken down into smaller chunks of matter that sink to the lower layers. The truth is actually the opposite: the tiny shards of Ocanthus,
the lowest layer, break off from an icy mire in its deepest recesses and are gradually assembled and organized, perhaps under the influence of nearby
Mechanus, into the perfect cubes of Avalas.

The nature of Acheron instills bloodlust in those who visit the plane (see “Environmental Effects” in chapter 3).

Layers of Acheron

Layer Description

Avalas Spirit soldiers wage endless wars across debris-strewn battlefields.

Thuldanin Pitted, hollow cubes are filled with the cast-off machinery of war.

Tintibulus Jagged blocks tumble in darkness, holding frozen memories sapped by the River Styx and crystallized into fleeting images.

Ocanthus Maelstroms of razor-sharp debris swirl above a mire of black ice.

Acheron Adventures
Acheron is a plane of enforced order, where rigid conformity leads to crushed spirits and broken hopes. The spirits here can’t conceive of anyone
refusing to obey the will of their commanders. They are dedicated soldiers, forever lacking a cause.

A journey into Acheron is a confrontation with the bleak nihilism of unending conflict, the harsh reality of authoritarian rule, and the uncaring
pressures of social conformity. It’s also an opportunity for characters to grapple with the question of what they are fighting for, among armies that
have forgotten how to even ask the question.

On a more literal level, an adventure in Acheron can involve preventing a villain from scavenging Thuldanin for some new horror of warfare to be
unleashed on the battlefield. Or it might require retrieving a secret from the imprisoned thoughts or memories found in the blocks of Tintibulus.

Arborea

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Arborea is a plane of extremes: stupendously craggy mountains; unbelievably deep gorges; forests of monstrously huge trees; and vast stretches of
wheat fields, orchards, and arbors. Wild-hearted nature spirits dwell in every glade and stream, brooking no infringement. Travelers must tread lightly.

The air of Arborea seems charged with excitement. Sudden squalls brew up out of nowhere, beating the tree-lined paths with heavy winds. The
storms pass within minutes and leave behind warm arcs of sunlight filtering through the forest canopy. Music always seems to be playing in the
distance; sometimes it originates from groups of elf musicians, but just as often the faint tune is merely the wind curling through the boles of the
great trees.

Layers of Arborea

Layer Description

Arvandor Towering trees, colorful wildflowers, abundant grain, and delicious fruit create a lush environment.

Aquallor An eternal ocean fed by the River Oceanus is home to teeming sea life and mighty storms.

Mithardir A desert of white sand is abandoned by whatever powers once lived there.

Arborea Adventures
Arborea is a larger-than-life place of violent moods and deep affections, of whim backed by steel, and of passions that blaze brightly until they burn
out. Its good-natured inhabitants are dedicated to fighting evil, but their reckless emotions sometimes break free with devastating consequences.
Rage is as common and as honored as joy in Arborea.

An adventure in Arborea can be an opportunity for characters to discover who they are when masks fall away and the honesty of unfettered emotion
is revealed. The inhabitants of the plane are accustomed to this emotional honesty. Lifelong friends might share a laugh over food and wine, cross
blades over a mutual lover, and write songs celebrating each other’s courage and integrity, all in a single evening. For those who aren’t accustomed to
this candor, though, it can lead to hurt feelings and lingering resentment.

Creatures that visit Arborea and then leave sometimes experience a desperate desire to return—a yearning so intense that it can interfere with day-to-
day life.

What secrets lie buried in the sands of Mithardir? An expedition might involve investigating whatever gods or Celestials once inhabited the silver
desert or find some knowledge they possessed.

Arcadia

Arcadia thrives with orchards of perfectly lined trees, ruler-straight streams, orderly fields, immaculate roads, and cities laid out in geometrically
pleasing shapes. The mountains bear no trace of erosion.
ARTIST: OLGA DREBAS

Night and day are determined by an orb that floats in the sky above both of Arcadia’s layers. Half of the orb radiates sunlight and brings about the day;
the other half sheds moonlight and brings on the starry night. The orb rotates evenly without fail, spreading day and night across the entire plane.

The weather in Arcadia is governed by four allied demigods called the Storm Kings: the Cloud King, the Wind Queen, the Lightning King, and the Rain
Queen. Each one lives in a castle surrounded by the type of weather that ruler controls.

Arcadia is suffused with a vigorous life energy that bestows great vitality on visitors (see “Environmental Effects” in chapter 3).

Layers of Arcadia

Layer Description

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Layer Description

Abellio Everything in these fields of plenty is dedicated to the good of all.

Military forces gather their strength, amid pleasant valleys and orchards, to reclaim the lost layer of Menausus—now part of
Buxenus
Mechanus.

Arcadia Adventures
Everything on Arcadia works toward the common good and a flawless existence. Here, purity is eternal, and nothing intrudes on harmony. Individuality
is subsumed to peaceful life in community, and military might can be brought to bear on those who disrupt that peace.

An adventure in Arcadia can be an opportunity to explore the tension between individual freedom and societal responsibility for the common good.
Even lawfully inclined adventurers rarely conform neatly to social expectations, and a visit to this plane can highlight that conflict.

Astral Plane

The Astral Plane is a realm of thought and dream, where visitors travel as disembodied souls to reach the Outer Planes. It is a great silvery sea, the
same above and below, with swirling wisps of white and gray streaking among motes of light—the distant stars of far-flung Wildspace systems. Most
of the Astral Sea is a vast, empty expanse. Visitors occasionally stumble upon the petrified corpse of a dead god or other chunks of rock drifting
forever in the silvery void. Much more commonplace are color pools—magical pools of colored light that flicker like radiant, spinning coins.

Creatures on the Astral Plane don’t age or suffer from hunger or thirst. For this reason, creatures that live on the Astral Plane (such as githyanki)
establish outposts on other planes, often the Material Plane, so their children can grow to maturity.

Navigating the Astral Plane


A traveler in the Astral Plane can move by simply thinking about moving, but distance has little meaning. In combat, though, a creature has a Fly
Speed (in feet) equal to 5 times its Intelligence score and can hover.

Just as movement is accomplished by the power of thought, all that is required to find one’s destination is to think about it. As long as the destination
is somewhere in the Astral Plane (or in Wildspace, as described below)—such as “the nearest githyanki outpost,” “the nearest color pool leading to the
Abyss,” or “the Wildspace system of Realmspace”—thinking about a place makes the creature aware of the most direct route to that location. The
creature doesn’t know how long the journey will take or how perilous it will be, just which direction to go in.

The DM decides how long it takes to get to a desired destination. A trek to a specific location—a particular Wildspace system or Astral outpost, for
example—might take 4d6 days. For a more general location, such as a color pool leading to a specified plane, the journey might take 1d4 × 10 hours.

Dead Gods
The Astral Plane is where the petrified remains of dead gods end up—gods who were slain by more powerful entities or who lost all their mortal
worshipers and perished as a result. A dead god looks like a gigantic, nondescript stone statue that bears little resemblance to the divine entity it
once was. Githyanki, mind flayers, and other residents of the Astral Plane sometimes turn these drifting hulks into outposts and cities, many of which
are hollowed out beneath the surface. The githyanki city of Tu’narath is perhaps the most infamous such place.

Color Pools
Gateways leading from the Astral Plane to other planes appear as two-dimensional pools of rippling colors, 1d6 × 10 feet in diameter. (“Color,” as with
everything in the Astral Plane, is a matter of metaphor; since these portals are perceived by the Astral self and not by physical eyes, their colors are
understood rather than seen.) Traveling to another plane requires locating a color pool that leads to the desired plane. These gateways can be
identified by color, as shown on the Astral Color Pools table.

Astral Color Pools

1d20 Plane Pool Color

1 Abyss Amethyst

2 Acheron Flame red

3 Arborea Sapphire blue

4 Arcadia Saffron

5 Beastlands Emerald green

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1d20 Plane Pool Color

6 Bytopia Amber

7 Carceri Olive

8 Elysium Orange

9 Ethereal Plane Spiraling white

10 Gehenna Russet

11 Hades Rust

12 Limbo Jet black

13–14 Material Plane Silver

15 Mechanus Diamond blue

16 Mount Celestia Gold

17 Nine Hells Ruby

18 Outlands Leather brown

19 Pandemonium Magenta

20 Ysgard Indigo

Wildspace
Bobbing in the Astral Plane like corks in an ocean are vast, airless expanses called Wildspace systems. In these systems, the Astral Plane overlaps
with the Material Plane, and the stars and planets of the Material Plane are accessible from the Astral Plane. Every world of the Material Plane is
situated in a Wildspace system.

As an Astral traveler approaches a Wildspace system, the silver fog of the Astral Plane gradually thins until it falls away in Wildspace. Then the sun of
the Wildspace system comes into view—often millions of miles away—along with colorful gas clouds, planets, moons, and other cosmic bodies.

A Wildspace system teems with space-dwelling life-forms, including spores, plankton, and larger creatures that resemble fish and aquatic mammals.
Creatures and objects in Wildspace age normally and exist on both the Astral Plane and Material Plane simultaneously. This overlap enables
creatures to use spells such as Teleport to travel from Wildspace to a nearby world, or vice versa. A creature or ship traveling from one Wildspace
system to another must cross the Astral Plane unless it has some other magical means of traveling from one world to another. (See “Material Plane”
in this chapter.) Spelljammer: Adventures in Space contains extensive information about Wildspace and Astral travel.
ARTIST: BRUCE BRENNEISE

A SPELLJAMMING WASP SHIP APPROACHES THE GITHYANKI CITY OF TU’NARATH

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Psychic Wind
A psychic wind is a storm of thought that batters travelers’ minds rather than their bodies. The storm is made of lost memories, forgotten ideas, and
subconscious fears that went astray in the Astral Plane and conglomerated into this powerful force.

A psychic wind is first sensed as a rapid darkening of the silver-gray sky. After 1d4 minutes, the area becomes as dark as a moonless night. As the
sky darkens, the traveler feels buffeting and shaking, as if the plane were rebelling against the storm. As quickly as it comes, the psychic wind passes,
and the sky returns to normal in 1 minute.

A group of travelers journeying together is subjected to one location effect, determined by consulting the Psychic Wind Locations Effects table.

Psychic Wind Location Effects

1d20 Location Effect

1–8 Diverted; add 1d6 days to travel time

9–12 Blown astray; add 3d10 days to travel time

13–16 Lost; at the end of the travel time, the characters arrive at a location other than the intended destination

17–20 Sent through a random color pool (roll on the Astral Color Pools table)

Each traveler caught in a psychic wind makes a DC 15 Intelligence saving throw. On a failed save, the traveler suffers a random effect from the
Psychic Wind Psychic Effects table as well.

Psychic Wind Psychic Effects

1d20 Psychic Effect

You have the Stunned condition for 1 minute; you repeat the saving throw at the end of each of your turns, ending the effect on yourself on a
1–8
success.

9–12 You take 11 (2d10) Psychic damage.

13–17 You take 22 (4d10) Psychic damage.

You have the Unconscious condition for 5 (1d10) hours; the effect on you ends if you take damage or if another creature takes an action to
18–20
shake you awake.

Astral Plane Adventures


Characters most often visit the Astral Plane as a way of getting somewhere else—either to one of the Outer Planes or to different worlds of the
Material Plane via Wildspace. En route, they might encounter fellow travelers, such as Celestials, Fiends, slaadi, modrons, or githyanki.

As a realm of thought, memory, and dream, the Astral Plane can also be an adventure destination. Characters might try to plumb the crystallized
thoughts of dead gods or sift information from the torrent of a psychic wind. Or they could face Astral manifestations of their own memories, fears,
and dreams.

Beastlands

The Beastlands is a plane of nature unbound, of forests ranging from moss-hung mangroves to snow-laden pines, of thick jungles where the branches
are woven so tight that no light penetrates, of vast plains where grains and wildflowers wave in the wind with vibrant life. The plane embodies nature’s
wildness and beauty, but it also speaks to the animal within all living creatures—not necessarily in a fierce, predatory way but with respect to their
physical substance and fundamental needs. The spirits of the dead on the Beastlands typically take animal forms or part-animal forms (such as
centaurs). Among the greatest inhabitants of this plane are the primal spirits called animal lords.

Whenever a visitor slays a Beast native to the plane, the slayer must succeed on a DC 10 Charisma saving throw or shape-shift into the type of Beast
that was slain. The creature’s game statistics are replaced by the Beast’s stat block, but the creature retains its alignment, personality, creature type,
Intelligence score, and ability to speak. At the end of each Long Rest, the shape-shifted creature repeats the save. On a successful save, the creature
returns to its true form. After three failed saves, the transformation can be undone only by a Remove Curse spell or similar magic.

Layers of the Beastlands

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Layer Description

Krigala The River Oceanus is a strong torrent flowing through this wilderness of eternal summer noon.

Brux A red sun hovers forever on the horizon as mists and streams roil through the trees in eternal twilight.

Karasuthra A pale moon provides the only light in this wilderness of eternal night.

Beastlands Adventures
The Beastlands embodies wild, beautiful nature and the vibrant power of life thriving in the natural world. Visitors to the plane feel invigorated and
more vital—their minds more alert, their reflexes sharpened, and their strides quickened. Hunger pangs are acute, but food and drink taste better than
ever before. Sleep is always deep and restful, and sleepers always awaken alert.

Adventures in the Beastlands might explore the ways that good philosophies, while purporting to value life, actually devalue the physical nature of life
in favor of abstract concepts of law and ethics. Characters might end up in conflict with those who dismiss animals as inferior and irrelevant forms of
life.

Bytopia

The surfaces of Bytopia’s two layers face each other like the covers of a closed book. Looking up from Dothion, the “top” layer of the plane, a traveler
can see Shurrock, its other layer, about a mile overhead. Both layers are idealized worlds that reflect the plane’s philosophy of personal achievement
alongside social interdependence.

Layers of Bytopia

Layer Description

Dothion Farms nestled among well-tamed woods are hubs of pastoral activity and individual industry.

Shurrock Small communities thrive around quarries and mills amid rough country and harsh weather.

Bytopia Adventures
Bytopia is the heaven of productive work, the satisfaction of a job well done. The goodness flowing through the plane creates feelings of goodwill and
happiness in creatures dwelling there. While Dothion rewards those who seek a quiet life, Shurrock is the paradise of those who continually challenge
and better themselves.

The two layers of Bytopia are often referred to as the “Twin Paradises,” and it’s said that every action carried out on one layer has repercussions on
the other—an equal and opposite reaction, though a more metaphorical than physical one. An adventure in Bytopia might challenge characters to
recognize the impact their actions have on the world by witnessing the mirrored reactions to their deeds on the opposite layer.

Carceri

The grim inspiration for all other prisons in existence, Carceri is a plane of desolation and despair. Its six layers hold vast bogs, fetid jungles,
windswept deserts, jagged mountains, frigid oceans, and black ice. All form a miserable home for the traitors and backstabbers trapped on this
prison plane.

Layers of Carceri

Layer Description

Orthrys The River Styx meanders through a layer of vast bogs and quicksand.

Cathrys The stench of decay hangs over fetid jungles and scarlet plains.

Minethys Stinging sand blows in unending storms, hiding the ruins of the ancient city Payratheon.

Colothys Deep chasms cut between cruel mountains make foot travel nearly impossible.

Porphatys Cold, acidic oceans are fed by constant black snow.

Agathys Black ice streaked with red covers this frigid realm.

Prison Plane
ARTIST: DAWN CARLOS

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UNKNOWN HORRORS ARE ENTRAPPED IN THE ICE OF CARCERI

No one can leave Carceri easily. Magical efforts to leave the plane by any spell other than Wish simply fail. Portals and gates that open onto the plane
become one-way only. Secret passages out of the plane exist, but they are hidden and well guarded by traps and deadly monsters. And though the
River Styx flows between Carceri and its neighbors, the passage is extremely dangerous, and ferries leading out of Carceri are both rare and
expensive.

Carceri Adventures
Carceri is a sunless plane of despair, of passions and poisons, and of realm-shattering betrayals. Hatreds run like a deep, slow-moving river, and
there’s no telling what the flood of treachery will consume next. It is said that prisoners can escape Carceri only by becoming stronger than whatever
force imprisoned them there, but that’s a difficult task on a plane whose very nature breeds despair and betrayal. The same tendency toward betrayal
prevents those who are imprisoned here from working together for long toward the common goal of escape.

Adventures on Carceri might explore the forces—spiritual and psychological as well as physical and outright demonic—that keep characters trapped
or imprisoned there. Characters might help a prisoner escape, from an unjustly held spirit to some primeval god banished to oblivion here.

Demiplanes

Demiplanes are extradimensional spaces that come into being by a variety of means and boast their own physical laws. Some are created by spells.
Others are natural folds of reality pinched off from the rest of the multiverse. Theoretically, a Plane Shift spell can carry travelers to a demiplane, but
the proper frequency required for the tuning fork can be extremely hard to acquire. The Gate spell is more reliable, assuming the caster knows of the
demiplane.

A demiplane can be as small as a single chamber or large enough to contain an entire realm. For example, a Mordenkainen’s Magnificent Mansion
spell creates a demiplane consisting of a foyer with multiple adjoining rooms, while the land of Barovia exists entirely within a demiplane under the
sway of its vampire lord, Strahd 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.

Elemental Plane of Air

ARTIST: NOOR RAHMAN

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AARAKOCRA SCOUTS RETURN HOME TO A CITY ON THE PLANE OF AIR

The Plane of Air is home to constant winds of varying strength. Here and there, chunks of earth drift in the openness, many covered with lush
vegetation. These earth motes serve as homes for djinn and other natives of the plane. Other creatures live on cloud banks infused with magic to
become solid surfaces, supporting towns and castles.

Drifting clouds can obscure visibility in any direction in the plane. Storms are frequent, ranging from strong thunderstorms to fierce tornadoes or
mighty hurricanes. The air is mild, except near the Para-elemental Planes at either end of the plane, where the temperature is more extreme. Rain and
snow fall only in the part of the plane nearest to the Para-elemental Plane of Ice.

Although few landmarks distinguish one area of the Plane of Air from any other, the following are notable features of the plane:

Aaqa
Here and there are hidden realms reachable only by following a particular sequence of flowing winds. Fabled Aaqa is one such realm, a shining
domain of silver spires and verdant gardens atop a fertile earth mote. The Wind Dukes of Aaqa are dedicated to law and good, and they maintain a
vigilant watch against the depredations of Elemental Evil. They are served by aarakocra.

Labyrinth Winds
Much of the Plane of Air is a complex web of air streams, currents, and winds called the Labyrinth Winds. These range from stiff breezes to howling
gales that can rip a creature apart. Even the most skilled flying creatures must navigate these currents carefully, flying with the winds, not against
them.

Mistral Reach
Located near the Para-elemental Plane of Ice, the Mistral Reach is a region of frigid winds and driving snowstorms. Earth motes in the reach are
covered with snow and ice.

Sirocco Straits
The Sirocco Straits is the region of the plane nearest to the Para-elemental Plane of Ash, where hot, dry winds scour earth motes into barren chunks
of rock.

Plane of Air Adventures


The essential nature of air is movement, animation, and inspiration. Air is the breath of life, the winds of change, the fresh breeze that clears away the
fog of ignorance and the stuffiness of old ideas.

When turned toward wicked ideals by cultists of Elemental Evil, elemental air represents destructive power turned to vengeful ends. Cultists of Evil Air
wield howling storms to forcefully express their personal freedom or lay claim to things they feel they have been wrongfully denied.

Elemental Plane of Earth


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The Plane of Earth is a chain of mountains rising higher than any mountain range on the Material Plane. It has no sun of its own, and no air surrounds
the peaks of its highest mountains. Most visitors to the plane arrive by way of vast caverns that honeycomb the mountains.

Important features of the Plane of Earth include the following:

City of Jewels
The plane’s largest cavern, called the Great Dismal Delve or the Sevenfold Mazework, is home to the City of Jewels—the capital city of the dao. The
dao take great pride in their wealth and send teams across the plane in search of new veins of ore and gemstones. Thanks to these expeditions, every
building and significant object in the city is made from precious stones and metals, including the slender gemstone-inlaid spires that top most
buildings. The city is protected by a powerful spell that alerts the entire population if a visitor steals even a single stone.

Furnaces
The Furnaces are the mountains nearest the Para-elemental Plane of Magma. Lava seeps through their caverns, and the air reeks of sulfur. The dao
have great forges and smelting furnaces here to process ores and shape precious metals.

Mud Hills
The Mud Hills abut the swampy Para-elemental Plane of Ooze. Landslides wear away the slopes of the hills, sending cascades of earth and stone into
the bottomless swamp. The Plane of Earth constantly regenerates the land, pushing new hills up as the old ones erode to nothing.

Plane of Earth Adventures


Earth symbolizes stability, rigidity, stern resolve, and tradition. The plane’s position opposite the Plane of Air in the ring of the Elemental Planes
reflects its opposition to almost everything air represents.

Elemental Evil views earth instead as an implacable force of destruction, perfectly willing to crush venerable institutions and respected traditions in
its advance. Cultists of Evil Earth crave the power to destroy the works of civilization with landslides, sinkholes, or mighty earthquakes, and they
believe the earth thirsts for the blood of those who don’t venerate it properly.

Elemental Plane of Fire

A blazing sun hangs at the zenith of a golden sky above the Plane of Fire, waxing and waning on a 24-hour cycle. It ranges from white hot at noon to
deep red at midnight, so the darkest hours of the plane display a deep-red twilight. At noon, the light is intense. Most business in the City of Brass
(see below) takes place during the darker hours.

The weather on the plane is marked by fierce winds and thick ash. Although the air is breathable, creatures not native to the plane must cover their
mouths and eyes to avoid stinging cinders. The efreet use magic to keep the cinder storms away from the City of Brass, but elsewhere in the plane,
the wind always blows, sometimes rising to hurricane force during the worst storms.

The heat on the Plane of Fire is comparable to a hot desert on the Material Plane and poses a similar threat to travelers (see “Environmental Effects”
in chapter 3). Sources of water are rare, so travelers must carry their own supplies or produce water by magic.

Important features of the Plane of Fire include the following:

Cinder Wastes
The Plane of Fire is dominated by a great expanse of black cinders and embers crossed by rivers of lava. Roving bands of salamanders battle each
other, raid azer outposts, and avoid patrols from the City of Brass. Obsidian ruins dot the desert—remnants of forgotten civilizations.

City of Brass
Perhaps the best-known location on the Inner Planes is the City of Brass, which stands on the shores of the Sea of Fire. This is the fabled city of the
efreet, and its ornate spires and spiked walls reflect the efreet’s grandiose and cruel nature. True to the nature of the Plane of Fire, everything in the
city seems alive with dancing flames, reflecting the vibrant energy of the place. The heart of the city is the formidable Charcoal Palace, where the
tyrannical emperor of the efreet reigns supreme, surrounded by nobles and a host of servants, guardians, and sycophants.

Sea of Fire
Lava flows through the Fountains of Creation toward the Para-elemental Plane of Ash and pools into a great expanse of lava called the Sea of Fire,
traversed by efreeti and azer sailors in great brass ships. Islands of obsidian and basalt jut up from the sea, dotted with ancient ruins and the lairs of
powerful red dragons.

Torchy’s

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Built atop a tall basalt crag in the middle of a lava river is an iron-walled tavern that is most easily reached by hot-air balloon. The proprietor is a
sentient Flame Tongue (Mace) named Torchy, who sells a fine ale and seems to have a new wielder every few months. Torchy’s is a popular hangout
for ballooning enthusiasts.

Elemental Fire Adventures


Fire represents vibrancy, passion, and change. At its best, fire reflects the light of inspiration, the warmth of compassion, and the flame of desire.

The cults of Elemental Evil represent fire at its worst: cruel and wantonly destructive. Cultists of Evil Fire seek the power to burn away the impurities
of the world with volcanic eruptions, uncontrolled wildfires, heat waves, and droughts, transforming the Material Plane into a mirror of the Cinder
Wastes.

Adventurers frequently come to the City of Brass on quests for legendary magic. If it’s possible to buy magic items in your campaign, the City of Brass
is the most likely place to find any item for sale. The efreet are fond of trading in favors, especially when they have the upper hand in negotiations.
Perhaps a magical contagion or poison can be cured only with something that must be purchased in the markets of the city.
ARTIST: NOOR RAHMAN

THE CITY OF BRASS IS A HUB FOR TRADE FROM ACROSS THE MULTIVERSE

Elemental Plane of Water

The Plane of Water is an endless sea, called the Sea of Worlds, dotted with atolls and islands that rise up from enormous coral reefs that seem to
stretch forever into the depths. The storms that move across the sea sometimes create temporary portals to the Material Plane and draw ships into
the Plane of Water. Surviving vessels from countless worlds and navies ply these waters with little hope of ever returning home.

A warm sun arcs across the sky of the Plane of Water, seeming to rise and set from within the water at the horizon. Several times a day, the sky
clouds over and releases a deluge of rain, often accompanied by spectacular shows of lightning, before clearing up again. At night, a glittering array
of stars and auroras bedecks the sky.

The weather on the plane is a lesson in extremes. If the sea isn’t calm, it is battered by storms. On rare occasions, a tremor in the planar firmament
sends a rogue wave sweeping across the plane, swamping entire islands and driving ships down to the reefs.

Any land that rises above the surface of the sea is hotly contested by the few air breathers that live on the plane. Fleets of rafts and ships lashed
together serve as solid ground where nothing else is available, although most natives of the plane never break the surface of the sea and thus ignore
these habitations.

The following are among the most important features of the Plane of Water:

Citadel of Ten Thousand Pearls

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The nominal emperor of the marids dwells in the Citadel of Ten Thousand Pearls, an opulent palace made of coral and studded with pearls. The
palace is the glittering centerpiece of the Sea of Light (see below). Visitors are welcome to ask favors of the emperor, whose mood is as changeable
as the sea.

Darkened Depths
The deeper extents of the plane, where no sunlight reaches, are called the Darkened Depths. Horrid creatures dwell here, and the absolute cold and
crushing pressure mean a swift end to creatures accustomed to the surface or the Sea of Light. Krakens and other mighty leviathans claim this realm.

Isle of Dread
One of the few islands on the plane is the Isle of Dread, which is connected to the Material Plane by means of a storm that regularly sweeps over the
island. Ships from different worlds of the Material Plane end up wrecked on the rocks and reefs around the island, and settlements across the island
are populated by the descendants of sailors who never found a way home. Theoretically, travelers who understand the workings of the storm could
use it to travel to a desired Material Plane world.

Sea of Ice
Bordering the Para-elemental Plane of Ice is the Sea of Ice. The frigid water is choked with icebergs and sheet ice, which are inhabited by cold-loving
creatures from the Plane of Ice. Drifting icebergs can carry these creatures farther into the Plane of Water to threaten ships and islands in warmer
seas.

Sea of Light
Life flourishes in the sunlit waters of the Sea of Light, located in the upper reaches of the Sea of Worlds. Aquatic peoples craft castles and fortresses
in the coral reefs here.

Silt Flats
The region of the Plane of Water nearest to the Para-elemental Plane of Ooze is called the Silt Flats. The water is thick with soil and sludge, turning
into muddy ground before giving way to the great swamp that is the Para-elemental Plane.

Elemental Water Adventures


The nature of water is to flow, not like the gusting wind or the leaping flame, but smoothly and steadily. It is the rhythm of the tide, the nectar of life,
the bitter tears of mourning, and the balm of sympathy and healing. Given time, it can erode all in its path.

Elemental Evil emphasizes the erosive power of water, as well as the destruction wrought by surging tides, deadly maelstroms, and raging torrents.
Cultists of Evil Water believe the seas and deep waters are eager to reclaim the water trapped in the bodies of living creatures, and think it’s their duty
to return others to the primal waters by drowning them or shedding their blood.

Elysium

Elysium is home to creatures of unfettered kindness and a refuge for planar travelers seeking a safe haven. The plane’s bucolic landscapes glimmer
with life and beauty.

The River Oceanus originates in the lowest layer of Elysium, Thalasia, and flows through the plane’s layers before cascading onward to the
Beastlands. Though illustrations of the plane’s layers seem to show the river flowing “up” from each layer to the one “above” it, the experience of
passing from one layer to another on the river is no more dramatic than weathering rapids on any ordinary river. Along its course, the great river splits
into myriad smaller flows, recombines, and splits again.

Layers of Elysium

Layer Description

Small towns on the banks of the River Oceanus, surrounded by lush meadows, are among the most hospitable refuges on the
Amoria
Outer Planes.

Eronia Steep hills, craggy mountains, and white granite valleys offer a rugged home for hardy souls.

Belierin Lighthouses pierce the fog and form hubs for small communities amid sprawling marshlands.

Thalasia The Heroic Isles, rising from the headwaters of the River Oceanus, hold the best departed souls.

Elysium Adventures

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Tranquility and contentment seep into the bones and souls of those who enter Elysium. The longer a visitor remains on the plane, the less reason they
find to ever leave. An adventure in Elysium can challenge characters’ devotion to doing good by offering them the opportunity (or the temptation) to
rest from their labors and enjoy a well-earned reward.

Belierin is said to be the prison of some deadly creature. Some tales say it’s a powerful titan, perhaps the tarrasque, while others claim it’s a deposed
duke of the Nine Hells, a banished elemental prince, or even a near-dead deity. Evil creatures sometimes lurk in the marshes, seeking to free the
prisoner or claim some power from it.

Characters might also venture to Elysium to seek out some ancient spirit on the Heroic Isles. When faced with the once-a-millennium task of
forestalling a prophesied disaster, characters might consult with the valorous knight who accomplished the deed a thousand years ago.

Ethereal Plane

The Ethereal Plane is a misty, fogbound dimension. Its “shores,” called the Border Ethereal, overlap the Material Plane, the Feywild, the Shadowfell,
and the Inner Planes, and every location on those planes has a corresponding location on the Ethereal Plane. Visibility in the Border Ethereal is usually
limited to 60 feet. The plane’s depths comprise a region of swirling mist and fog called the Deep Ethereal, where visibility is usually limited to 30 feet.

Characters can use the Etherealness spell to enter the Border Ethereal. The Plane Shift spell allows transport to the Border Ethereal or the Deep
Ethereal, but unless the intended destination is a specific location or a teleportation circle, the point of arrival could be anywhere on the plane.

Border Ethereal
From the Border Ethereal, a traveler can see into whatever plane it overlaps, but that plane appears grayish and indistinct, its colors blurring into each
other and its edges turning fuzzy, limiting visibility to 30 feet into the other plane. Conversely, the Ethereal Plane is usually imperceptible to those on
the overlapped planes, except with the aid of magic.

Normally, creatures in the Border Ethereal can’t attack creatures on the overlapped plane, and vice versa. A traveler on the Ethereal Plane is
imperceptible to someone on the overlapped plane, and solid objects on the overlapped plane don’t hamper the movement of a creature in the Border
Ethereal. The exceptions are certain magical effects (including anything made of magical force) and living beings. This makes the Ethereal Plane
ideal for scouting, spying on opponents, and moving around without being detected. The Ethereal Plane also disobeys the laws of gravity; a creature
there can freely move in any direction.

Deep Ethereal
To reach the Deep Ethereal, one typically needs a Plane Shift spell, a Gate spell, or a magical portal. Visitors to the Deep Ethereal are engulfed by
roiling mist. Scattered throughout the plane are curtains of vaporous color, and passing through a curtain leads a traveler to a region of the Border
Ethereal connected to a specific Inner Plane, the Material Plane, the Feywild, or the Shadowfell. The color of the curtain indicates the plane whose
Border Ethereal the curtain conceals; see the Ethereal Curtains table. The curtains are also distinguishable by texture and temperature, each one
reflecting something of the nature of the plane beyond.

ARTIST: KENT DAVIS

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THE RADIANT CITADEL IS A REFUGE IN THE ETHEREAL PLANE, DESPITE ITS PROXIMITY TO A RAGING ETHER CYCLONE

Ethereal Curtains

1d12 Plane Curtain Color

1–2 Material Plane Turquoise

3 Shadowfell Dusky gray

4 Feywild Opalescent

5 Elemental Plane of Air Pale blue

6 Elemental Plane of Earth Chestnut

7 Elemental Plane of Fire Orange

8 Elemental Plane of Water Green

9 Para-elemental Plane of Ash Dark gray

10 Para-elemental Plane of Ice Aquamarine

11 Para-elemental Plane of Magma Maroon

12 Para-elemental Plane of Ooze Chocolate

Traveling through the Deep Ethereal is unlike physical travel. Distance is meaningless, so although travelers feel as if they can move by a simple act of
will, it’s impossible to measure speed and hard to track the passage of time. A trip through the Deep Ethereal takes 1d10 × 10 hours from one curtain
to another, regardless of the origin and destination. In combat, creatures move at their normal speeds.

Ether Cyclones
An ether cyclone is a serpentine column that spins through the plane. The cyclone appears abruptly, distorting and uprooting everything in its path
and carrying the debris for miles. Travelers with a Passive Perception score of 15 or higher receive 1 minute of warning: a deep thrum in the ethereal
matter. Travelers who can’t reach a curtain or portal leading elsewhere suffer the cyclone’s effect. Roll 1d20 and consult the Ether Cyclone table to
determine the effect on all creatures in the vicinity.

Ether Cyclone

1d20 Effect

Extended journey. Each character in a group traveling together makes a DC 15 Charisma saving throw. If at least half the group succeeds, travel
1–12
is delayed by 1d10 hours. Otherwise, the journey’s travel time is doubled.

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1d20 Effect

13–19 Blown to a location in the Border Ethereal overlapping a random plane (roll on the Ethereal Curtains table)

20 Hurled to a random destination on the Astral Plane

Radiant Citadel
ARTIST: JESSICA FONG

Against the unending mist and unseen terrors of the Ethereal Plane, the Radiant Citadel stands bright as a bastion of hope. It’s a living relic of the
ingenuity and collaboration of twenty-seven great civilizations on the Material Plane. Abandoned and lost for ages, the Radiant Citadel was
resurrected from its slumber and reclaimed by descendants of those societies.

The Radiant Citadel is a nexus of diplomacy and trade, a repository of histories and secrets, and a thriving sanctuary for those seeking safety or a
better life. The floating city is a miracle of architecture carved out of a single, massive fossil that snakes around a colossal gemstone shard known as
the Auroral Diamond. The luminescence of the Auroral Diamond is mirrored in the constellation of fifteen structure-sized gemstones, the Concord
Jewels, that orbit the city and provide transportation to the far-flung homes of the city’s founding civilizations. In the haze of the Ethereal Plane, the
Auroral Diamond is a scintillating beacon visible from miles away. The diamond seems to have moods, changing colors unpredictably, but it is always
visible for wanderers lost and in need.

Just beyond the city whirls a massive ether cyclone known as the Keening Gloom—a looming threat that’s a grim reminder of the Radiant Citadel’s
precarious position.

Heroes and paupers meet on equal footing in the Radiant Citadel. By common agreement, power and resources are equitably shared. Dignity is
afforded to all, and great need is met with great aid.

Ethereal Plane Adventures


Adventurers typically use the Ethereal Plane to travel from one place to another, either skirting around Material Plane obstacles on the Border Ethereal
or venturing into the Deep Ethereal to travel to the Inner Planes.

The Radiant Citadel can serve as a home base for any campaign built around the idea of exploring new worlds. Several such worlds are introduced in
Journeys through the Radiant Citadel, an anthology of short adventures.

Far Realm

ARTIST: ALFVEN ATO

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WHEN THE DRAGON’S TEAR COMET APPEARS ABOVE FIRESTORM PEAK, THE VAST GATE FORMS A BRIDGE TO THE FAR REALM

The Far Realm is outside the known multiverse. In fact, it might be an entirely separate universe with its own physical and magical laws. Where stray
energies from the Far Realm leak onto another plane, matter is warped into alien shapes that defy understandable geometry and biology. Aberrations
such as mind flayers and beholders are either from this plane or shaped by its strange influence.

The entities that abide in the Far Realm are too alien for mortal minds to accept without strain. Titanic creatures swim through nothingness there, and
unspeakable beings whisper awful truths to those who dare listen. For mortals, knowledge of the Far Realm is a struggle of the mind to overcome the
boundaries of matter, space, and rational thought. Some Warlocks embrace this struggle by forming pacts with entities there. Anyone who has seen
the Far Realm mutters about eyes, tentacles, and horror.

The Far Realm has no well-known portals, or at least none that are still viable. Ancient elves once opened a vast portal to the Far Realm within a
mountain called Firestorm Peak, but their civilization imploded in bloody terror, and the portal’s location—even its home world—is long forgotten. Lost
portals might still exist, marked by an alien magic that transforms the surrounding area.

Far Realm Adventures


The Far Realm is the home of entities so far beyond comprehension that mortals can’t fathom their motivations. To see these beings is to become
lost in their magnitude and the evidence that mortals have never, will never, and could never matter to the cosmos at large.

Adventures involving travel to the Far Realm or its influence seeping into the Material Plane might touch on fundamental questions of what it means
to be a person, what mental and bodily autonomy mean and their value, and whether mortals have any control over their fate or any importance in the
grand scheme of things. (It’s an especially good idea to review your players’ limits that might pertain to such issues before planning an adventure
exploring these themes, as discussed in the “Ensuring Fun for All” section in chapter 1.)

Feywild

The Feywild, also called the Plane of Faerie, is a land of soft lights and wonder, a place of music and magic. The plane responds to unfettered
emotion: flowers turn and tremble in the presence of a heated argument, grass withers under the feet of one who seethes with malice, and birds chip
merrily in the presence of those who are joyous and squawk angrily at those who are dour.

Time and distance in the Feywild are mutable, as is the plane’s geography. Roads are uncommon, and the ones that exist change as frequently as the
land around themselves. Feywild natives are accustomed to the plane’s mutability, but it can be terribly disorienting to visitors.

The Feywild exists in parallel to the Material Plane as an alternate dimension that occupies the same cosmological space. When moving from the
Material Plane to the Feywild, travelers usually find themselves in a location similar to the one they left, but more marvelous and magical—and often
more vibrant and colorful, too. Adventurers climbing a volcano on the Material Plane might suddenly find themselves scaling a Feywild mountain
topped with skyscraper-sized crystals that glow with internal fire. Leaving behind a wide and muddy river on the Material Plane, characters might
appear beside a clear and winding brook whose waters glitter like diamonds in the Feywild. In the heart of a dismal marsh might lie a portal leading to

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a vast bog filled with eerie lights and sinister shapes twisting in the water. And moving to the Feywild from old ruins on the Material Plane might put a
traveler at the door of an archfey’s castle.

Domains of Delight
Much of the Feywild is governed by powerful Fey called archfey. The area under a particular archfey’s command—called a Domain of Delight—reflects
the character and desires of its ruler. Some domains are bright and cheery, bathed in perpetual sunlight and awash in colorful wildflowers, while
others are gloomy and drab, cast in unending twilight. Most of them change with the emotional state of their rulers.

The following sections describe a handful of the best-known Domains of Delight.

Fablerise

The domain of a story-spinning spider archfey named Yarnspinner, Fablerise is a rambling thicket of twisted roots, thorny vines, and sinuous creepers.
This vegetation weaves together to form long tunnels, grand hallways, and enormous domes. Yarnspinner loves reading stories to the animals that
occupy his domain.

Gloaming Court
The Queen of Air and Darkness rules the Gloaming Court, a realm of twilight, fireflies, cobwebs, and autumn leaves accompanied by the music of
hooting owls and croaking frogs. The Fey of the Gloaming Court shun the formalized etiquette and rituals of the Summer Court (see below), instead
prizing behavior that is intuitive and instinctual.

Prismeer

Prismeer is a large domain belonging to the archfey Zybilna. It encompasses a vast swamp called Hither; an ancient forest named Thither; and a
stormy, mountainous landscape called Yon. Zybilna resides in the Palace of Heart’s Desire, situated where the three portions of her realm meet. As its
name suggests, the palace is fabled as a destination for anyone seeking their heart’s desire. On some worlds, Zybilna is regarded as a fairy
godmother of sorts, granting wishes for the lost, the forsaken, or the betrayed. Sometimes her wishes bring happiness, other times despair. (Prismeer
is detailed in The Wild Beyond the Witchlight.)

Summer Court

Ruled by the archfey Queen Titania, the Summer Court is the most settled and pastoral domain in the Feywild. Wrapped in the warmth of a perpetual
summer day, with fluttering butterflies and a riot of colorful flowers, the lands of the Summer Court mimic the trappings of courtly life in some realms
of the Material Plane. The residents of this court wear elegant clothing and value elaborate ceremony and ritualized etiquette, and the Fey are quick to
shun those who flout the Summer Court’s baroque rules.

Fey Crossings
Fey crossings are places of mystery and beauty on the Material Plane that have a near-perfect mirror in the Feywild, creating a portal where the two
planes touch. A traveler passes through a fey crossing by entering a clearing, wading into a pool, passing into a circle of mushrooms, or crawling
under the trunk of a tree. To the traveler, it seems like simply moving into the Feywild. To an observer, the traveler is there one moment and gone the
next.

Like other portals between planes, most fey crossings open infrequently. A crossing might open only during a full moon, on the dawn of a particular
day, or for someone carrying a certain type of item. A fey crossing can be closed permanently if the land on either side is dramatically altered—for
example, if a castle is built over the clearing on the Material Plane.

Feywild Magic
Tales speak of children kidnapped by Fey creatures and spirited away to the Feywild, only to return to their parents years later without having aged a
day and with no memories of their captors or the realm they came from. Likewise, adventurers who return from an excursion to the Feywild are often
alarmed to discover upon their return that time flows differently on the Plane of Faerie and that the memories of their visit are hazy. You can use
these optional rules to reflect the strange magic that suffuses the plane.

Memory Loss. A creature that leaves the Feywild makes a DC 10 Wisdom saving throw. Fey creatures automatically succeed on the saving throw, as
do creatures that have the Fey Ancestry trait, such as elves. On a failed save, the creature remembers nothing from its time spent in the Feywild. On a
successful save, the creature’s memories remain intact but are a little hazy. Any spell that can end a curse can restore the creature’s lost memories.

Time Warp. While time seems to pass normally in the Feywild, characters might spend a day there and realize, upon leaving the plane, that less or
more time has elapsed everywhere else in the multiverse.

Whenever a creature or group of creatures leaves the Feywild after spending at least 1 day on that plane, you can choose a time change that works
best for your campaign, if any, or roll on the Feywild Time Warp table. A Wish spell can be used to remove the effect on up to ten creatures. Some

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powerful Fey have the ability to grant such wishes and might do so if the beneficiaries agree to subject themselves to a Geas spell and complete a
quest after the Wish spell is cast.

Feywild Time Warp

1d20 Result

1–2 Days become minutes

3–6 Days become hours

7–13 No change

14–17 Days become weeks

18–19 Days become months

20 Days become years

Feywild Adventures
The Feywild gives physical expression to powerful emotion and excels at metaphor. When characters venture into the Feywild, they might find
themselves robbed of a cherished memory or deep regret, then later find the stolen memories embodied in little figurines or lockets. A mischievous
sprite might sneak up behind a character who is laughing loudly and steal their laughter, robbing the character of the ability to laugh until the sprite is
found and the laughter—perhaps taking physical form as a bouquet of lovely flowers—reclaimed.
ARTIST: SIMON DOMINIC

FEY REVEL IN THE GLOAMING COURT UNDER THE WATCHFUL EYE OF THE QUEEN OF AIR AND DARKNESS

Gehenna

A volcanic mountain dominates each of the four layers of Gehenna, and lesser volcanic earthbergs drift in the air and smash into the greater
mountains. The rocky slopes of the plane make movement difficult and dangerous. The ground inclines at least 45 degrees almost everywhere. In
places, steep cliffs and deep canyons present more challenging obstacles. Hazards include volcanic fissures that vent noxious fumes or searing
flames.

Gehenna is the birthplace of yugoloths, greedy and selfish Fiends that dwell here in great numbers.

Layers of Gehenna

Layer Description

Khalas Lava illuminates clouds of volcanic ash and steam from the River Styx.

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Layer Description

Constant lava flows and eruptions make overland travel difficult. Iron zeppelins piloted by yugoloths drift through the constant
Chamada
gray ashfall.

Mungoth Acidic ash mingles with falling snow on this freezing layer.

Krangath The Dead Furnace is a great mountain suspended in silence and darkness, home to a coterie of liches.

Gehenna Adventures
Gehenna is the plane of suspicion and greed, with no space for mercy or compassion. Adventures on this plane might be an opportunity to explore
themes of betrayal, examining how characters behave when tensions run high and they can trust no one—perhaps not even each other. (See
“Environmental Effects” in chapter 3 for one way this atmosphere can manifest.) Characters might encounter people in need who turn out to be
yugoloths in disguise, pitting the characters’ growing suspicion against their empathy and compassion.

Characters might make their way to the Teardrop Palace on Khalas to purchase something they can’t find elsewhere, probably at a terrifying cost. This
bustling market, crowded with Fiends and occasional mortal visitors, offers all manner of forbidden and sinister goods for sale. Its name comes from
its shape: the point is on the palace’s uphill side so it diverts the ever-present lava flow to either side of the structure.

Or characters could try to infiltrate the Tower Arcane in search of some great secret from yugoloths’ ancient history. The tower, a sinister structure
adorned with blades and spikes and guarded by arcanaloths, stands somewhere on Chamada. It is rumored to hold yugoloths’ history and the records
of their contracts.

Hades

The layers of Hades are called the Three Glooms—places without joy, hope, or passion. A gray land with an ashen sky, Hades is the destination of
many souls that are unclaimed by gods or Fiends. These souls become larvae and spend eternity in this place, which lacks a sun, a moon, stars, or
seasons. Leaching away color and emotion, the gloom on this plane is more than most visitors can stand.

Layers of Hades

Layer Description

A land of dead-gray ash, stunted trees, and virulent disease is stalked by roving bands of Fiends looking for a fight or recruits for
Oinos
the Blood War.

Niflheim Gray pine trees blanket rolling hills and rocky bluffs, and thick mists coil around their trunks.

Pluton Shriveled willows, olive trees, and poplars contribute to the gloom of this concentration of the deepest despair in the multiverse.

Plane of Gloom
At the end of each Long Rest taken on the plane, a visitor makes a DC 10 Wisdom saving throw. On a failed save, the creature gains 1 Exhaustion level
that can’t be removed while the creature is in Hades. If the creature reaches 6 Exhaustion levels, it doesn’t die. Instead, it permanently transforms into
a Larva, whereupon all Exhaustion levels afflicting the creature are removed.

Hades Adventures
Hades embodies despair manifested as apathy. Pure, undiluted evil is like an inescapable force of gravity, dragging all creatures down—not in body,
but in spirit. Even the consuming rage of the Abyss and the devious plotting of the Nine Hells are subjugated to hopelessness in the Gray Wastes of
Hades. The plane slowly kills dreams and desires, draining hope and optimism from formerly fiery spirits.

An adventure in Hades can challenge characters to find an answer to the ever-present question that hangs over this plane: why bother? As apathetic
despair saturates their hearts and spirits, they must find a way to rekindle the passion of life and the sense of purpose that drives them or else
succumb to the hopelessness of the plane.

Adventurers might pursue a hag, a lich, or another evil spellcaster who comes to Hades to collect larvae for vile purposes. Once they are in the Three
Glooms, the adventurers risk becoming trapped by the overwhelming despair of the place.

Limbo

Limbo is a plane of pure chaos, a roiling soup of impermanent matter and energy. Stone melts into water that freezes into metal, then turns into
diamond that burns up into smoke that becomes snow, and on and on in an endless, unpredictable process of change. Fragments of more ordinary

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landscapes—bits of forest, meadow, ruined castles, and even burbling streams—drift through the disorder. The whole plane is a nightmarish riot.

Limbo has no gravity, so creatures visiting the plane float in place. A creature can move up to its Speed in any direction by merely thinking of the
desired direction of travel.

Limbo has no layers—or if it does, the layers continually merge and part, each is as chaotic as the next, and distinguishing one from another is
impossible.

Power of the Mind


Limbo conforms to the will of the creatures inhabiting it. Creative imaginations can create whole islands of their own invention within the plane,
sometimes maintaining those places for years. A nonsapient creature such as a fish, though, might have less than a minute before the pocket of
water surrounding it freezes, vanishes, or turns to glass. Slaadi live here and swim amid this chaos, creating nothing, whereas githzerai build entire
monasteries with their minds.

As a Magic action, a creature in Limbo can make an Intelligence check to mentally move an object within 30 feet of itself that is on the plane and isn’t
being worn or carried. The DC depends on the object’s size: DC 5 for Tiny, DC 10 for Small, DC 15 for Medium, DC 20 for Large, and DC 25 for Huge or
larger. On a successful check, the creature moves the object 5 feet plus a number of a feet equal to how much the total exceeded the DC.

A creature can also take a Magic action to make an Intelligence check to alter a nonmagical object within 30 feet of itself that isn’t being worn or
carried. The DC is based on the object’s size: DC 10 for Tiny, DC 15 for Small, DC 20 for Medium, and DC 25 for Large or larger. On a successful check,
the creature changes the object into another nonliving form of the same size, such as turning a boulder into a ball of fire.

Finally, a creature in Limbo can take a Magic action to make a DC 20 Intelligence check to stabilize an area within a 30-foot-radius Sphere centered on
a point it can see on the plane. On a successful check, the creature prevents the area from being altered by the plane for 24 hours or until the creature
takes this Magic action again.

Limbo Adventures
Limbo is change. That constant churn is most easily discerned in the ever-shifting physical form of elements altering and reconfiguring in the vast
expanse of the plane, but it applies just as much on a mental and emotional level. Visitors to the plane find themselves caught up in a storm of
intrusive thoughts and unruly emotions, forcing them to confront the transient nature of so much of what they think of as their identity. The key to
success on this plane—both in shaping the physical environment and in mastering the internal landscape of chaos—is asserting one’s sense of self,
identifying what is unchanging amid the storm of constant change.

The sanctuaries of the githzerai are among the few havens that adventurers can hope to find on this tumultuous plane. Although githzerai aren’t
generally hostile to visitors who come in peace, they don’t welcome those who bring the chaos of Limbo with them: a tumultuous heart brought into a
refuge can unravel the entire sanctuary.

Adventurers might also come to Limbo to explore the secrets of the Spawning Stone. Said to have been created by Primus, the overlord of the
modrons, the Spawning Stone absorbs chaotic energy and makes it possible to shape enclaves of order in Limbo, but the chaotic energy it absorbs is
responsible for the creation of slaadi.

Material Plane

Worlds of the Material Plane are infinitely diverse, but it was not always so. Some legends speak of a primordial state, a single reality called the First
World, where many of the peoples and monsters that inhabit the worlds on the Material Plane originated. After the First World was shattered by a
great cataclysm, the many worlds were formed like reflections or (in some cases) distortions of that original reality.

Some myths describe a great tree that grew on the First World at the dawn of time. Planted and tended by the god Corellon, this tree was a seedling
of Yggdrasil, the World Tree that connects all the Outer Planes (see “Traveling the Outer Planes” earlier in this chapter). When the First World was
destroyed, seeds from this great tree scattered into the void of the Material Plane. Legends say that these seeds sprouted and formed worlds of their
own—all the myriad worlds that now constitute the Material Plane.

The most widely known worlds are the ones that have been published as official campaign settings for the D&D game over the years, many of which
are shown on the D&D Settings table in chapter 5. If your campaign takes place in one of these settings, your version of it can diverge wildly from
what’s in print.

ARTIST: ALFVEN ATO

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WITH ITS MAGICAL MARVELS OF TECHNOLOGY, EBERRON IS ONE OF COUNTLESS WORLDS ON THE MATERIAL PLANE

Traveling between Worlds


Transit between the worlds of the Material Plane is rare but not impossible and can be accomplished in a variety of ways.

The Dream of Other Worlds

Aided by magic, travelers can fall into a deep slumber and dream themselves into a new realm.

The Great Journey

Characters can undertake an epic voyage fraught with peril and obstacles to be overcome. One route leads through Wildspace and across the Astral
Plane aboard a vessel powered by magic. (The “Astral Plane” section in this chapter describes Wildspace.) It is also possible to travel through the
Shadowfell or the Feywild, though such routes are less charted and no less perilous.

The Leap to Another Realm

The most direct method involves the use of spells such as Teleportation Circle or Teleport, or magical portals like those described in this chapter.
This magic causes the user to appear in a known teleportation circle or some other location in another world.

The Roots of the Worlds

Similar to magical portals, nexus points are locations that exist in multiple worlds at the same time. These points might be located at or near the
roots of the worlds—the places where the seedlings of the First World’s great tree took root and grew into a new world.

A nexus point can be a geographical feature, such as an enormous tree, a mountain or mesa, a yawning cavern deep under the mountains, or a
meteorite in an enormous crater. It might also be a constructed feature: a lonely tower or castle, a bustling tavern, or even a city. Normally, visitors to
these places return to the same world they came from when they depart, but it’s also possible to use a nexus point to travel from one world to
another. Depending on the place, shifting worlds might require the use of magic, an object from the desired destination world as a sort of key, or
nothing more than an act of will.

Some nexus points exist in multiple worlds—but not at the same time. They flit from world to world, disappearing from one and appearing in another
according to a regular schedule. Such a place might linger on one world for anywhere from a year to an hour before moving on to another, carrying
everyone inside with it to a new world.

Mechanus

Mechanus is where perfectly regimented order reigns supreme. It consists of equal measures of light and dark, and equal proportions of heat and
cold. On Mechanus, law is reflected in a realm of gigantic clockwork gears, interlocked and turning according to their measure. The cogs seem to be
engaged in a calculation so vast that no deity can fathom its purpose. Some theories hold that they are the clockwork of time throughout the cosmos
—that time itself would stop if the gears ceased their turning. Other theories propose that the cogs uphold the basic rules and order of the cosmos.

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Modrons are the primary inhabitants of Mechanus and maintain its intricate clockworks. The plane is also home to the creator of the modrons: a
godlike being called Primus, whose realm is called Regulus.

Mechanus has no distinct layers. Each turning cog has its own force of gravity pulling toward its center, with structures built on the faces of the cogs.
Some of the cogs are like small islands, while others are hundreds of miles across.

Mechanus Adventures
Mechanus embodies absolute order, and it influences those who spend time here. Individual consciousness is subordinated to the search for perfect
order, and “I” is ultimately subsumed into “we.”

An adventure on Mechanus might lead characters to examine their individual egos in the light of the adventuring party. It might challenge a character
to set aside personal goals for the benefit of the group (or the greater cause of cosmic law), or alternatively it might encourage characters to assert
their own individual identities, distinct from the party and possessing their own goals and needs.

Mount Celestia

The Seven Heavens of Mount Celestia rise like a mountain from a shining Silver Sea to utterly incomprehensible heights, with seven plateaus marking
its seven heavenly layers. The plane is the model of justice and order, of celestial grace and endless mercy, where angels and champions of good
guard against incursions of evil. It is one of the few places on the planes where travelers can let down their guard. Its inhabitants strive constantly to
be as righteous as possible. Countless creatures aim to reach the highest and most sublime peak of the mountain, but only the purest souls can. That
peak fills even the most jaded of travelers with awe.

The pervasive goodness of Mount Celestia bestows blessings on creatures on the plane (see “Environmental Effects” in chapter 3).
ARTIST: ALEKSI BRICLOT

THE SEVEN HEAVENS OF MOUNT CELESTIA BECKON VIRTUOUS SOULS TOWARD EVER-GREATER HEIGHTS

Layers of Mount Celestia

Layer Description

Lunia In the Silver Heaven, the holy water of the Silver Sea laps at the base of the celestial mountain under a starry sky.

Mercuria The Golden Heaven’s tame slopes and lush valleys are bathed in golden light that evokes the hope of a new dawn.

Venya In the Pearly Heaven, terraced fields and tended woodlands dot the snowy slopes.

Solania In the Crystal Heaven, holy shrines glitter under a silvery sky amid luminescent fog.

Mertion On the sweeping plains of the Platinum Heaven, holy soldiers muster in grand citadels for battles across the planes.

Jovar The Glittering Heaven, strewn with beautiful rubies and garnets, is home to the seven-tiered Heavenly City.

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Layer Description

Chronias The Illuminated Heaven is an ineffable mystery.

Mount Celestia Adventures


The plane of ultimate law and good is sometimes imagined to be the most boring place in the multiverse, but in truth Mount Celestia’s nature makes it
the target of unrelenting attacks by evil forces. The devils of the Nine Hells, in particular, long to corrupt the goodness of the Seven Heavens. The
yugoloths of the Lower Planes covet the wealth of the plane, particularly the mines of Solania and the scattered gems of Jovar. And the demons of
the Abyss would like nothing better to smear their filth on the gleaming purity of Mount Celestia.

But while Fiends of all sorts launch doomed assaults on the shores of Lunia, evil’s true foothold on the plane is in the hearts of those well-meaning
visitors who bring their secret shame and hidden sins to the holy mountain. An adventure in Mount Celestia is an opportunity for characters to prove
themselves worthy of the many blessings it offers—or to become worthy by forswearing the selfishness, greed, and hatred that lurk in their hearts.

On the edge of a clear lake in Mertion stands the city of Empyrea, renowned for the healing power of its fountains and springs. Pilgrims from across
the planes seek out the healers, hospitals, and restorative magic found here.

Negative Plane

Cupped like a bowl beneath the other planes, the Negative Plane is the source of necrotic energy that destroys the living and animates the Undead. A
lightless void without end, it is a needy, greedy plane, sucking the life out of anything that is vulnerable. Heat, fire, and life itself are all drawn into the
maw of this plane, which always hungers for more.

To an observer, there’s little to see on the Negative Plane. It is a dark, empty place, an eternal pit where a traveler can fall until the plane steals away all
light and life. Merely entering the plane is comparable to the life-draining touch of a wraith, so only creatures that have Immunity to Necrotic damage
can survive there for long.

In some locations on the Negative Plane, the intensity of the plane is so great that the negative energy folds in on itself, stabilizing into solid chunks
of matter that devour light. These chunks, called voidstones, are thought to be the source of Spheres of Annihilation and similar magical effects.
Anything that comes into contact with a voidstone is destroyed in seconds.

Negative Plane Adventures


An adventure on the Negative Plane is a face-to-face confrontation with annihilation, which is unlikely to end well for the adventurers. Even if their
magic enables them to survive the environment of the plane, the experience tends to drain all the vitality, energy, and happiness from body and soul.
The Negative Plane has all the apathy and despair of Hades and the Shadowfell, combined and concentrated in an infinite expanse of nonbeing and
uncreation.

Nine Hells

The Nine Hells inflames the imaginations of travelers, the greed of treasure seekers, and the battle fury of all moral creatures. It is the ultimate plane
of law and evil, and the epitome of premeditated cruelty. The devils of the Nine Hells are bound to obey the laws of their superiors, but they squabble
within their individual castes. Most undertake any plot, no matter how foul, to advance themselves. At the very top of the hierarchy is Asmodeus, who
has yet to be bested. If he were vanquished, the victor would rule the plane in turn. Such is the law of the Nine Hells.

The Nine Layers


The Nine Hells has nine layers. The first eight are ruled by archdevils who answer to Asmodeus, the archduke of Nessus, the ninth layer. Collectively,
the rulers of the Hells are called the Lords of the Nine. To reach Nessus, one must descend through all eight layers above it in order. The most
expeditious means of doing so is the River Styx, which plunges ever deeper as it flows from one layer to the next. Only the most courageous
adventurers can withstand the torment and horror of that journey.

The Layers of the Nine Hells table summarizes each layer; detailed descriptions of these layers follow the table.

Layers of the Nine Hells

Layer Description

Avernus The Blood War rages across battlefields littered with corpses and the wreckage of hellish war machines.

Dis Iron roads in deep canyons lead to the dreaded Iron City of Dis.

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Layer Description

Minauros Acid falls like rain on putrid bogs and decaying cities.

Phlegethos Obsidian fortresses bask in the heat of raging volcanoes and magma rivers.

Stygia Levistus’s prison is a frigid hellscape of jagged ice and cold fire.

Malbolge An ever-crumbling mountain threatens to bury visitors.

Maladomini Swarms of hungry flies plague dead cities surrounded by utter desolation.

Cania Ice-trapped cities provide shelter in a realm cold enough to freeze the soul.

Nessus Mighty fortresses stand watch over the deepest pits of the Nine Hells.

Avernus
ARTIST: KENT DAVIS

THE FIRST OF NINE HELLS, AVERNUS, IS AN ETERNAL BATTLEFIELD IN THE BLOOD WAR

By Asmodeus’s orders, no planar portals connect directly to the lower layers of the Nine Hells. The first layer, Avernus, is the arrival point for visitors, a
rocky wasteland with rivers of blood and clouds of biting flies. Fiery comets occasionally fall from the darkened sky and carve out fuming impact
craters. Empty battlefields are littered with weapons and bones, showing where the legions of the Nine Hells prevailed against invading enemies.

The archdevil Zariel rules Avernus, having supplanted her rival, Bel, who fell out of Asmodeus’s favor and was forced to serve as Zariel’s adviser.
Tiamat, the Queen of Evil Dragons, is a prisoner on this layer, ruling her own domain but confined to the Nine Hells by Asmodeus in accordance with
some ancient contract (the terms of which are known only to Tiamat and the Lords of the Nine).

Zariel appears as an angel whose skin and wings are scorched. Her eyes burn with a furious white light that can cause creatures looking upon her to
burst into flame. Her seat of power is a flying basalt citadel that rakes the battlefields of Avernus.

Dis

Dis, the second layer of the Nine Hells, is a labyrinth of canyons wedged between sheer mountains rich with iron ore. Iron roads span and wend
through the canyons, watched over by the garrisons of iron fortresses perched atop jagged pinnacles.

The second layer takes its name from its current lord, Dispater. A manipulator and deceiver, the archduke is devilishly handsome, bearing only small
horns, a tail, and a cloven left hoof to distinguish him from a human. His crimson throne stands in the heart of the Iron City of Dis, a hideous
metropolis. Planar travelers come here to conspire with devils and to close deals with night hags, rakshasas, incubi, succubi, and other Fiends.
Contracts signed on his layer contain special provisions that allow Dispater to collect a cut of the deal.

Dispater is one of Asmodeus’s most loyal and resourceful vassals, and few beings in the multiverse can outwit him. He is more obsessed than most
devils with striking deals with mortals in exchange for their souls, and his emissaries work tirelessly to foster evil schemes on the Material Plane.

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Minauros

The third layer of the Nine Hells is a stench-ridden bog. Acidic rain spills from the layer’s brown skies, thick layers of scum cover its putrid surface,
and yawning pits lie in wait beneath the murk to engulf careless wanderers.

Cyclopean cities of ornately carved stone rise up from the bog, including the great city of Minauros, for which the layer is named. The slimy walls of
the city rise hundreds of feet, protecting the flooded halls that are the lair of Mammon, the archduke of Minauros. Mammon resembles a massive
serpent with the upper torso and head of a hairless, horned humanoid. Mammon’s greed is legendary, and he is one of the few archdevils who will
trade favors for gold instead of souls. His lair is piled high with treasures left behind by those who tried—and failed—to best him in a deal.

Phlegethos

Phlegethos, the fourth layer, is a fiery landscape whose seas of molten magma brew hurricanes of hot wind, choking smoke, and volcanic ash. Within
the fire-filled caldera of Phlegethos’s largest volcano rises Abriymoch, a fortress city made of obsidian and dark glass. With rivers of molten lava
pouring down its outer walls, the city resembles the sculpted centerpiece of a gigantic, hellish fountain.

Abriymoch is the seat of power for the two archdevils who rule Phlegethos in tandem: Belial and Fierna, Belial’s daughter. Both are handsome devils
who resemble tieflings, with red skin and small horns. Belial exudes civility, even as his words carry an undercurrent of threat. His daughter is said to
have the wickedest heart in the Nine Hells. The alliance of Belial and Fierna is unbreakable, for both are aware that their mutual survival hinges on it.

Stygia

The fifth layer of the Nine Hells is a freezing realm of ice within which cold flames burn. A frozen sea surrounds the layer, and its gloomy sky crackles
with lightning.

Archduke Levistus once betrayed Asmodeus and is now encased deep in the ice of Stygia as punishment. He rules this layer all the same,
communicating telepathically with his followers and servants, both in the Nine Hells and on the Material Plane.

Stygia is also home to its previous ruler, the serpentine archdevil Geryon, who was dismissed by Asmodeus to allow the imprisoned Levistus to regain
his rule. Geryon’s fall from grace has spurred much debate within the infernal courts. No one is certain whether Asmodeus had some secret cause to
dismiss the archdevil or whether he is testing Geryon’s allegiance for some greater purpose.

Malbolge

Malbolge, the sixth layer, has outlasted many rulers, among them Malagard the Hag Countess and the archdevil Moloch. Malagard fell out of favor
and was struck down by Asmodeus in a fit of pique, while her predecessor, Moloch, still lingers somewhere on the sixth layer as an imp, plotting to
regain Asmodeus’s favor. Malbolge is a seemingly endless slope, like the sides of an impossibly huge mountain. Parts of the layer break off from time
to time, creating deadly, booming avalanches. The inhabitants of Malbolge live in crumbling fortresses and great caves carved into the mountainside.

Malbolge’s current ruler is Asmodeus’s daughter, Glasya. Her cruelty and love of wicked schemes rival those of her father. The citadel that serves as
her domicile on the slopes of Malbolge, called Osseia, is supported by cracked pillars and buttresses that are sturdy yet seem on the verge of
collapse. Beneath the palace is a labyrinth lined with cells and torture chambers, where Glasya confines and torments those who displease her.

Maladomini

The seventh layer, Maladomini, is ruin-covered wasteland. Dead cities form a desolate urban landscape, and between them are empty quarries,
crumbling roads, slag heaps, the hollow shells of empty fortresses, and swarms of hungry flies.

The archduke of Maladomini is Baalzebul, the Lord of Flies. He is a tall, powerful devil with the compound eyes of a fly. The archduke has long
conspired to usurp Asmodeus, yet has failed at every turn. Asmodeus laid a curse on him that causes any deal made with him to lead to calamity.
Asmodeus occasionally shows Baalzebul favor for reasons no other archduke can fathom, though some suspect that Asmodeus still respects the
worthiness of this adversary.

Cania

Cania, the eighth layer of the Nine Hells, is a frozen hellscape whose ice storms can tear flesh from bone. Cities embedded in the ice provide shelter
for guests and prisoners of Cania’s ruler, the brilliant and conniving archdevil Mephistopheles.

Mephistopheles dwells in the ice citadel of Mephistar, where he plots to seize the throne of the Nine Hells and conquer all the planes. He is
Asmodeus’s greatest enemy and ally, and the archduke of Nessus appears to trust Mephistopheles’s counsel. Mephistopheles knows he can’t depose
Asmodeus until his adversary makes a fatal miscalculation, and so both wait to discover what circumstances might turn them against each other.
Mephistopheles is also a godfather of sorts to Glasya, further complicating the relationship between Mephistopheles and Asmodeus.

Mephistopheles is a tall, striking devil with impressive horns and a cool demeanor. He trades in souls, as do other archdevils, but he rarely gives his
time to any creatures not worthy of his personal attention. It is said that only Asmodeus has ever deceived or thwarted him.

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Nessus
The lowest layer of the Nine Hells, Nessus is a realm of dark pits whose walls are set with bleak fortresses. There, pit fiend generals loyal to
Asmodeus garrison their diabolical legions and plot the conquest of the multiverse. At the center of the layer stands a vast rift of unknown depth, out
of which rises the great citadel-spire of Malsheem, home to Asmodeus and his infernal court.

Malsheem resembles a gigantic hollowed-out stalagmite. The citadel is also a prison for souls that Asmodeus has locked away for safekeeping.
Convincing him to release even one of those souls comes at a steep price, and it is rumored that Asmodeus has claimed whole kingdoms in the past
in exchange for such favors.

Asmodeus most often appears as a handsome, bearded man with four large horns, piercing red eyes, and flowing robes. He can also assume other
forms and is seldom seen without his ruby-tipped scepter in hand. Asmodeus is the most cunning and well-mannered of archdevils. On the surface,
he seems warm, pleasant, and lighthearted, doling out wisdom and small acts of kindness like a caring father. The ultimate evil he represents can be
seen only when he wills it so, or if he forgets himself and flies into a rage.
ARTIST: ZOLTAN BOROS

ASMODEUS, THE LORD OF THE NINE, MAINTAINS A VENEER OF PLEASANTRY WHILE INFLICTING AGONY ON IMPRISONED SOULS

Infernal Hierarchy
The Nine Hells has a rigid hierarchy that defines every aspect of its society. Asmodeus is the supreme ruler of all devils and wields the power of a
lesser god. Worshiped as such on the Material Plane, Asmodeus inspires evil cults and sinister Warlocks. In the Nine Hells, he commands scores of
pit fiend generals, which in turn command legions of subordinates.

A supreme tyrant, a brilliant deceiver, and a master of subtlety, Asmodeus protects his throne by keeping his friends close and his enemies closer. He
delegates most matters of rulership to the pit fiends and lesser archdevils that make up the infernal bureaucracy of the Nine Hells, even as he knows
that those powerful devils conspire to usurp his throne. Asmodeus appoints archdevils, and he can strip any member of the infernal hierarchy of rank
and status as he likes.

Infernal Hierarchy

Least Devils

1. Lemure

Lesser Devils

2. Imp
3. Spined devil
4. Bearded devil
5. Barbed devil

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6. Chain devil
7. Bone devil

Greater Devils

8. Horned devil
9. Erinyes
10. Ice devil
11. Pit fiend

Archdevils

12. Duke/duchess
13. Archduke/archduchess

Archdevils. The archdevils include all the current and deposed rulers of the Nine Hells, as well as the fiendish aristocrats that make up their courts,
attend them as advisers, and hope to supplant them.

Promotion and Demotion. When the soul of an evil mortal sinks into the Nine Hells, it takes on the physical form of a wretched lemure. Archdevils and
greater devils can promote lemures to lesser devils. Archdevils can promote lesser devils to greater devils, and Asmodeus alone can promote a
greater devil to archdevil status. All diabolic promotions involve a brief, painful transformation, with the devil’s memories passing intact from one
form to the next.

Low-level promotions are typically based on need, such as when a pit fiend transforms lemures into imps to gain stealthy spies under its command.
High-level promotions are almost always based on merit, such as when a bone devil that distinguishes itself in battle is transformed into a horned
devil by the archdevil it serves. A devil is seldom promoted more than one step at a time.

Demotion is the customary punishment for failure or disobedience among the devils. Archdevils or greater devils can demote a lesser devil to a
lemure, which loses all memory of its prior existence. An archdevil can demote a greater devil to lesser devil status, but the demoted devil retains its
memories—and might seek vengeance if the severity of the demotion is excessive.

No devil can promote or demote another devil that hasn’t sworn fealty to it, preventing rival archdevils from demoting each other’s most powerful
servants. Since all devils swear fealty to Asmodeus, he can freely demote any other devil, transforming it into whatever infernal form he desires.

Nine Hells Adventures


The Nine Hells embodies the cruelty and corruption of law turned to evil ends. The devils of the Nine Hells are more cunning, more insidious, and far
more dangerous than other Fiends. Their intelligence, their delight in deceit and manipulation, and their unhindered pursuit of their own agendas
make them truly terrifying foes.

A descent into the Nine Hells is a journey into the heart of evil. Every shred of evil is used in the Nine Hells, and each layer specializes in some way to
accommodate and exploit the vices and weaknesses of mortals. Far too many people who make such a journey discover their own hearts aren’t
immune to temptation and corruption, and they end up making the Nine Hells their eternal home. To avoid such a fate, good-hearted adventurers
must resist the insidious manipulation, deceit, and treachery of devils, even when the devils promise to fulfill their deepest longings.

Outlands

The Outlands lies between the Outer Planes. It is the plane of neutrality, keeping all aspects of the planes in a paradoxical balance—simultaneously
concordant and in opposition. The plane has varied terrain, with prairies, mountains, and shallow rivers.

The Outlands is a great disk. In fact, those who envision the Outer Planes as a wheel point to the Outlands as proof, calling it a microcosm of the
planes. That argument might be circular, since the arrangement of the Outlands inspired the idea of the Great Wheel in the first place.

Evenly spaced around the outside edge of the circle are the gate-towns: sixteen settlements, each built around a portal leading to one of the Outer
Planes. The Gate-Towns of the Outlands table lists all sixteen gate-towns and the Outer Planes they connect to. Each gate-town shares many of the
characteristics of the plane where its gate leads. Planar emissaries often meet in these gate-towns, so it isn’t unusual to see strange interactions,
such as a Celestial and a Fiend arguing in a tavern while sharing a fine bottle of wine.

Gate-Towns of the Outlands

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Town Gate Destination

Automata Mechanus

Bedlam Pandemonium

Curst Carceri

Ecstasy Elysium

Excelsior Mount Celestia

Faunel Beastlands

Fortitude Arcadia

Glorium Ysgard

Hopeless Hades

Plague-Mort Abyss

Ribcage Nine Hells

Rigus Acheron

Sylvania Arborea

Torch Gehenna

Tradegate Bytopia

Xaos Limbo

Outlands Adventures
The Outlands is the closest the Outer Planes come to being like a world on the Material Plane. Adventurers can travel easily from one gate-town to the
next, making a tremendous variety of planar-themed adventures possible within the boundaries of the Outlands.

Adventures in the Outlands often involve the conflicts between opposing planar influences. It’s much easier for a slaad to wreak havoc in the gate-
town of Automata than it is for even a horde of slaadi to accomplish anything in Mechanus itself. Celestial spies and Fiend assassins carry out subtle
plots and deadly sabotage across the Outlands.

Despite these conflicts, the Outlands remains a plane of balance. Toward the center of the plane, away from the gate-towns, lie vast stretches of land
similar to the different environments found on worlds of the Material Plane. Preserving nature’s balance from the pull of powerful extremes in any
direction can also be a theme of adventures here.

Planescape: Adventures in the Multiverse includes extensive information on the Outlands.

Pandemonium

Pandemonium is a plane of overwhelming chaos, a great mass of rock riddled with tunnels carved by howling winds. It is cold, noisy, and dark, with
no natural light. Wind quickly extinguishes nonmagical open flames such as torches and campfires. It also makes conversation possible only by
yelling, and even then only to a maximum distance of 10 feet. See “Environmental Effects” in chapter 3 for more information about the winds of
Pandemonium.

Most of the plane’s inhabitants are creatures that were banished to the plane with no hope of escape. The incessant winds force them to take shelter
in places where the howls of the winds sound like distant cries of torment.

Layers of Pandemonium

Layer Description

Pandesmos Howling winds, dark streams bound for the River Styx, and blowing snow pour through vast, desolate caverns.

Winds blowing through narrower tunnels create a stronger force and louder wails, making this the so-called “Layer of
Cocytus
Lamentation.”

Phlegethon Tunnel walls absorb light while water creates intricate rock formations.

Agathion Sealed-off tunnels are largely inaccessible from elsewhere, making them ideal as vaults for ancient secrets.

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Pandemonium Adventures
Pandemonium is the plane of last straws. The incessant howling of its winds brings everyone on the plane, sooner or later, to the edge of lashing out
in frustration, breaking down in despair, or dissolving into incoherence—and then some event, force, or creature on the plane pushes them over that
edge. Simply existing on the plane is exhausting; trying to accomplish even a basic conversation is aggravating.

An adventure in Pandemonium can be a way to explore what happens to characters on their worst day, when everything goes wrong and the howling
wind won’t let up. The trick is to convey the frustration that characters are bound to experience there without transferring that frustration to the
players.

A jagged spike somewhere in Cocytus, called Howler’s Crag, is rumored to have a unique magical property: anything yelled from the top of the crag is
said to find the ears of its intended recipient—carried on a shrieking, frigid wind—no matter where in the multiverse that person might be.
ARTIST: CHRIS RALLIS

THREE ADVENTURERS BRAVE THE HOWLING WINDS OF PANDEMONIUM IN SEARCH OF HOWLER’S CRAG

Para-elemental Planes

The regions where the Elemental Planes collide and their elemental substances overlap are called Paraelemental Planes.

Plane of Ash
On the Plane of Ash, also called the Great Conflagration, howling winds from the Plane of Air mix with the cinder storms and lava of the Sea of Fire.
This plane is an endless storm of flames, smoke, and ash. The thick ash obscures sight beyond a few dozen feet, and the battering winds make travel
difficult. Here and there, ash clusters into floating realms where outlaws and fugitives take shelter.

Plane of Ice
The Plane of Ice, also called the Frostfell, forms the border between the Plane of Air and the Plane of Water. This plane is a seemingly endless glacier
swept by constant, raging blizzards. Frozen caverns twist through the Plane of Ice, home to yetis, remorhazes, white dragons, and other creatures of
cold. The inhabitants of the plane engage in a never-ending battle to prove their strength and ensure their survival.

The Frostfell’s monsters and bitter cold make it a dangerous place to travel. Most planar voyagers keep to the air, braving the powerful winds and
driving snow to avoid setting foot on the great glacier.

Plane of Magma
The boundary between the Plane of Earth and the Plane of Fire is a great range of volcanic mountains. The Plane of Magma, also called the Fountains
of Creation, is home to azers, fire giants, and red dragons, as well as creatures from the neighboring planes. Lava flows down the slopes of these
mountains toward the Plane of Fire.

Plane of Ooze

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The border region between the Plane of Water and the Plane of Earth is a horrid swamp where gnarled trees and thick, stinging vines grow from the
dense muck and slime. Here and there on the Plane of Ooze (also called the Swamp of Oblivion), stagnant lakes and pools play host to thickets of
weeds and monstrous swarms of mosquitoes. The few settlements here consist of wooden structures suspended above the muck on platforms
between trees. Visitors to the plane have sometimes tried elevating houses on poles stuck in the mud, but since no solid earth underlies the muck,
even such structures eventually sink.

It is said that any object cast into the Swamp of Oblivion can’t be found again for at least a century. Now and then, a desperate soul casts an Artifact
of power into this place, keeping it away from the rest of the multiverse for a time. The promise of powerful magic lures adventurers to brave the
monstrous insects and hags of the swamp.

Para-elemental Plane Adventures


The Para-elemental Planes are extreme environments but fundamentally similar to places found on the Material Plane—the place where all four
elements mingle freely.

At a symbolic level, the Para-elemental Planes represent the interaction and sometimes the contrast between the forces and ideals embodied by their
constituent elements. The Plane of Ash, for example, highlights the commonality between air and fire—the tendency to movement and change, given
a destructive tone by the raging conflagration of the plane. The Plane of Ooze heightens the contrast between stable, rigid earth and steadily flowing
water.

Positive Plane

Like a dome above the other planes, the Positive Plane is the source of radiant energy and the raw life force that suffuses all living beings. Like the
heart of a star, it is a continual furnace of creation, a domain of brilliance beyond the ability of mortal eyes to comprehend. It is a vibrant plane, so
alive that travelers are empowered by visiting it.

The Positive Plane has no surface and is akin to the Elemental Plane of Air with its wide-open nature. However, every bit of this plane glows brightly
with innate power. This power is dangerous to mortal forms, which can’t handle it for long. Only creatures that have Immunity to Radiant damage can
survive there.

Positive Plane Adventures


Vibrant life, creative energy, and radiant health are the essential characteristics of the Positive Plane, though touching this fundamental energy can be
just as dangerous as entering the soul-siphoning annihilation of the Negative Plane. Characters who survive an excursion into the Positive Plane often
find that it leaves them with a lasting charge, making it hard to calm down, to stem the flow of ideas, and even to sleep. On the other hand, they also
find themselves with a persistent resistance to disease and despair.

Shadowfell

The Shadowfell, also called the Plane of Shadow, is a gloomy dimension whose sky is a black vault with neither sun nor stars.

The Shadowfell overlaps the Material Plane in much the same way as the Feywild. Aside from the bleak landscape, it appears similar to the Material
Plane. Travelers from the Material Plane who enter the Shadowfell often observe landmarks similar to the world they left, but distorted and often
sinister. A mountain on the Material Plane might be replaced in the Shadowfell by a skull-shaped rock outcropping, a heap of rubble, or the crumbling
ruin of a once-great castle. The forests of the Shadowfell hold sinister-looking trees, their branches reaching out to snare travelers’ cloaks, and their
roots coiling to trip those who pass by.

Shadow dragons and Undead haunt this bleak plane, as do other creatures that thrive in the gloom, including cloakers and darkmantles.

ARTIST: JULIAN KOK

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THE SHADOWFELL IS A REALM OF DEATH, DESPAIR, AND DREAD

Shadow Crossings
Shadow crossings are locations where the veil between the Material Plane and the Shadowfell is so thin that creatures can pass from one plane to
the other. A blot of shadow in the corner of a dusty crypt might be a shadow crossing, as might an open grave. Shadow crossings form in gloomy
places where spirits or the stench of death lingers, such as battlefields, graveyards, and tombs. They manifest only in darkness, closing as soon as
they feel light’s kiss.

Domains of Dread
In a far-flung corner of the Shadowfell drifts a hidden expanse of roiling mist and vague semireality. At this eerie edge of the multiverse, mysterious
entities known as the Dark Powers collect the most wicked beings from across ages and worlds within inescapable, mist-shrouded demiplanes. In
these shadowy prisons, the villainous beings become Darklords, able to exercise great power but confined to realms that twist their desires, capturing
them in cycles of dread and despair.

Mists surround each of the Domains of Dread, making it difficult to leave one domain and even harder to find a path to another. The Mists rise and fall
at the whim of the Dark Powers, and they can even slip across the planes to drag people unwittingly into the dread domains. Those who live in these
domains ascribe all sorts of sinister stories to the Mists—any supernatural happening, inexplicable disappearance, or malicious force can be blamed
on the Mists.

The following Domains of Dread are among the most infamous. They are described in more detail in Van Richten’s Guide to Ravenloft.

Barovia

The towering spires of Castle Ravenloft loom above the valley of Barovia, which is ruled by Strahd von Zarovich, the first vampire.

Borca
Amid opulent estates and impoverished villages, two Darklords—the vicious poisoner Ivana Boritsi and the childishly cruel stalker Ivan Dilisnya—
pursue their obsessive schemes.

Falkovnia

Empty countryside surrounds ruined or crumbling cities, with only a few pockets of civilization fighting a losing battle against an endless plague of
zombies. General Vladeska Drakov commands a fierce military force that desperately clings to power.

Kalakeri

A beautiful land of rainforests, rivers, and lakes is a quagmire of intrigue and despair as three royal heirs—transformed into monsters by their
depravity and hatred—battle endlessly to claim the throne of their ancient dynasty.

Lamordia

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Inventors and scholars violate both natural and moral laws amid the frozen bogs and glacial expanses of Lamordia. The worst of them is the
domain’s Darklord, Doctor Viktra Mordenheim, whose efforts to create life and abolish death have led to the creation of many monsters.

Mordent

Death in Mordent heralds the beginning of a haunted afterlife as a restless spirit, for this domain is the realm of ghost stories and hauntings. The
dead here earn no rest, no finality, no peace—just a passage into a shadow world of wispy phantoms, mournful groaning, and clanking chains.

Valachan

The devious hunter Chajuna roams the jungles of her domain, hunting the most dangerous beasts she can find. When she grows dissatisfied with
simpler prey, she draws people into a fatal contest, ensuring that the land remains steeped in blood.

Shadowfell Despair
A melancholic atmosphere pervades the Shadowfell, and extended forays to this plane can afflict characters with despair.

When you deem it appropriate, though usually not more than once per day, you can require a character not from the Shadowfell to make a DC 10
Wisdom saving throw. On a failed save, the character is affected by despair. Roll on the Shadowfell Despair table to determine the effects. You can
substitute different despair effects of your own creation.

Shadowfell Despair

1d6 Effect

1–3 Apathy. The character has Disadvantage on Death Saving Throws and Initiative rolls.

4–5 Dread. The character has Disadvantage on all saving throws.

6 Delusion. The character has Disadvantage on ability checks and saving throws that use Intelligence, Wisdom, or Charisma.

If a character is already suffering a despair effect and fails the saving throw, the new despair effect replaces the old one. After finishing a Long Rest, a
character can attempt to overcome the despair with a DC 15 Wisdom saving throw. (The DC is higher because it’s harder to shake off despair once it
has taken hold.) On a successful save, the despair effect ends for that character. A Calm Emotions spell or magic that removes curses cures the
despair.

Sigil, City of Doors

At the center of the Outlands, like the axle of a great wheel, is the Spire, a needle-shaped mountain that rises high into the sky. Above this mountain’s
narrow peak, not part of the Outlands but a plane in its own right, floats the ring-shaped city of Sigil, its myriad structures built on the ring’s inner
surface. Creatures standing on one of Sigil’s streets can see the city curve up over their heads and—most disconcerting of all—the far side of the city
directly overhead. Called the City of Doors, this bustling planar metropolis holds countless portals to other planes and worlds.

Sigil is a trader’s paradise. Goods and information come here from across the planes. The city sustains a brisk trade in information about the planes,
particularly the commands or items required for the operation of particular portals.

The city is the domain of the inscrutable Lady of Pain, a being whose purpose and goals are unknown to even the sages of her city. She appears
almost human, although she most definitely isn’t. She wears ornate robes that shroud her body, and a mantle of blades coated in blue-green verdigris
surrounds her masklike face. No one is certain who or what exactly the Lady of Pain is, but it’s widely accepted she’s a being on par with deities. Is
Sigil her prison? Is she the fallen creator of the multiverse? No one knows—or if they do, they aren’t telling.

Planescape: Adventures in the Multiverse includes extensive information on Sigil.

ARTIST: KATERINA LADON

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IN THE COSMOPOLITAN STREETS OF SIGIL, CREATURES


FROM ACROSS THE MULTIVERSE COEXIST IN UNEASY PEACE

Ysgard

Ysgard is a rugged realm of soaring mountains, deep fjords, and windswept battlefields, with summers that are long and hot and winters that are cold
and unforgiving. Its continents float above oceans of volcanic rock, below which are enormous icy caverns that hold entire kingdoms of giants,
humans, dwarves, gnomes, and other beings. Heroes come to Ysgard to test their mettle not only against the plane itself, but also against giants,
dragons, and other mighty creatures across Ysgard’s vast terrain.

Ysgard is the home of slain heroes who wage eternal battle on fields of glory. Any creature, other than a Construct or Undead, that is killed in combat
while in Ysgard is restored to life at dawn the next day. The creature has all its Hit Points restored, and all conditions that affected it before its death
are removed.

Layers of Ysgard

Layer Description

Ysgard Immense rivers of floating earth grind together in eternal rumbling.

Muspelheim The ground smokes and burns beneath the earthbergs of the top layer.

Nidavellir Floating chunks of earth are closer together, giving the appearance of endless tunnels with rich mineral deposits.

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Ysgard Adventures
The nature of Ysgard is glory earned through heroic deeds in battle. It’s the euphoria of an athlete, the exhilaration of a summer storm, and the
triumphant celebration of victory. Since those who die on the plane return to life to fight again the next day, Ysgard can overlook the horrors of war
and focus entirely on the glory.

An adventure in Ysgard can be an opportunity for lighthearted combat without consequences, for characters to prove their mettle against truly epic
foes and perhaps even against each other. Adventurers might find themselves on the Plain of Ida on the topmost layer of Ysgard, where daily festivals
let warriors and athletes show off their bravery and skill. Or they might venture into the lower layers to face greater challenges—or secrets buried in
the deep caverns of the plane.

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CH. 6: COSMOLOGY MAGIC ITEMS A–Z

Chapter 7: Treasure
ARTIST: ILSE GORT

THE BLACK DRAGON ONYX GUARDS HER TREASURE HOARD IN THE RUINS OF XAK TSAROTH

Adventurers strive for many things, including glory, knowledge, and justice. Many adventurers also seek something more tangible: treasure. This
chapter presents treasure in all its forms, from coins to magic items.

Treasure Themes

Monsters have treasure preferences, as explained in the Monster Manual. These preferences are expressed as themes, which helps you determine
what treasures are found in monsters’ hoards, as summarized in the Treasure Themes table.

For advice on how to include treasure in an adventure, see chapter 4.

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To randomly determine a magic item found as treasure, use the tables at the end of this chapter.

Treasure Themes

Theme Appropriate Treasure

Arcana Gemstones plus magic items of an eldritch or esoteric nature

Armaments Coins or trade bars plus magic items that are useful in battle

Implements Coins, trade bars, or trade goods plus magic items that focus on utility

Relics Art objects plus magic items that have religious origins or purposes

ARTIST: COUPLEOFKOOKS

Coins

The most basic type of treasure is money, including Copper Pieces (CP), Silver Pieces (SP), Electrum Pieces (EP), Gold Pieces (GP), and Platinum
Pieces (PP). See the Player’s Handbook for their relative value. Fifty coins of any type weigh 1 pound.

Trade Bars

Because large numbers of coins can be difficult to transport and account for, many merchants prefer to use trade bars—ingots of precious metals and
alloys (usually silver). These bars are valued by weight, as shown in the Trade Bars table.

Trade Bars

Bar Value Dimensions

2-pound silver bar 10 GP 5 in. long × 2 in. wide × 1/2 in. thick

5-pound silver bar 25 GP 6 in. long × 2 in. wide × 1 in. thick

5-pound gold bar 250 GP 5 in. long × 2 in. wide × 3/4 in. thick

Trade Goods

Merchants commonly exchange trade goods without using currency. The Trade Goods table shows the value of commonly exchanged goods.

Trade Goods

Cost Goods

1 CP 1 lb. of wheat

2 CP 2 lb. of flour or one chicken

5 CP 1 lb. of salt

1 SP 1 lb. of iron or 1 sq. yd. of canvas

5 SP 1 lb. of copper or 1 sq. yd. of cotton cloth

1 GP 1 lb. of ginger or one goat

2 GP 1 lb. of cinnamon or pepper, or one sheep

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Cost Goods

3 GP 1 lb. of cloves or one pig

5 GP 1 lb. of silver or 1 sq. yd. of linen

10 GP 1 lb. of silk or one cow

15 GP 1 lb. of saffron or one ox

50 GP 1 lb. of gold

500 GP 1 lb. of platinum

Gemstones

Gemstones are small, lightweight, and easily secured compared to their same value in coins.

If a treasure hoard includes gemstones, you can use the following tables to randomly determine the kind of gemstones found, based on their value.
You can roll once and assume all the gems are the same or roll multiple times to create mixed collections.

10 GP Gemstones

1d12 Stone

1 Azurite (mottled deep blue)

2 Banded agate (striped brown, blue, white, or red)

3 Blue quartz (pale blue)

4 Eye agate (circles of gray, white, brown, blue, or green)

5 Hematite (gray black)

6 Lapis lazuli (light and dark blue with yellow flecks)

7 Malachite (striated light and dark green)

8 Moss agate (pink or yellow white with mossy gray or green markings)

9 Obsidian (black)

10 Rhodochrosite (light pink)

11 Tiger eye (brown with golden center)

12 Turquoise (light blue green)

50 GP Gemstones

1d12 Stone

1 Bloodstone (dark gray with red flecks)

2 Carnelian (orange to red brown)

3 Chalcedony (white)

4 Chrysoprase (green)

5 Citrine (pale yellow brown)

6 Jasper (blue, black, or brown)

7 Moonstone (white with pale-blue glow)

8 Onyx (bands of black and white, or pure black or white)

9 Quartz (white, smoky gray, or yellow)

10 Sardonyx (bands of red and white)

11 Star rose quartz (rosy stone with white star-shaped center)

12 Zircon (pale blue green)

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100 GP Gemstones

1d10 Stone

1 Amber (watery gold to rich gold)

2 Amethyst (deep purple)

3 Chrysoberyl (yellow green to pale green)

4 Coral (crimson)

5 Garnet (red, brown green, or violet)

6 Jade (light green, deep green, or white)

7 Jet (deep black)

8 Pearl (lustrous white, yellow, or pink)

9 Spinel (red, red brown, or deep green)

10 Tourmaline (pale green, blue, brown, or red)

500 GP Gemstones

1d6 Stone

1 Alexandrite (dark green)

2 Aquamarine (pale blue green)

3 Black pearl (pure black)

4 Blue spinel (deep blue)

5 Peridot (rich olive green)

6 Topaz (golden yellow)

1,000 GP Gemstones

1d8 Stone

1 Black opal (dark green with black mottling and golden flecks)

2 Blue sapphire (medium blue)

3 Emerald (deep bright green)

4 Fire opal (fiery red)

5 Opal (pale blue with green and golden mottling)

6 Star ruby (ruby with white star-shaped center)

7 Star sapphire (blue sapphire with white star-shaped center)

8 Yellow sapphire (fiery yellow or yellow green)

5,000 GP Gemstones

1d4 Stone

1 Black sapphire (lustrous black with glowing highlights)

2 Diamond (blue white, canary, pink, brown, or blue)

3 Jacinth (fiery orange)

4 Ruby (clear red to deep crimson)

Art Objects
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Idols cast of solid gold, necklaces studded with precious stones, paintings of ancient kings, bejeweled dishes—art objects include all these and more.

If a treasure hoard includes art objects, you can use the following tables to randomly determine what art objects are found, based on their value. Roll
on a table as many times as there are art objects in the treasure hoard. There can be more than one of a given art object.

25 GP Art Objects

1d10 Object

1 Silver ewer

2 Carved bone statuette

3 Gold bracelet

4 Cloth-of-gold vestments

5 Black velvet mask stitched with silver thread

6 Copper chalice with silver filigree

7 Pair of engraved bone dice

8 Handheld mirror set in a painted wooden frame

9 Embroidered silk handkerchief

10 Gold locket with a painted portrait inside

250 GP Art Objects

1d10 Object

1 Gold ring set with bloodstones

2 Carved ivory statuette

3 Bejeweled gold bracelet

4 Silver necklace with a gemstone pendant

5 Bronze crown

6 Silk vestments with gold embroidery

7 Well-made tapestry that is 10 feet by 10 feet

8 Brass mug with jade inlay

9 Box of turquoise animal figurines

10 Gold birdcage with electrum filigree

750 GP Art Objects

1d10 Object

1 Silver chalice set with moonstones

2 Bundle of sheet music representing the lost dirges of a famous composer

3 Carved wooden harp with ivory inlay and zircon gems

4 Gold idol

5 Gold comb shaped like a dragon with red garnets as eyes

6 Bottle stopper cork embossed with gold leaf and set with amethysts

7 Detailed, life-sized dragonborn skull cast in electrum

8 Silver and gold brooch

9 Obsidian statuette with gold fittings and inlay

10 Painted gold war mask

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2,500 GP Art Objects

1d10 Object

1 Fine gold chain set with a fire opal

2 Old masterpiece painting

3 Embroidered silk and velvet mantle set with numerous moonstones

4 Platinum bracelet set with an emerald

5 Embroidered glove set with jewel chips

6 Jeweled anklet

7 Gold music box

8 Gold circlet set with four aquamarines

9 Eye patch decorated with tiny blue sapphires and moonstones

10 A necklace string of small pink pearls

7,500 GP Art Objects

1d10 Object

1 Jeweled gold crown

2 Jeweled platinum ring

3 Gold statuette set with rubies

4 Gold cup set with emeralds

5 Gold jewelry box with platinum filigree

6 Set of gold nesting dolls

7 Jade game board with gold playing pieces

8 Bejeweled ivory drinking horn with gold filigree

9 Gilded royal coach or funeral barge

10 Ceremonial gold armor with black pearls

Magic Items

Magic items are gleaned from the hoards of felled monsters or discovered in long-lost vaults. Such items grant capabilities a character could rarely
have otherwise, or they complement their owner’s capabilities in wondrous ways.

Magic Item Categories

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Every magic item belongs to a category. The Magic Item Categories table lists the nine categories and provides examples. Rules for the categories
appear after the table.

Magic Item Categories

Category Examples

Armor +1 Leather Armor, +1 Shield

Potions Potion of Healing

Rings Ring of Invisibility

Rods Immovable Rod

Scrolls Spell Scroll

Staffs Staff of Striking

Wands Wand of Fireballs

Weapons +1 Ammunition, +1 Longsword

Wondrous Items Bag of Holding, Boots of Elvenkind

Armor
An item in the Armor category is typically a magical version of armor from the Player’s Handbook. Unless an armor’s description notes otherwise, the
armor must be worn for its magic to function.

Some suits of magic armor specify the type of armor they are, such as Chain Mail or Plate Armor. If no type is specified, choose the type or
determine it randomly.

Potions
An item in the Potion category might be a magical brew that must be imbibed or an oil that must be applied to a creature or an object. A typical potion
consists of 1 ounce of liquid in a vial.

Using a Potion. Potions are consumable items. Drinking a potion or administering it to another creature requires a Bonus Action. Applying an oil
might take longer as specified in its description. Once used, a potion takes effect immediately, and it is used up.

Mixing Potions. A character might drink one potion while still under the effects of another or pour several potions into a single container. The strange
ingredients used in creating potions can result in unpredictable interactions.

When a character mixes two potions together, roll on the Potion Miscibility table. If more than two are combined, roll again for each subsequent
potion, combining the results. Unless the effects are immediately obvious, reveal them only when they become evident.

Potion Miscibility

1d100 Result

Both potions lose their effects, and the mixture creates a magical explosion in a 5-foot-radius Sphere centered on itself. Each creature in that
01
area takes 4d10 Force damage.

02–08 Both potions lose their effects, and the mixture becomes an ingested poison of your choice (see “Poison” in chapter 3).

09–15 Both potions lose their effects.

16–25 One potion loses its effect.

Both potions work, but with their numerical effects and durations halved. If a potion has no numerical effect and no duration, it instead loses its
26–35
effect.

36–90 Both potions work normally.

Both potions work, but the numerical effects and duration of one potion are doubled. If neither potion has anything to double in this way, they
91–99
work normally.

Only one potion works, but its effects are permanent. Choose the simplest effect to make permanent or the one that seems the most fun. For
00 example, a Potion of Healing might increase the drinker’s Hit Point maximum by 2d4 + 2, or a Potion of Invisibility might give the drinker the
Invisible condition indefinitely. At your discretion, a Dispel Magic spell or similar magic might end this lasting effect.

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Rings
For its magic to function, an item in the Ring category must be worn on a finger or a similar digit unless its description notes otherwise.

Rods
An item in the Rod category is a scepter usually made of metal, wood, or bone. A typical rod weighs 2 to 5 pounds.

Unless its description notes otherwise, a rod can be used as an Arcane Focus.

Scrolls
An item in the Scroll category is a roll of paper or parchment, sometimes attached to wooden rods and typically kept safe in a tube of ivory, jade,
leather, metal, or wood. The most prevalent scroll is the Spell Scroll, a spell stored in written form. However, some scrolls, like the Scroll of Protection,
bear an incantation that isn’t a spell.

Using a Scroll. Scrolls are consumable items. Unleashing the magic in a scroll requires the user to read the scroll. When its magic has been invoked,
the scroll can’t be used again. Its words fade, or it crumbles into dust.

Any creature that can understand a written language can read a scroll and attempt to activate it unless its description notes otherwise.

Staffs
Items in the Staff category vary widely in appearance: some are of nearly equal diameter throughout and smooth, others are gnarled and twisted,
some are made of wood, and others are composed of polished metal or crystal. A staff weighs between 2 and 7 pounds and serves well as a walking
stick or cane.

Unless its description notes otherwise, a staff can be used as a nonmagical Quarterstaff and an Arcane Focus.

Wands
An item in the Wand category is typically 12 to 15 inches long and crafted of metal, bone, or wood. It is tipped with metal, crystal, stone, or some other
material.

Unless its description notes otherwise, a wand can be used as an Arcane Focus.

Weapons
A magic weapon is typically a magical version of a weapon from the Player’s Handbook. Some magic weapons specify the type of weapon they are in
their descriptions, such as a Longsword or Longbow. If no weapon type is specified, you may choose the type or determine it randomly.

Ammunition. If a magic weapon has the Ammunition property, ammunition fired from it is considered magical for the purpose of any rule that cares
whether a weapon is magical or not.

Wondrous Items
Wondrous Items include wearable items such as boots, belts, capes, amulets, brooches, and circlets. Bags, carpets, figurines, horns, musical
instruments, and more also fall into this category.

Magic Item Rarity

Every magic item has a rarity, which provides a rough measure of an item’s power relative to other magic items. The rarities are shown in the Magic
Item Rarities and Values table.

Common magic items, such as a Potion of Healing, are the most plentiful. Artifacts, such as the Wand of Orcus, are priceless, unique, and difficult to
acquire.

Magic Item Values by Rarity


Common magic items can often be bought in a town or city. Uncommon and Rare magic items are usually found only in cities, and rarer magic items
might be sold only in wondrous locations, such as the City of Brass or Sigil. If you allow characters to buy and sell magic items in your campaign,
rarity can help you set prices for those items. Gold Piece values are provided in the Magic Item Rarities and Values table, though a seller might ask for
a service rather than coin as payment.

If a magic item incorporates an item that has a purchase cost in the Player’s Handbook (such as a weapon or a suit of armor), add that item’s cost to
the magic item’s value. For example, +1 Armor (Plate Armor) has a value of 5,500 GP, which is the sum of a Rare magic item’s value (4,000 GP) and
the cost of Plate Armor (1,500 GP).

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Magic Item Rarities and Values

Rarity Value*

Common 100 GP

Uncommon 400 GP

Rare 4,000 GP

Very Rare 40,000 GP

Legendary 200,000 GP

Artifact Priceless

*Halve the value for a consumable item other than a Spell Scroll.
The value of a Spell Scroll is double what it costs to scribe the
scroll (as specified in the Player’s Handbook).

Awarding Magic Items

Awarding magic items is the purview of the DM. You can award a magic item because the story calls for it or the players would be especially pleased
to have it. This section helps you to determine which magic items end up in the characters’ possession.

Magic Items Awarded by Level


The Magic Items Awarded by Level table shows the number of magic items a D&D party typically gains during a campaign, totaling one hundred
magic items by level 20. The table shows how many items of each rarity are meant to be handed out during each of the four tiers of play.

Artifacts are omitted from the table because they are most often used as plot devices in high-level adventures, and characters rarely have them for
long (either because the Artifacts are meant to be destroyed or because the campaign is nearing its end).

Player Wish List. Encourage your players to keep a wish list of magic items they hope their characters will find in the course of the campaign. If you
want to award a magic item but don’t have a specific magic item in mind, you can pick an item of the appropriate rarity from your players’ wish list.

Overstocking an Adventure. When creating or modifying an adventure, assume that the characters won’t find all the magic items you place in it. An
adventure usually can include a number of items that’s 25 percent higher than the number in the Magic Items Awarded by Level table (round up). For
example, an adventure designed to take characters from level 1 to 4 might include fourteen items rather than eleven, in the expectation that three
items won’t be found.

Magic Items Awarded by Level

Character Level (Tier of Play) Common Items Uncommon Items Rare Items Very Rare Items Legendary Items All Items

1–4 (tier 1) 6 4 1 0 0 11

5–10 (tier 2) 10 17 6 1 0 34

11–16 (tier 3) 3 7 11 7 2 30

17–20 (tier 4) 0 0 5 11 9 25

Total 19 28 23 19 11 100

ARTIST: JUSTYNA GIL

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DOWNLOADABLE PDF

Magic Item Tracker


You can use the Magic Item Tracker sheet to track how many magic items the characters have acquired. Each time the characters get a magic item,
put a check mark in one of the empty circles corresponding to the item’s rarity and the current level range of the characters. If the characters gain a
magic item of a rarity that has no unchecked circles at the current level range, check off an empty circle from a lower tier. If all lower level ranges also
have no circles left, check off an empty circle from a higher level range.

Random Magic Item Rarity


When you decide that a treasure contains magic items, there are two ways to determine the rarity of those items. You can choose an appropriate
rarity based on the items you’ve given out already (using the Magic Item Tracker sheet to keep track), or you can roll on the Magic Item Rarities table.

To use the table, find the level of the characters in the top row. Roll 1d100, and read down that column to find your roll. Then read across to the right
column to find the rarity of the item.

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Magic Item Rarities

————— 1d100 Roll —————

Levels 1– Levels 5– Levels Levels


Item’s Rarity
4 10 11–16 17–20

01–54 01–30 01–11 — Common

55–91 31–81 12–34 — Uncommon

92–00 82–98 35–70 01–20 Rare

— 99–00 71–93 21–64 Very Rare

— — 94–00 65–00 Legendary

Activating a Magic Item

It usually takes a Magic action to activate a magic item. The item’s user might also need to do something special. The description of each item
category or individual item details how an item is activated. Certain items use the following rules for their activation.

Command Word
A command word is a word or short phrase that must be spoken or signed for an item to work. Spoken command words must be audible and fail to
work in areas where all sound is suppressed, as in the area of the Silence spell.

Consumable Items
Some items are consumed—used up, in other words—when they are activated. A Potion of Healing must be swallowed, for example, while the writing
vanishes from a scroll when it is read. Once used, a consumable item loses its magic.

Spells Cast from Items


Some magic items allow the user to cast a spell from the item. The spell is cast at the lowest possible spell and caster level, doesn’t expend any of
the user’s spell slots, and requires no components unless the item’s description notes otherwise. The spell uses its normal casting time, range, and
duration, and the user of the item must concentrate if the spell requires Concentration. Many items, such as Potions, bypass the casting of a spell
and confer the spell’s effects with its usual duration. Certain items make exceptions to these rules, changing the casting time, duration, or other parts
of a spell.

A magic item may require the user to use their own spellcasting ability when casting a spell from the item. If the user has more than one spellcasting
ability, the user chooses which one to use with the item. If the user doesn’t have a spellcasting ability, their spellcasting ability modifier is +0 for the
item, and the user’s Proficiency Bonus applies.

Charges
Some magic items have charges that must be expended to activate their properties. The number of charges an item has remaining is revealed when
the Identify spell is cast on it. A creature attuned to an item knows how many charges the item has and how many it regains.

“The Next Dawn”

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Magic items often have charges or properties that recharge at the next dawn or some other specified time. If such an item is on a world or plane of
existence where the specified event doesn’t occur, the DM determines when the item recharges.

Cursed Items

A magic item’s description specifies whether it bears a curse. Most methods of identifying items, including the Identify spell, fail to reveal such a
curse.

Attunement to a cursed item can’t be ended voluntarily unless the curse is broken first, such as with a Remove Curse spell.

Magic Item Resilience

A magic item is at least as durable as a nonmagical item of its kind. Most magic items, other than Potions and Scrolls, have Resistance to all
damage.

An Artifact can be destroyed only in some special way. Otherwise, it is impervious to damage. Learning how to destroy an Artifact usually requires
research or the completion of a quest.

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 is required to make a magic item of each category. You must use the required tool to make an item and
have proficiency with that tool. Any assistants must also have proficiency with it. For more information on the tools, see the Player’s Handbook.

Magic Item Tools

Item Category Required Tool

Leatherworker’s Tools, Smith’s Tools, or Weaver’s Tools depending on the kind of armor as noted in the tools’
Armor
descriptions

Potion Alchemist’s Supplies or Herbalism Kit

Ring Jeweler’s Tools

Rod Woodcarver’s Tools

Scroll Calligrapher’s Supplies

Staff Woodcarver’s Tools

Wand Woodcarver’s Tools

Leatherworker’s Tools, Smith’s Tools, or Woodcarver’s Tools depending on the kind of weapon as noted in the tools’
Weapon
descriptions

Wondrous Item Tinker’s Tools or the tool required to make the nonmagical item on which the magic item is based

Spells
If a magic item allows its user to cast any spells from it, you must have all those spells prepared every day you spend crafting the item.

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 create an item by the number of characters
working on it. Normally, only one other character can assist you, but the DM might allow more assistants.

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Raw Materials. The cost in the table represents the raw materials needed to make a magic item. The DM determines whether appropriate raw
materials are available. In a city, there is a 75 percent chance that the materials are available, and in any other settlement, that chance is 25 percent. If
materials aren’t available, you must wait at least 7 days before checking on the availability again.

If a magic item incorporates an item that has a purchase cost (such as a weapon or a suit of armor), you must also pay that entire cost or craft that
item using the rules in the Player’s Handbook. For example, to make +1 Armor (Plate Armor), you must pay 3,500 GP or pay 2,000 GP and craft the
armor.

Magic Item Crafting Time and Cost

Item Rarity Time* Cost*

Common 5 days 50 GP

Uncommon 10 days 200 GP

Rare 50 days 2,000 GP

Very Rare 125 days 20,000 GP

Legendary 250 days 100,000 GP

*The time and cost are halved for a consumable item other than a Spell Scroll, whose crafting time and cost are given in the Player’s Handbook.

CRAFTING MAGIC ITEMS REQUIRES TIME AND RESEARCH

Magic Item Special Features

You can add distinctiveness to a magic item by thinking about its backstory. Who made the item? Is anything unusual about its construction? Why
was it made, and how was it used originally? What minor magical quirks set it apart from other items of its kind? Answering these questions can help
turn a generic magic item, such as a +1 Longsword, into a more flavorful discovery.

Use the following tables to fill in details about a magic item’s history. Some table entries make more sense for certain items than for others. If you roll
something that doesn’t make sense, roll again, choose a more appropriate entry, or use the rolled detail as inspiration to make up your own special
feature.

On the Magic Item’s Minor Property table and the Magic Item’s Quirk table, “you” refers to the item’s bearer.

Magic Item’s Creator or Intended User

1d20 Creator or Intended User

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1d20 Creator or Intended User

1 Aberration. The item is ancient. At a glance, it seems to be covered with mucus.

2 Celestial. The item is half the normal weight and inscribed with feathered wings, suns, and stars. Fiends find it repulsive.

3 Devotees of Lolth. The item is half the normal weight. It is inscribed with spiders and webs in honor of Lolth.

4 Dragon. This item incorporates precious metals and gems from a dragon’s hoard. It grows warm when within 120 feet of a Dragon.

Dwarf. The item is durable and has Dwarvish runes worked into its design. It might be associated with a clan that would like to see it returned to
5–6
their ancestral halls.

7 Elemental Air. The item is half the normal weight and feels hollow. If it’s made of fabric, it is diaphanous.

8 Elemental Earth. This item might be crafted from stone. Any cloth or leather elements are studded with finely polished rock.

9 Elemental Fire. This item is warm to the touch, and any metal parts are crafted from black iron. Flame imagery covers its surface.

Elemental Water. Lustrous fish scales replace leather or cloth on this item, and seashells and worked coral (as hard as any metal) replace metal
10
portions.

11–12 Elf. The item is half the normal weight. It is adorned with symbols of nature: leaves, vines, stars, and the like.

Fey. The item is exquisitely crafted from the finest materials and glows with a pale radiance in moonlight, shedding Dim Light in a 5-foot radius.
13
Any metal in the item is silver or mithral rather than iron or steel.

Fiend. The item is made of iron or horn, and any cloth or leather components are crafted from the hide of Fiends. Leering faces or vile runes are
14
engraved on its surface. Celestials find it repulsive.

15 Giant. The item is larger than normal and was crafted by Giants for use by their smaller allies.

Gnome. The item is crafted to appear ordinary and well used. It could also incorporate gears and mechanical components, even if these aren’t
16
essential to its function.

Human. The item was created during the heyday of a fallen human kingdom, or it is tied to a human of legend. It might hold writing in a
17–19
forgotten language or symbols whose significance is lost to the ages.

Undead. The item incorporates symbols of death, such as bones and skulls, and it might be crafted from parts of corpses. It feels cold to the
20
touch.

Magic Item’s History

1d8 History

1 Arcane. This item was created for an ancient order of spellcasters and bears the order’s symbol.

2 Bane. This item was created to oppose creatures of a particular type, such as Aberrations or Dragons.

3 Heroic. A great hero once wielded this item. Anyone who knows the item’s history expects great deeds from the new owner.

4 Ornament. The item honors a special event. Inset gemstones, gold or platinum inlays, and gold or silver filigree adorn its surface.

5 Prophecy. The item features in a prophecy: its bearer is destined to play a key role in future events.

6 Religious. This item was used in religious ceremonies dedicated to a particular deity. It has religious symbols worked into it.

Sinister. This item is linked to a deed of great evil, such as a massacre or an assassination. It might have a name or be closely associated with
7
a villain who used it.

8 Symbol of Power. This item was once used as part of royal regalia or as a badge of high office.

Magic Item’s Minor Property

1d20 Minor Property

Beacon. You can take a Bonus Action to cause the item to shed Bright Light in a 10-foot radius and Dim Light for an additional 10 feet, or to
1–2
extinguish the light.

Compass. You can take a Magic action to learn which way is magnetic north. Nothing happens if this property is used in a location that has no
3
magnetic north.

Delver. While underground, you always know the item’s depth below the surface and the direction to the nearest staircase, ramp, or other path
4
leading upward.

5–6 Guardian. The item warns you, granting a +2 bonus to your Initiative rolls if you don’t have the Incapacitated condition.

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1d20 Minor Property

7–8 Harmonious. Attuning to this item takes only 1 minute.

9 Key. The item is used to unlock a container, chamber, vault, or door.

Secret Message. A message is hidden somewhere on the item. It might be visible only at a certain time, under the light of one phase of the
10
moon, or in a specific location.

11–12 Sentinel. The DM chooses a kind of creature, such as mind flayers or trolls. This item glows faintly when such creatures are within 120 feet of it.

13 Songcraft. Whenever this item is struck or is used to strike a foe, you hear a fragment of an ancient song.

14–15 Strange Material. The item was created from a material that is bizarre given its purpose. Its durability is unaffected.

16 Temperate. You are unharmed by temperatures of 0 degrees Fahrenheit or lower, and 100 degrees Fahrenheit or higher.

17 Unbreakable. The item can’t be broken. Special means must be used to destroy it.

18 War Leader. You can take a Magic action to cause your voice or signal to carry clearly for up to 600 feet until the end of your next turn.

19 Waterborne. This item floats on water and other liquids. You have Advantage on Strength (Athletics) checks to swim.

20 Roll twice, rerolling any additional 20s.

Magic Item’s Quirk

1d8 Quirk

Blissful. You feel fortunate and optimistic about what the future holds. Butterflies and other harmless creatures might frolic in the item’s
1
presence.

2 Confident. The item helps you feel self-assured.

3 Covetous. You become obsessed with material wealth.

4 Fragile. The item crumbles, frays, chips, or cracks slightly when wielded, worn, or activated. This quirk has no effect on its properties.

5 Loud. The item makes a loud noise—such as a clang, a shout, or a resonating gong—when used.

Metamorphic. The item periodically alters its appearance in slight ways. You have no control over these minor alterations, which have no effect
6
on the item’s use.

7 Painful. You experience a harmless flash of pain when using the item.

8 Repulsive. You feel a sense of distaste when in contact with the item and continue to experience discomfort while bearing it.

Artifacts
ARTIST: RALUCA MARINESCU

An Artifact is a unique, singularly powerful magic item with its own origin and history. It could have been created in the midst of a crisis that
threatened a kingdom, a world, or the entire multiverse, and carry the weight of that pivotal moment in history.

Some Artifacts appear when they are needed most. For others, the reverse is true; when these Artifacts are discovered, the world trembles at the
ramifications of the find. In either case, introducing an Artifact into a campaign requires forethought. It could be an item that opposing sides are
hoping to claim, or it might be something the adventurers need to overcome their greatest challenge.

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Characters don’t typically find Artifacts in the normal course of adventuring. In fact, Artifacts appear only when you want them to, for they are as
much plot devices as magic items. Tracking down and recovering an Artifact is often the main goal of an adventure. Characters must chase down
rumors, undergo significant trials, and venture into dangerous, half-forgotten places to find the Artifact they seek. Alternatively, a major villain might
already have the Artifact. Obtaining and destroying the Artifact could be the only way to ensure that its power can’t be used for evil.

Artifact Properties
In addition to its defined properties, an Artifact might have other properties that are either beneficial or detrimental. You can choose such properties
from the tables in this section or determine them randomly. You can also invent new beneficial and detrimental properties. These properties typically
change each time an Artifact appears in the world.

An Artifact can have as many as four minor beneficial properties and two major beneficial properties. It can have as many as four minor detrimental
properties and two major detrimental properties.

Minor Beneficial Properties

1d100 Property

01–20 While attuned to the Artifact, you gain proficiency in one skill of the DM’s choice.

21–30 While attuned to the Artifact, you have Immunity to the Poisoned condition.

31–40 While attuned to the Artifact, you have Immunity to the Charmed and Frightened conditions.

41–50 While attuned to the Artifact, you have Resistance to one damage type of the DM’s choice.

51–60 While attuned to the Artifact, you can cast one cantrip (chosen by the DM) from it.

While attuned to the Artifact, you can cast one level 1 spell (chosen by the DM) from it. After you cast the spell, roll 1d6. On a roll of 1–5, you
61–70
can’t cast it again in this way until the next dawn.

71–80 As 61–70 above, except the spell is level 2.

81–90 As 61–70 above, except the spell is level 3.

91–00 While attuned to the Artifact, you gain a +1 bonus to Armor Class.

Major Beneficial Properties

1d100 Property

01–20 While attuned to the Artifact, one of your ability scores (DM’s choice) increases by 2, to a maximum of 24.

21–30 While attuned to the Artifact, you regain 1d6 Hit Points at the start of each of your turns if you have at least 1 Hit Point.

31–40 When you hit with an attack roll while attuned to the Artifact, the target takes an extra 1d6 Force damage.

41–50 While you’re attuned to the Artifact, your Speed increases by 10 feet.

While attuned to the Artifact, you can cast one level 4 spell (chosen by the DM) from it. After you cast the spell, roll 1d6. On a roll of 1–5, you
51–60
can’t cast it again in this way until the next dawn.

61–70 As 51–60 above, except the spell is level 5.

71–80 As 51–60 above, except the spell is level 6.

81–90 As 51–60 above, except the spell is level 7.

91–00 While attuned to the Artifact, you have Immunity to the Blinded, Deafened, Petrified, and Stunned conditions.

Minor Detrimental Properties

1d100 Property

01–08 While attuned to the Artifact, you have Disadvantage on any ability check or saving throw that uses Strength or Constitution.

09–16 While attuned to the Artifact, you have Disadvantage on Intelligence, Wisdom, and Charisma saving throws.

17–24 While attuned to the Artifact, you have Vulnerability to Poison damage.

25–32 While attuned to the Artifact, you have the Blinded condition when you’re more than 10 feet away from it.

33–40 While attuned to the Artifact, you have the Deafened condition when you’re more than 10 feet away from it.

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1d100 Property

41–48 While attuned to the Artifact, you lose all sense of smell.

49–66 While you’re attuned to the Artifact, your appearance changes as the DM decides.

67–72 While attuned to the Artifact, you emit a sour stench noticeable from up to 10 feet away.

Whenever you touch a nonmagical gem or an art object while attuned to this Artifact, the value of the gem or art object is reduced by half. This
73–76
affects a particular object only once.

77–80 While you’re attuned to the Artifact, all Holy Water within 10 feet of you is destroyed.

81–84 While you’re attuned to the Artifact, nonmagical flames are extinguished within 30 feet of you.

85–88 While you’re attuned to the Artifact, other creatures can’t take Short or Long Rests while within 300 feet of you.

89–92 While attuned to the Artifact, you kill any nonmagical vegetation you touch that isn’t a creature.

93–00 While you’re attuned to the Artifact, Beasts within 30 feet of you that have a Challenge Rating of 6 or lower are Hostile toward you.

Major Detrimental Properties

1d100 Property

You can’t attune to other magic items while you’re attuned to the Artifact. When you become attuned to the Artifact, your Attunement to other
01–09
magic items ends immediately.

When you become attuned to the Artifact, a random one of your ability scores is reduced by 2, to a minimum of 3. A Greater Restoration spell
10–18
restores the ability.

19–27 When you become attuned to the Artifact, you take 8d10 Psychic damage.

The first time you become attuned to the Artifact, it gives you a quest determined by the DM. You can’t use any of the Artifact’s properties until
28–36
you complete the quest.

Each time you become attuned to the Artifact, there is a 10 percent chance that you attract the attention of a god who sends an avatar to wrest
37–45 the Artifact from you. The avatar has the same alignment as its creator and uses the Empyrean stat block. Once it obtains the Artifact, the
avatar vanishes.

Each time you become attuned to the Artifact, you must succeed on a DC 10 Constitution saving throw or die from the shock. If you die, you’re
46–54
instantly transformed into a Wight under the DM’s control that must protect the Artifact.

55–63 The Artifact dilutes potions within 10 feet of itself, rendering them nonmagical.

64–72 The Artifact erases scrolls within 10 feet of itself, rendering them nonmagical.

73–81 While you’re attuned to the Artifact, creatures of a particular type other than Humanoid (chosen by the DM) are always Hostile toward you.

82–90 While attuned to the Artifact, you have Vulnerability to all damage.

The Artifact imprisons a Death Slaad. Each time you become attuned to the Artifact, the slaad has a 10 percent chance of escaping, whereupon
91–96
it appears in an unoccupied space as close to you as possible and attacks you.

97–00 While attuned to the Artifact, you can’t spend Hit Point Dice or regain Hit Points.

Sentient Magic Items

Some magic items have sentience and personality. Such an item might be possessed, haunted by the spirit of a previous owner, or self-aware thanks
to the magic used to create it. A sentient item might be a cherished ally to its wielder or a continual thorn in the side.

Most sentient items are weapons, but other kinds of items can manifest sentience. Single-use items such as potions and scrolls are never sentient.

The DM controls sentient magic items and their activated properties. A bearer who maintains a good relationship with the item can access those
properties. If the relationship is strained, a conflict can ensue (see “Conflict” below).

Sentient Magic Item Traits


When you make a sentient magic item, you create the item’s persona much as you would create an NPC (as described in the “Nonplayer Characters”
section of chapter 3), with these exceptions.

Abilities. A sentient magic item has Intelligence, Wisdom, and Charisma scores. Choose the item’s abilities, or determine them randomly as follows:
roll 4d6 for each one, dropping the lowest roll and totaling the rest.

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Alignment. A sentient magic item has an alignment. Its creator or nature might suggest an alignment. Otherwise, pick an alignment or roll on the
Sentient Item’s Alignment table.

Communication. A sentient item communicates by sharing its emotions, broadcasting its thoughts telepathically, or speaking aloud. You can choose
how it communicates or roll on the Sentient Item’s Communication table.

Senses. A sentient item can perceive its surroundings out to a limited range. You can choose its senses or roll on the Sentient Item’s Senses table.

Special Purpose. You can give a sentient item an objective it pursues, perhaps to the exclusion of all else. As long as the wielder’s use of the item
aligns with that special purpose, the item remains cooperative. Deviating from this course might cause conflict between the wielder and the item (see
“Conflict” below). You can pick a special purpose or roll on the Sentient Item’s Special Purpose table.

Sentient Item’s Alignment

1d100 Alignment

01–15 Lawful Good

16–35 Neutral Good

36–50 Chaotic Good

51–63 Lawful Neutral

64–73 Neutral

74–85 Chaotic Neutral

86–89 Lawful Evil

90–96 Neutral Evil

97–00 Chaotic Evil

Sentient Item’s Communication

1d10 Communication

1–6 The item communicates by transmitting emotion to the creature carrying or wielding it.

7–9 The item speaks one or more languages.

10 The item speaks one or more languages. In addition, the item can communicate telepathically with any creature that carries or wields it.

Sentient Item’s Senses

1d4 Senses

1 Hearing and standard vision out to 30 feet

2 Hearing and standard vision out to 60 feet

3 Hearing and standard vision out to 120 feet

4 Hearing and Darkvision out to 120 feet

Sentient Item’s Special Purpose

1d10 Special Purpose

1 Aligned. The item seeks to defeat or destroy those of a diametrically opposed alignment. Such an item is never Neutral.

2 Bane. The item seeks to thwart or destroy creatures of a particular type, such as Constructs, Fiends, or Undead.

3 Creator Seeker. The item seeks its creator and wants to understand why it was created.

4 Destiny Seeker. The item believes it and its bearer have key roles to play in future events.

5 Destroyer. The item craves destruction and goads its user to fight arbitrarily.

6 Glory Seeker. The item seeks renown as the greatest magic item in the world by winning fame or notoriety for its user.

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1d10 Special Purpose

7 Lore Seeker. The item craves knowledge or is determined to solve a mystery, learn a secret, or unravel a cryptic prophecy.

8 Protector. The item seeks to defend a particular kind of creature, such as elves or werewolves.

9 Soulmate Seeker. The item seeks another sentient magic item, perhaps one that is similar to itself.

10 Templar. The item seeks to defend the servants and interests of a particular deity.

Conflict
When the bearer of a sentient item acts in a manner opposed to the item’s alignment or purpose, conflict can arise. When such a conflict occurs, the
item’s bearer makes a Charisma saving throw (DC 12 plus the item’s Charisma modifier). On a failed save, the item makes one or more of the
following demands:

Chase My Dreams. The item demands that its bearer pursue the item’s goals to the exclusion of all other goals.

Get Rid of It. The item demands that its bearer dispose of anything the item finds repugnant.

It’s Time for a Change. The item demands to be given to someone else.

Keep Me Close. The item insists on being carried or worn at all times.

If its bearer refuses to comply with the item’s demands, the item can do any of the following:

Make it impossible for its bearer to attune to it.


Suppress one or more of its activated properties.
Attempt to take control of its bearer, whereupon the bearer makes a Charisma saving throw (DC 12 plus the item’s Charisma modifier). On a
failed save, the bearer has the Charmed condition for 1d12 hours. While Charmed in this way, the bearer must try to follow the item’s
commands. If the bearer takes damage, it repeats the save, ending the effect on a success. Whether or not the attempt to control its bearer
succeeds, the item can’t use this power again until the next dawn.

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CH. 7: TREASURE RANDOM MAGIC ITEMS

Magic Items A–Z


Magic items are presented in alphabetical order.

If a magic item description capitalizes a creature’s name and presents it in bold type, that’s a visual cue pointing you to the creature’s stat block.
Unless the text states otherwise, the stat block is in the Monster Manual. How to read and use a stat block is explained in the Monster Manual and to
a lesser degree in the Player’s Handbook.

Magic Items (A)

Adamantine Armor
Armor (Any Medium or Heavy, Except Hide Armor), Uncommon

This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you’re wearing it, any Critical Hit against you
becomes a normal hit.

Adamantine Weapon
Weapon (Any Ammunition or Melee Weapon), Uncommon

This weapon or piece of ammunition is made of adamantine, one of the hardest substances in existence. Whenever this weapon or piece of
ammunition hits an object, the hit is a Critical Hit.

Alchemy Jug
Wondrous Item, Uncommon

This ceramic jug appears to be able to hold a gallon of liquid and weighs 12 pounds whether full or empty. The jug sloshes when it is shaken, even if
the jug is empty.

You can take a Magic action and name one liquid from the Alchemy Jug Liquids table to cause the jug to produce the chosen liquid. Afterward, you
can uncork the jug as a Utilize action and pour that liquid out, up to 2 gallons per minute. The maximum amount of liquid the jug can produce
depends on the liquid you named.

Once the jug starts producing a liquid, it can’t produce a different one, or more of one that has reached its maximum, until the next dawn.

Alchemy Jug Liquids

Liquid Max. Amount

Acid 8 ounces

Basic Poison 4 ounces

Beer 4 gallons

Honey 1 gallon

Mayonnaise 2 gallons

Oil 1 quart

Vinegar 2 gallons

Water, fresh 8 gallons

Water, salt 12 gallons

Wine 1 gallon

ARTIST: CONCEPTOPOLIS

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ADAMANTINE ARMOR (BREASTPLATE), ALCHEMY JUG

Ammunition, +1, +2, or +3


Weapon (Any Ammunition), Uncommon (+1), Rare (+2), or Very Rare (+3)

You have a bonus to attack rolls and damage rolls made with this piece of magic ammunition. The bonus is determined by the rarity of the
ammunition. Once it hits a target, the ammunition is no longer magical.

This ammunition is typically found or sold in quantities of ten or twenty pieces. Ten pieces of this ammunition are equivalent in value to a potion of
the same rarity.

Ammunition of Slaying
Weapon (Any Ammunition), Very Rare

This magic ammunition is meant to slay creatures of a particular type, which the DM chooses or determines randomly by rolling on the table below. If
a creature of that type takes damage from the ammunition, the creature makes a DC 17 Constitution saving throw, taking an extra 6d10 Force
damage on a failed save or half as much extra damage on a successful one.

After dealing its extra damage to a creature, the ammunition becomes nonmagical.
ARTIST: CONCEPTOPOLIS

1d100 Creature Type

01–10 Aberrations

11–15 Beasts

16–20 Celestials

21–25 Constructs

26–35 Dragons

36–45 Elementals

46–50 Humanoids

51–60 Fey

61–70 Fiends

71–75 Giants

76–80 Monstrosities

81–85 Oozes

86–90 Plants

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AMULET OF PROOF AGAINST DETECTION AND LOCATION,
1d100 Creature Type
AMMUNITION OF SLAYING (ARROW), AMULET OF HEALTH
91–00 Undead

Amulet of Health
Wondrous Item, Rare (Requires Attunement)

Your Constitution is 19 while you wear this amulet. It has no effect on you if your Constitution is 19 or higher without it.

Amulet of Proof against Detection and Location


Wondrous Item, Uncommon (Requires Attunement)

While wearing this amulet, you can’t be targeted by Divination spells or perceived through magical scrying sensors unless you allow it.

Amulet of the Planes


Wondrous Item, Very Rare (Requires Attunement)

While wearing this amulet, you can take a Magic action to name a location that you are familiar with on another plane of existence. Then make a DC
15 Intelligence (Arcana) check. On a successful check, you cast Plane Shift. On a failed check, you and each creature and object within 15 feet of you
travel to a random destination determined by rolling 1d100 and consulting the following table.

1d100 Destination

01–60 Random location on the plane you named

Random location on an Inner Plane determined by rolling 1d6: on a 1, the Plane of Air; on a 2, the Plane of Earth; on a 3, the Plane of Fire; on a
61–70
4, the Plane of Water; on a 5, the Feywild; on a 6, the Shadowfell

Random location on an Outer Plane determined by rolling 1d8: on a 1, Arborea; on a 2, Arcadia; on a 3, the Beastlands; on a 4, Bytopia; on a 5,
71–80
Elysium; on a 6, Mechanus; on a 7, Mount Celestia; on an 8, Ysgard

Random location on an Outer Plane determined by rolling 1d8: on a 1, the Abyss; on a 2, Acheron; on a 3, Carceri; on a 4, Gehenna; on a 5,
81–90
Hades; on a 6, Limbo; on a 7, the Nine Hells; on an 8, Pandemonium

91–00 Random location on the Astral Plane

Animated Shield
Armor (Shield), Very Rare (Requires Attunement)

While holding this Shield, you can take a Bonus Action to cause it to animate. The Shield leaps into the air and hovers in your space to protect you as
if you were wielding it, leaving your hands free. The Shield remains animate for 1 minute, until you take a Bonus Action to end this effect, or until you
die or have the Incapacitated condition, at which point the Shield falls to the ground or into your hand if you have one free.

Apparatus of Kwalish
Wondrous Item, Legendary

This item first appears to be a sealed iron barrel weighing 500 pounds. The barrel has a hidden catch, which can be found with a successful DC 20
Intelligence (Investigation) check. Releasing the catch unlocks a hatch at one end of the barrel, allowing two Medium or smaller creatures to crawl
inside. Ten levers are set in a row at the far end, each in a neutral position, able to move up or down. When certain levers are used, the apparatus
transforms to resemble a giant lobster.

The Apparatus of Kwalish is a Large object with the following statistics: AC 20; HP 200; Speed 30 ft., Swim 30 ft. (or 0 ft. for both if the legs aren’t
extended); Immunity to Poison and Psychic damage.

To be used as a vehicle, the apparatus requires one pilot. While the apparatus’s hatch is closed, the compartment is airtight and watertight. The
compartment holds enough air for 10 hours of breathing, divided by the number of breathing creatures inside.

The apparatus floats on water. It can also go underwater to a depth of 900 feet. Below that, the vehicle takes 2d6 Bludgeoning damage each minute
from pressure.

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A creature in the compartment can take a Utilize action to move as many as two of the apparatus’s levers up or down. After each use, a lever goes
back to its neutral position. Each lever, from left to right, functions as shown in the Apparatus of Kwalish Levers table.

Apparatus of Kwalish Levers

Lever Up Down

Legs retract, reducing the apparatus’s Speed and Swim Speed to 0


1 Legs extend, allowing the apparatus to walk and swim.
and making it unable to benefit from bonuses to speed.

2 Forward window shutter opens. Forward window shutter closes.

3 Side window shutters open (two per side). Side window shutters close (two per side).

4 Two claws extend from the front side of the apparatus. The claws retract.

Each extended claw makes the following melee attack: +8 to hit, reach Each extended claw makes the following melee attack: +8 to hit, reach
5
5 ft. Hit: 7 (2d6) Bludgeoning damage. 5 ft. Hit: The target has the Grappled condition (escape DC 15).

The apparatus walks or swims backward provided its legs are


6 The apparatus walks or swims forward provided its legs are extended.
extended.

The apparatus turns 90 degrees counterclockwise provided its legs The apparatus turns 90 degrees clockwise provided its legs are
7
are extended. extended.

Eyelike fixtures emit Bright Light in a 30-foot radius and Dim Light for
8 The light turns off.
an additional 30 feet.

9 The apparatus sinks up to 20 feet if it’s in liquid. The apparatus rises up to 20 feet if it’s in liquid.

10 The rear hatch unseals and opens. The rear hatch closes and seals.

ARTIST: CONCEPTOPOLIS

AMULET OF THE PLANES, APPARATUS OF KWALISH

Armor, +1, +2, or +3


Armor (Any Light, Medium, or Heavy), Rare (+1), Very Rare (+2), or Legendary (+3)

You have a bonus to Armor Class while wearing this armor. The bonus is determined by its rarity.

Armor of Gleaming
Armor (Any Light, Medium, or Heavy), Common

This armor never gets dirty.

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ARTIST: CONCEPTOPOLIS

Armor of Invulnerability
Armor (Plate Armor), Legendary (Requires Attunement)

You have Resistance to Bludgeoning, Piercing, and Slashing damage while you wear this
armor.

Metal Shell. You can take a Magic action to give yourself Immunity to Bludgeoning,
Piercing, and Slashing damage for 10 minutes or until you are no longer wearing the
armor. Once this property is used, it can’t be used again until the next dawn.

Armor of Resistance
Armor (Any Light, Medium, or Heavy), Rare (Requires Attunement)

You have Resistance to one type of damage while you wear this armor. The DM chooses ARMOR OF RESISTANCE (LEATHER ARMOR),
the type or determines it randomly by rolling on the following table. ARMOR OF INVULNERABILITY (PLATE ARMOR)

1d10 Damage Type

1 Acid

2 Cold

3 Fire

4 Force

5 Lightning

6 Necrotic

7 Poison

8 Psychic

9 Radiant

10 Thunder

Armor of Vulnerability
Armor (Any Light, Medium, or Heavy), Rare (Requires Attunement)

While wearing this armor, you have Resistance to one of the following damage types: Bludgeoning, Piercing, or Slashing. The DM chooses the type or
determines it randomly.

Curse. This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the armor curses
you until you are targeted by a Remove Curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have Vulnerability to
two of the three damage types associated with the armor (not the one to which it grants Resistance).

Arrow-Catching Shield
Armor (Shield), Rare (Requires Attunement)

You gain a +2 bonus to Armor Class against ranged attack rolls while you wield this Shield. This bonus is in addition to the Shield’s normal bonus to
AC.

Whenever an attacker makes a ranged attack roll against a target within 5 feet of you, you can take a Reaction to become the target of the attack
instead.

Axe of the Dwarvish Lords


Weapon (Battleaxe), Artifact (Requires Attunement)

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A young dwarf prince set out to forge a weapon that would be regarded as a symbol of unity among his people. Venturing deep under the mountains,
deeper than any dwarf had ever delved, the prince came to the blazing heart of a great volcano. With the aid of Moradin, a god of creation, he first
crafted four mighty tools: the Starmetal Pick, the Earthheart Forge, the Anvil of Songs, and the Shaping Hammer. With these tools, he forged the Axe
of the Dwarvish Lords.

Armed with the Artifact, the prince brought peace to the dwarf clans, ending grudges and answering slights. The clans became allies, and they threw
back their enemies and enjoyed an era of prosperity. This young dwarf is remembered as the First King. When he became old, he passed the weapon,
which had become his badge of office, to his heir. The rightful inheritors passed the axe on for many generations.

Later, in an era marked by treachery and wickedness, the axe was lost in a bloody civil war fomented by greed for its power and the status it
bestowed. Centuries later, the dwarves still search for the axe, and many adventurers have made careers of chasing after rumors and plundering old
vaults to find it.

Magic Weapon. The Axe of the Dwarvish Lords is a magic weapon that grants a +3 bonus to attack rolls and damage rolls made with it.

When you attack a creature with the axe and roll a 20 on the d20 for the attack roll, the axe deals an extra 20 Slashing damage.

The axe has the Thrown property with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged attack using this weapon, it
deals an extra 1d8 Force damage, or an extra 2d8 Force damage if the target is a creature of the Giant type. Immediately after hitting or missing, the
weapon flies back to your hand.

Blessings of Moradin. While attuned to the axe, you gain the following benefits:

Darkvision. You gain Darkvision with a range of 60 feet. If you already have Darkvision, its range increases by 60 feet.

Fortitude of Stone. Your Constitution increases by 2, to a maximum of 20.

Gifts of the Creator. You have proficiency with Brewer’s Supplies, Mason’s Tools, and Smith’s Tools.

One with the Forge. You have Immunity to Poison damage and Resistance to Fire damage.

Sunder. When you hit an object with the axe, the object takes the maximum amount of damage possible.

Conjure Earth Elemental. While holding the axe, you can take a Magic action to summon an Earth Elemental. It appears in an unoccupied space you
choose within 30 feet of yourself, understands your languages, obeys your commands, and takes its turn immediately after you on your Initiative
count. The elemental disappears after 24 hours, when it dies, or when you dismiss it as a Bonus Action. You can’t use this property again until the
next dawn.

Random Properties. The axe has the following random properties (see “Artifacts” in this chapter):

2 minor beneficial properties


1 major beneficial property
2 minor detrimental properties

Travel the Depths. You can take a Magic action to touch the axe to a fixed piece of dwarven stonework and cast Teleport from the axe. If your
intended destination is underground, there is no chance of a mishap or arriving somewhere unexpected. You can’t use this property again until 3 days
have passed.

Destroying the Axe. The only way to destroy the axe is to melt it down in the Earthheart Forge, where it was created. It must remain in the burning
forge for 50 years before it finally succumbs to the fire and is consumed.

ARTIST: CONCEPTOPOLIS

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AXE OF THE DWARVISH LORDS,


+1 ARMOR (PLATE ARMOR)

Magic Items (B)

Baba Yaga’s Dancing Broom


Wondrous Item, Uncommon (Requires Attunement)

The archfey Baba Yaga crafted many of these magic brooms. No two appear exactly alike. While holding the broom, you can take a Magic action to
transform it into an Animated Broom under your control. The broom then moves into an unoccupied space as close to you as possible. The broom
acts immediately after you on your Initiative count and remains animate until you take a Bonus Action and use a command word to render it
inanimate.

On your turn, you can mentally command the animated broom if it is within 30 feet of you and you don’t have the Incapacitated condition (no action
required). You decide what action the broom takes and where it moves during its next turn, or you can issue it a general command, such as to attack
your enemies or guard a location.

If the broom is reduced to 0 Hit Points, it shatters and is destroyed. If the broom reverts to its inanimate form before losing all its Hit Points, it regains
all of them.
ARTIST: CONCEPTOPOLIS

BABA YAGA’S DANCING BROOM

Bag of Beans
Wondrous Item, Rare

This heavy cloth bag contains 3d4 dry beans when found. The bag weighs half a pound regardless of how many beans it contains and becomes a
nonmagical item when it no longer contains any beans.

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If you dump one or more beans out of the bag, they explode in a 10-foot-radius Sphere centered on them. All the dumped beans are destroyed in the
explosion, and each creature in the Sphere, including you, makes a DC 15 Dexterity saving throw, taking 5d4 Force damage on a failed save or half as
much damage on a successful one.

If you remove a bean from the bag, plant it in dirt or sand, and then water it, the bean disappears as it produces an effect 1 minute later from the
ground where it was planted. The DM can choose an effect from the following table or determine it randomly.

1d100 Effect

5d4 toadstools sprout. If a creature eats a toadstool, roll any die. On an odd roll, the eater must succeed on a DC 15 Constitution saving throw
01
or take 5d6 Poison damage and have the Poisoned condition for 1 hour. On an even roll, the eater gains 5d6 Temporary Hit Points for 1 hour.

02–10 A geyser erupts and spouts water, beer, mayonnaise, tea, vinegar, wine, or oil (DM’s choice) 30 feet into the air for 1d4 minutes.

11–20 A Treant sprouts. Roll any die. On an odd roll, the treant is Chaotic Evil. On an even roll, the treant is Chaotic Good.

An animate but immobile stone statue in your likeness rises and makes verbal threats against you. If you leave it and others come near, it
21–30 describes you as the most heinous of villains and directs the newcomers to find and attack you. If you are on the same plane of existence as
the statue, it knows where you are. The statue becomes inanimate after 24 hours.

31–40 A campfire with green flames springs forth and burns for 24 hours or until it is extinguished.

41–50 Three Shrieker Fungi sprout.

1d4 + 4 bright-pink toads crawl forth. Whenever a toad is touched, it transforms into a Large or smaller monster of the DM’s choice that acts in
51–60
accordance with its alignment and nature. The monster remains for 1 minute, then disappears in a puff of bright-pink smoke.

61–70 A hungry Bulette burrows up and attacks.

A fruit tree grows. It has 1d10 + 20 fruit, 1d8 of which act as randomly determined potions. The tree vanishes after 1 hour. Picked fruit remains,
71–80
retaining any magic for 30 days.

A nest of 1d4 + 3 rainbow-colored eggs springs up. Any creature that eats an egg makes a DC 20 Constitution saving throw. On a successful
81–90 save, a creature permanently increases its lowest ability score by 1, randomly choosing among equally low scores. On a failed save, the creature
takes 10d6 Force damage from an internal explosion.

A pyramid with a 60-foot-square base bursts upward. Inside is a burial chamber containing a Mummy, a Mummy Lord, or some other Undead of
91–95
the DM’s choice. Its sarcophagus contains treasure of the DM’s choice.

A giant beanstalk sprouts, growing to a height of the DM’s choice. The top leads where the DM chooses, such as to a great view, a cloud giant’s
96–00
castle, or another plane of existence.

ARTIST: CONCEPTOPOLIS

BAG OF BEANS

Bag of Devouring
Wondrous Item, Very Rare

This bag resembles a Bag of Holding but is a feeding orifice for a gigantic extradimensional creature. Turning the bag inside out closes the orifice.

The extradimensional creature attached to the bag can sense whatever is placed inside the bag. Animal or vegetable matter placed wholly in the bag
is devoured and lost forever. When part of a living creature is placed in the bag, as happens when someone reaches inside it, there is a 50 percent
chance that the creature is pulled inside the bag. A creature inside the bag can take an action to try to escape, doing so with a successful DC 15
Strength (Athletics) check. Another creature can take an action to reach into the bag to pull a creature out, doing so with a successful DC 20 Strength
(Athletics) check, provided the puller isn’t pulled inside the bag first. Any creature that starts its turn inside the bag is devoured, its body destroyed.

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Inanimate objects can be stored in the bag, which can hold a cubic foot of such material. However, once each day, the bag swallows any objects
inside it and spits them out into another plane of existence. The DM determines the time and plane.

If the bag is pierced or torn, it is destroyed, and anything contained within it is transported to a random location on the Astral Plane.

Bag of Holding
Wondrous Item, Uncommon

This bag has an interior space considerably larger than its outside dimensions—roughly 2 feet square and 4 feet deep on the inside. The bag can hold
up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 5 pounds, regardless of its contents. Retrieving an item from the bag
requires a Utilize action.

If the bag is overloaded, pierced, or torn, it is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents
spill forth unharmed, but the bag must be put right before it can be used again. The bag holds enough air for 10 minutes of breathing, divided by the
number of breathing creatures inside.

Placing a Bag of Holding inside an extradimensional space created by a Heward’s Handy Haversack, Portable Hole, or similar item instantly destroys
both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within a 10-foot-
radius Sphere centered on the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way and can’t
be reopened.

Bag of Tricks
Wondrous Item, Uncommon

This bag made from gray, rust, or tan cloth appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object.

You can take a Magic action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you
determine by rolling on the table that corresponds to the bag’s color. See the Monster Manual for the creature’s stat block. The creature vanishes at
the next dawn or when it is reduced to 0 Hit Points.

The creature is Friendly to you and your allies, and it acts immediately after you on your Initiative count. You can take a Bonus Action to command
how the creature moves and what action it takes on its next turn, such as attacking an enemy. In the absence of such orders, the creature acts in a
fashion appropriate to its nature.

Once three fuzzy objects have been pulled from the bag, the bag can’t be used again until the next dawn.

Gray Bag of Tricks

1d8 Creature

1 Weasel

2 Giant Rat

3 Badger

4 Boar

5 Panther

6 Giant Badger

7 Dire Wolf

8 Giant Elk

Rust Bag of Tricks

1d8 Creature

1 Rat

2 Owl

3 Mastiff

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1d8 Creature

4 Goat

5 Giant Goat

6 Giant Boar

7 Lion

8 Brown Bear

Tan Bag of Tricks

1d8 Creature

1 Jackal

2 Ape

3 Baboon

4 Axe Beak

5 Black Bear

6 Giant Weasel

7 Giant Hyena

8 Tiger

ARTIST: CONCEPTOPOLIS, BETH TROTT

BAG OF DEVOURING, BAG OF HOLDING, BAG OF TRICKS, BELT OF DWARVENKIND

Bead of Force
Wondrous Item, Rare

This small black sphere measures 3/4 of an inch in diameter and weighs an ounce. Typically, 1d4 + 4 Beads of Force are found together.

You can take a Magic action to throw the bead up to 60 feet. The bead explodes in a 10-foot-radius Sphere on impact and is destroyed. Each creature
in the Sphere must succeed on a DC 15 Dexterity saving throw or take 5d4 Force damage. A sphere of transparent force then encloses the area for 1
minute. Any creature that failed the save and is completely within the area is trapped inside this sphere. Creatures that succeeded on the save or are
partially within the area are pushed away from the center of the sphere until they are no longer inside it. Only breathable air can pass through the
sphere’s wall. No attack or other effect can pass through.

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An enclosed creature can take a Utilize action to push against the sphere’s wall, moving the sphere up to half the creature’s Speed. The sphere can be
picked up, and its magic causes it to weigh only 1 pound, regardless of the weight of creatures inside.

Bead of Nourishment
Wondrous Item, Common

This flavorless, gelatinous bead dissolves on your tongue and provides as much nourishment as 1 day of Rations.

Bead of Refreshment
Wondrous Item, Common

This flavorless, gelatinous bead dissolves in liquid, transforming up to a pint of the liquid into fresh, cold drinking water. The bead has no effect on
magical liquids or harmful substances such as poison.

Belt of Dwarvenkind
Wondrous Item, Rare (Requires Attunement)

While wearing this belt, you gain the following benefits:

Dwarvish. You know Dwarvish.

Friend of Dwarvenkind. You have Advantage on Charisma (Persuasion) checks made to interact with dwarves and duergar.

Toughness. Your Constitution increases by 2, to a maximum of 20.

In addition, while attuned to the belt, you have a 50 percent chance each day at dawn of growing a full beard if you can grow one, or a thicker beard if
you already have one.

If you aren’t a dwarf or duergar, you gain the following additional benefits while wearing the belt:

Darkvision. You have Darkvision with a range of 60 feet.

Resilience. You have Resistance to Poison damage. You also have Advantage on saving throws you make to avoid or end the Poisoned condition.

Belt of Giant Strength


Wondrous Item, Rarity Varies (Requires Attunement)

While wearing this belt, your Strength changes to a score granted by the belt. The type of giant determines the score (see the table below). The item
has no effect on you if your Strength without the belt is equal to or greater than the belt’s score.

Belt Str. Rarity

Belt of Giant Strength (hill) 21 Rare

Belt of Giant Strength (frost) or Belt of Giant Strength (stone) 23 Very Rare

Belt of Giant Strength (fire) 25 Very Rare

Belt of Giant Strength (cloud) 27 Legendary

Belt of Giant Strength (storm) 29 Legendary

Berserker Axe
Weapon (Battleaxe, Greataxe, or Halberd), Rare (Requires Attunement)

You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. In addition, while you are attuned to this weapon, your Hit Point
maximum increases by 1 for each level you have attained.

Curse. This weapon is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the
weapon, keeping it within reach at all times. You also have Disadvantage on attack rolls with weapons other than this one.

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Whenever another creature damages you while the weapon is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk.
This berserk state ends when you start your turn and there are no creatures within 60 feet of you that you can see or hear.

While berserk, you regard the creature nearest to you that you can see or hear as your enemy. If there are multiple possible creatures, choose one at
random. On each of your turns, you must move as close to the creature as possible and take the Attack action, targeting the creature. If you’re unable
to get close enough to the creature to attack it with the weapon, your turn ends after you’ve used up all your available movement. If the creature dies
or can no longer be seen or heard by you, the next nearest creature that you can see or hear becomes your new target.
ARTIST: CONCEPTOPOLIS

BELT OF GIANT STRENGTH (FIRE), BELT OF GIANT


STRENGTH (STONE), BERSERKER AXE (BATTLEAXE)

Blackrazor
Weapon (Greatsword), Artifact (Requires Attunement)

ARTIST: CONCEPTOPOLIS

BLACKRAZOR

Hidden in the dungeon of White Plume Mountain, Blackrazor shines like a piece of night sky filled with stars. Its black scabbard is decorated with
pieces of cut obsidian.

You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. If you hit an Undead with this weapon, you take 1d10 Necrotic
damage, and the target regains 1d10 Hit Points. If this Necrotic damage reduces you to 0 Hit Points, Blackrazor devours your soul (see “Devour Soul”

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below).

While you hold this weapon, you have Immunity to the Charmed and Frightened conditions, and you have Blindsight with a range of 30 feet.

Devour Soul. Whenever you use Blackrazor to reduce a creature to 0 Hit Points, the sword slays the creature and devours its soul unless it is a
Construct or an Undead. A creature whose soul has been devoured by Blackrazor can be restored to life only by a Wish spell.

When Blackrazor devours a soul that isn’t yours, you gain Temporary Hit Points equal to the slain creature’s Hit Point maximum.

Haste. Blackrazor can cast Haste on you, after which it can’t cast this spell again until the next dawn. Blackrazor decides when to cast the spell,
which takes effect at the start of your turn. The spell lasts for 1 minute (no Concentration required) or until Blackrazor decides to end it, which it can
do at the end of any of your turns.

Sentience. Blackrazor is a sentient Chaotic Neutral weapon with an Intelligence of 17, a Wisdom of 10, and a Charisma of 19. It has hearing and
Darkvision out to 120 feet.

The weapon speaks Common and can communicate with its wielder telepathically. Its voice is deep and echoing. While you are attuned to it,
Blackrazor also understands every language you know.

Personality. Blackrazor speaks with an imperious tone, as though accustomed to being obeyed.

The sword’s purpose is to consume souls. It doesn’t care whose souls it eats, including the wielder’s. The sword believes that all matter and energy
sprang from a void of negative energy and will one day return to it. Blackrazor is meant to hurry that process along.

Despite its nihilism, Blackrazor feels a strange kinship to Wave and Whelm, two other weapons locked away under White Plume Mountain. It wants
the three weapons to be reunited and wielded together in combat, even though it violently disagrees with Whelm and finds Wave tedious.

Blackrazor’s hunger for souls must be regularly fed. If the sword goes 3 days or more without consuming a soul, a conflict between it and its wielder
occurs at the next sunset.

Destroying Blackrazor. Blackrazor can be destroyed by crushing it in the great gears of Mechanus. Primus, the creator of the modrons, also knows a
series of musical tones that Blackrazor can’t stand to hear, causing the sword to shatter.

Book of Exalted Deeds


Wondrous Item, Artifact (Requires Attunement)

The definitive treatise on all that is good in the multiverse, the Book of Exalted Deeds figures prominently in many religions. Rather than being a
scripture devoted to a particular faith, the book’s authors filled the pages with their own visions of true virtue, providing guidance for defeating evil.

The Book of Exalted Deeds rarely lingers in one place. As soon as the book is read, it vanishes to some other corner of the multiverse where its moral
guidance can bring hope to an endangered world. Although attempts have been made to copy the work, efforts to do so fail to capture its magical
nature or translate the benefits it offers to those pure of heart and firm of purpose.

A heavy clasp, wrought to look like angel wings, keeps the book’s contents secure. Only a creature that is attuned to the book can release the clasp
that holds it shut. Once the book is opened, the attuned creature must spend 80 hours reading and studying the book to digest its contents and gain
its benefits.

Other creatures that peruse the book’s open pages can read the text but glean no deeper meaning and reap no benefits. A Fiend, an Undead, or a
servant of a god from the Lower Planes that tries to read from the book takes 24d6 Radiant damage. This damage ignores Resistance and Immunity,
and it can’t be reduced or avoided by any means. A creature reduced to 0 Hit Points by this damage disappears in a flash and is destroyed, leaving its
possessions behind. The book then vanishes, and the creature’s Attunement to it ends.

Benefits granted by the Book of Exalted Deeds last only as long as you strive to do good. If you fail to perform at least one act of kindness or
generosity within the span of 10 days, or if you willingly perform an evil act, you lose all the benefits granted by the book.

Celestial Calm. While attuned to the book, you have Immunity to the Charmed and Frightened conditions and Resistance to Psychic damage. These
benefits become permanent after you spend the requisite amount of time reading and studying the book.

Divine Wisdom. After you spend the requisite amount of time reading and studying the book, your Wisdom increases by 2, to a maximum of 24. You
can’t gain this benefit from the book more than once.

Enlightened Magic. After you spend the requisite amount of time reading and studying the book, any spell slot you expend to cast a spell counts as a
spell slot of one level higher.

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Halo. After you spend the requisite amount of time reading and studying the book, you gain a protective halo. This halo sheds Bright Light in a 10-foot
radius and Dim Light for an additional 10 feet. You can dismiss or manifest the halo as a Bonus Action. While present, the halo gives you Advantage
on Charisma (Persuasion) checks. In addition, Fiends and Undead within the halo’s Bright Light make attack rolls against you with Disadvantage.

Random Properties. The Book of Exalted Deeds has the following random properties (see “Artifacts” in this chapter):

2 minor beneficial properties


2 major beneficial properties

Destroying the Book. The Book of Exalted Deeds can’t be destroyed. However, drowning the book in the River Styx removes all writing and imagery
from its pages and renders the book powerless for 1d100 years.
ARTIST: CONCEPTOPOLIS

BOOK OF EXALTED DEEDS, BOOK OF VILE DARKNESS

Book of Vile Darkness


Wondrous Item, Artifact (Requires Attunement)

The contents of this foul manuscript are the meat and drink of the wicked. It contains knowledge so horrid that to even glimpse the scrawled pages
invites doom.

Most believe the lich-god Vecna authored the Book of Vile Darkness. He recorded in its pages every horrid idea, every corrupt thought, and every
example of foul magic he came across or devised.

Other practitioners of evil have added their own input to the book’s catalog of vile knowledge. Their additions are clear, for the writers of later works
stitched whatever they were writing into the tome or, in some cases, made notations and additions to existing text. There are places where pages are
missing, torn, or covered so completely with ink, blood, and scratches that the original text can’t be divined.

Nature can’t abide the book’s presence. Ordinary plants wither in its presence, common animals are unwilling to approach it, and the book gradually
destroys whatever it touches. Even stone cracks and turns to powder if the book rests on it long enough.

Whenever a creature that isn’t a Fiend or an Undead attunes to the Book of Vile Darkness, that creature makes a DC 17 Charisma saving throw. On a
failed save, the creature is magically transformed into a Larva under the DM’s control. Only a Wish spell can reverse this vile transformation.

A creature attuned to the book must spend 80 hours reading and studying it to digest its contents and use its Adjusted Ability Scores, Tireless Form,
Spells, Vile Lore, and Vile Speech properties.

The Book of Vile Darkness remains with you only as long as you strive to work evil in the world. If you fail to perform at least one evil act within the
span of 10 days, or if you willingly perform a good act, the book disappears, your Attunement to it ends immediately, and you lose all benefits granted
by it. If you die while attuned to the book, an entity of great evil claims your soul. You can’t be restored to life by any means while your soul remains
imprisoned.

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Adjusted Ability Scores. One ability score of your choice increases by 2, to a maximum of 24. Another ability score of your choice decreases by 2, to a
minimum of 3. The book can’t adjust your ability scores again.

Tireless Form. While the book is on your person, you have Immunity to the Exhaustion condition.

Random Properties. The Book of Vile Darkness has the following random properties (see “Artifacts” in this chapter):

3 minor beneficial properties


1 major beneficial property
3 minor detrimental properties
2 major detrimental properties

Spells. While holding the book and holding it, you can cast the following spells (save DC 18) from it:

Animate Dead
Circle of Death
Dominate Monster
Finger of Death

Once you use the book to cast a spell, you can’t cast that spell again from it until the next dawn.

Vile Lore. You can reference the Book of Vile Darkness whenever you make an Intelligence check to recall information about some aspect of evil,
such as lore about demons. When you do so, you have Advantage on that check.

At the DM’s discretion, the book might reveal secrets no mortal should know, such as the true names of powerful Fiends, foul rites that allow one to
transform into a death knight or lich, or long-lost spells crafted by beings so evil their names ought never to be spoken aloud.

Vile Speech. While the book is on your person, you can take a Magic action to recite words from its pages in a foul, dead language. Each time you do
so, you take 1d12 Psychic damage, and each creature within 15 feet of you takes 3d6 Psychic damage unless the creature is a Fiend or an Undead.

Destroying the Book. The Book of Vile Darkness allows pages to be torn from it, but any evil lore contained on those pages finds its way back into the
book eventually, usually when a new author adds pages to the tome.

If a solar tears the book in two, the book is destroyed for 1d100 years, after which it re-forms in some far corner of the multiverse.

A creature attuned to the book for 100 years can unearth a phrase hidden in the original text that, when translated to Celestial and spoken aloud,
destroys both the speaker and the book in a flash of radiance. However, as long as evil exists in the multiverse, the book re-forms 1d10 × 100 years
later.

Boots of Elvenkind
Wondrous Item, Uncommon

While you wear these boots, your steps make no sound, regardless of the surface you are moving across. You also have Advantage on Dexterity
(Stealth) checks.

Boots of False Tracks


Wondrous Item, Common (Requires Attunement)

While wearing these boots, you can have them leave tracks like those of any kind of Humanoid of your size.

Boots of Levitation
Wondrous Item, Rare (Requires Attunement)

While you wear these boots, you can cast Levitate on yourself.

ARTIST: CONCEPTOPOLIS

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BOOTS OF SPEED, BOOTS OF ELVENKIND, BOOTS OF STRIDING AND SPRINGING,


BOOTS OF THE WINTERLANDS, BOWL OF COMMANDING WATER ELEMENTALS

Boots of Speed
Wondrous Item, Rare (Requires Attunement)

While you wear these boots, you can take a Bonus Action to click the boots’ heels together. If you do, the boots double your Speed, and any creature
that makes an Opportunity Attack against you has Disadvantage on the attack roll. If you click your heels together again, you end the effect.

When you’ve used the boots’ property for a total of 10 minutes, the magic ceases to function for you until you finish a Long Rest.

Boots of Striding and Springing


Wondrous Item, Uncommon (Requires Attunement)

While you wear these boots, your Speed becomes 30 feet unless your Speed is higher, and your Speed isn’t reduced by you carrying weight in excess
of your carrying capacity or wearing Heavy Armor.

Once on each of your turns, you can jump up to 30 feet by spending only 10 feet of movement.

Boots of the Winterlands


Wondrous Item, Uncommon (Requires Attunement)

These furred boots are snug and feel warm. While wearing them, you gain the following benefits.

Cold Resistance. You have Resistance to Cold damage and can tolerate temperatures of 0 degrees Fahrenheit or lower without any additional
protection.

Winter Strider. You ignore Difficult Terrain created by ice or snow.

Bowl of Commanding Water Elementals


Wondrous Item, Rare

While this bowl is filled with water and you are within 5 feet of it, you can take a Magic action to summon a Water Elemental. The elemental appears
in an unoccupied space as close to the bowl as possible, understands your languages, obeys your commands, and takes its turn immediately after
you on your Initiative count. The elemental disappears after 1 hour, when it dies, or when you dismiss it as a Bonus Action. The bowl can’t be used this
way again until the next dawn.

The bowl is about 1 foot in diameter and half as deep. It holds about 3 gallons.

ARTIST: CONCEPTOPOLIS

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BRACERS OF ARCHERY, BROOCH OF SHIELDING, BRACERS OF DEFENSE,


BRAZIER OF COMMANDING FIRE ELEMENTALS, BROOM OF FLYING

Bracers of Archery
Wondrous Item, Uncommon (Requires Attunement)

While wearing these bracers, you have proficiency with the Longbow and Shortbow, and you gain a +2 bonus to damage rolls made with such
weapons.

Bracers of Defense
Wondrous Item, Rare (Requires Attunement)

While wearing these bracers, you gain a +2 bonus to Armor Class if you are wearing no armor and using no Shield.

Brazier of Commanding Fire Elementals


Wondrous Item, Rare

While you are within 5 feet of this brazier, you can take a Magic action to summon a Fire Elemental. The elemental appears in an unoccupied space
as close to the brazier as possible, understands your languages, obeys your commands, and takes its turn immediately after you on your Initiative
count. The elemental disappears after 1 hour, when it dies, or when you dismiss it as a Bonus Action. The brazier can’t be used this way again until
the next dawn.

Brooch of Shielding
Wondrous Item, Uncommon (Requires Attunement)

While wearing this brooch, you have Resistance to Force damage, and you have Immunity to damage from the Magic Missile spell.

Broom of Flying
Wondrous Item, Uncommon (Requires Attunement)

This wooden broom functions like a mundane broom until you stand astride it and take a Magic action to make it hover beneath you, at which time it
can be ridden in the air. It has a Fly Speed of 50 feet. It can carry up to 400 pounds, but its Fly Speed becomes 30 feet while carrying over 200 pounds.
The broom stops hovering when you land or when you’re no longer riding it.

As a Magic action, you can send the broom to travel alone to a destination within 1 mile of you if you name the location and are familiar with it. The
broom comes back to you when you take a Magic action and use a command word if the broom is still within 1 mile of you.

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Magic Items (C)

Candle of Invocation
Wondrous Item, Very Rare (Requires Attunement)

This candle’s magic is activated when the candle is lit, which requires a Magic action. After burning for 4 hours, the candle is destroyed. You can snuff
it out early for use at a later time. Deduct the time it burned in increments of 1 minute from its total burn time.

While lit, the candle sheds Dim Light in a 30-foot radius. While you are within that light, you have Advantage on D20 Tests. In addition, a Cleric or Druid
in the light can cast level 1 spells they have prepared without expending spell slots.

Alternatively, when you light the candle for the first time, you can cast Gate with it. Doing so destroys the candle. The portal created by the spell links
to a particular Outer Plane chosen by the DM or determined by rolling on the following table.

1d100 Outer Plane

01–05 Abyss

06–10 Acheron

11–17 Arborea

18–25 Arcadia

26–33 Beastlands

34–41 Bytopia

42–46 Carceri

47–54 Elysium

55–59 Gehenna

60–64 Hades

65–69 Limbo

70–77 Mechanus

78–85 Mount Celestia

86–90 Nine Hells

91–95 Pandemonium

96–00 Ysgard

Candle of the Deep


Wondrous Item, Common

The flame of this candle isn’t extinguished when immersed in water. It gives off light and heat like a normal candle.

Cape of the Mountebank


Wondrous Item, Rare

This cape smells faintly of brimstone. While wearing it, you can use it to cast Dimension Door as a Magic action. This property can’t be used again
until the next dawn.

When you teleport with that spell, you leave behind a cloud of smoke. The space you left is Lightly Obscured by that smoke until the end of your next
turn.

ARTIST: CONCEPTOPOLIS

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CANDLE OF INVOCATION, CAPE OF THE MOUNTEBANK, CARPET OF FLYING

Cap of Water Breathing


Wondrous Item, Uncommon

While wearing this cap underwater, you can take a Magic action to create a bubble of air around your head. This bubble allows you to breathe
normally underwater. This bubble stays with you until the cap is removed or you are no longer underwater.

Carpet of Flying
Wondrous Item, Very Rare

You can make this carpet hover and fly by taking a Magic action and using the carpet’s command word. It moves according to your directions if you
are within 30 feet of it.

Four sizes of Carpet of Flying exist. The DM chooses the size of a given carpet or determines it randomly by rolling on the following table. A carpet
can carry up to twice the weight shown on the table, but its Fly Speed is halved if it carries more than its normal capacity.

1d100 Size Capacity Fly Speed

01–20 3 ft. × 5 ft. 200 lb. 80 feet

21–55 4 ft. × 6 ft. 400 lb. 60 feet

56–80 5 ft. × 7 ft. 600 lb. 40 feet

81–00 6 ft. × 9 ft. 800 lb. 30 feet

Cast-Off Armor
Armor (Any Light, Medium, or Heavy), Common

You can doff this armor as a Magic action.

Cauldron of Rebirth
Wondrous Item, Very Rare (Requires Attunement by a Druid or Warlock)

This Tiny pot bears relief scenes of heroes on its cast-iron sides.

You can use the cauldron as a Spellcasting Focus for your spells, and it functions as a suitable component for the Scrying spell.

Brew Potion. When you finish a Long Rest, you can use the cauldron to create a Potion of Healing (greater), which takes 1 minute. The potion lasts
for 24 hours, then loses its magic if not consumed.

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Raise Dead. As a Magic action, you can cause the cauldron to grow large enough for a Medium creature to crouch within. You can revert the cauldron
to its normal size as a Magic action, harmlessly shunting anything that can’t fit inside to the nearest unoccupied space.

If you place the corpse of a Humanoid into the cauldron and cover the corpse with 200 pounds of salt (which costs 10 GP) for at least 8 hours, the
salt is consumed and the creature returns to life as if by Raise Dead at the next dawn. Once used, this property can’t be used again for 7 days.

Censer of Controlling Air Elementals


Wondrous Item, Rare

While gently swinging this censer, you can take a Magic action to summon an Air Elemental. The elemental appears in an unoccupied space as close
to the censer as possible, understands your languages, obeys your commands, and takes its turn immediately after you on your Initiative count. The
elemental disappears after 1 hour, when it dies, or when you dismiss it as a Bonus Action. The censer can’t be used this way again until the next
dawn.
ARTIST: CONCEPTOPOLIS, ZUZANNA WUZYK

CENSER OF CONTRLLING AIR ELEMENTALS, CHARLATAN’S DIE, CAULDRON OF REBIRTH

Charlatan’s Die
Wondrous Item, Common (Requires Attunement)

Whenever you roll this six-sided die, you can control which number it rolls.

Chime of Opening
Wondrous Item, Rare

This hollow metal tube measures about 1 foot long and weighs 1 pound. As a Magic action, you can strike the chime to cast Knock. The spell’s
customary knocking sound is replaced by the clear, ringing tone of the chime, which is audible out to 300 feet.

The chime can be used 10 times. After the tenth time, it cracks and becomes useless.

Circlet of Blasting
Wondrous Item, Uncommon

While wearing this circlet, you can cast Scorching Ray with it (+5 to hit). The circlet can’t cast this spell again until the next dawn.

ARTIST: CONCEPTOPOLIS

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CHIME OF OPENING, CIRCLET OF BLASTING, CLOAK OF DISPLACEMENT, CLOAK OF BILLOWING

Cloak of Arachnida
Wondrous Item, Very Rare (Requires Attunement)

This fine garment is made of black silk interwoven with faint, silvery threads. While wearing it, you gain the following benefits.

Poison Resistance. You have Resistance to Poison damage.

Spider Climb. You have a Climb Speed equal to your Speed and can move up, down, and across vertical surfaces and along ceilings, while leaving
your hands free.

Spider Walk. You can’t be caught in webs of any sort and can move through webs as if they were Difficult Terrain.

Web. You can cast Web (save DC 13). The web created by the spell fills twice its normal area. Once used, this property can’t be used again until the
next dawn.

Cloak of Billowing
Wondrous Item, Common

While wearing this cloak, you can take a Bonus Action to make it billow dramatically for 1 minute.

Cloak of Displacement
Wondrous Item, Rare (Requires Attunement)

While you wear this cloak, it magically projects an illusion that makes you appear to be standing in a place near your actual location, causing any
creature to have Disadvantage on attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This
property is suppressed while your Speed is 0.

Cloak of Elvenkind
Wondrous Item, Uncommon (Requires Attunement)

While you wear this cloak, Wisdom (Perception) checks made to perceive you have Disadvantage, and you have Advantage on Dexterity (Stealth)
checks.

Cloak of Invisibility
Wondrous Item, Legendary (Requires Attunement)

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This cloak has 3 charges and regains 1d3 expended charges daily at dawn. While wearing the cloak, you can take a Magic action to pull its hood over
your head and expend 1 charge to give yourself the Invisible condition for 1 hour. The effect ends early if you pull the hood down (no action required)
or cease wearing the cloak.
ARTIST: CONCEPTOPOLIS, BRIAN VALEZA

CLOAK OF ELVENKIND, CLOAK OF MANY FASHIONS, CLOAK OF PROTECTION, CLOAK OF THE MANTA RAY

Cloak of Many Fashions


Wondrous Item, Common

While wearing this cloak, you can take a Bonus Action to change the style, color, and apparent quality of the garment. The cloak’s weight doesn’t
change. Regardless of its appearance, the cloak can’t be anything but a cloak. Although it can duplicate the appearance of other magic cloaks, it
doesn’t gain their magical properties.

Cloak of Protection
Wondrous Item, Uncommon (Requires Attunement)

You gain a +1 bonus to Armor Class and saving throws while you wear this cloak.

Cloak of the Bat


Wondrous Item, Rare (Requires Attunement)

While wearing this cloak, you have Advantage on Dexterity (Stealth) checks. In an area of Dim Light or Darkness, you can grip the edges of the cloak
and use it to gain a Fly Speed of 40 feet. If you ever fail to grip the cloak’s edges while flying in this way, or if you are no longer in Dim Light or
Darkness, you lose this Fly Speed.

While wearing the cloak in an area of Dim Light or Darkness, you can cast Polymorph on yourself, shape-shifting into a Bat. While in that form, you
retain your Intelligence, Wisdom, and Charisma scores. The cloak can’t be used this way again until the next dawn.

Cloak of the Manta Ray


Wondrous Item, Uncommon (Requires Attunement)

While wearing this cloak, you can breathe underwater, and you have a Swim Speed of 60 feet.

Clockwork Amulet
Wondrous Item, Common

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This copper amulet contains tiny interlocking gears and is powered by magic from Mechanus, a plane of clockwork predictability. Faint ticking and
whirring noises emanate from within.

When you make an attack roll while wearing the amulet, you can forgo rolling the d20 to get a 10 on the die. Once used, this property can’t be used
again until the next dawn.

Clothes of Mending
Wondrous Item, Common

This elegant outfit magically mends itself to counteract daily wear and tear. Pieces of the outfit that are destroyed can’t be repaired in this way.
ARTIST: KIERAN YANNER

Crystal Ball
Wondrous Item, Very Rare (Requires Attunement)

While touching this crystal orb, you can cast Scrying (save DC 17) with it.

Crystal Ball of Mind Reading


Wondrous Item, Legendary (Requires Attunement)

While touching this crystal orb, you can cast Scrying (save DC 17) with it. In addition, you can
cast Detect Thoughts (save DC 17) targeting creatures you can see within 30 feet of the spell’s
sensor. You don’t need to concentrate on this Detect Thoughts spell to maintain it during its
duration, but it ends if the Scrying spell ends.

Crystal Ball of Telepathy


Wondrous Item, Legendary (Requires Attunement)

While touching this crystal orb, you can cast Scrying (save DC 17) with it. In addition, you can
communicate telepathically with creatures you can see within 30 feet of the spell’s sensor. You
can also cast Suggestion (save DC 17) through the sensor on one of those creatures. You don’t
need to concentrate on this Suggestion to maintain it during its duration, but it ends if Scrying
ends. You can’t cast Suggestion in this way again until the next dawn.

Crystal Ball of True Seeing


Wondrous Item, Legendary (Requires Attunement)

While touching this crystal orb, you can cast Scrying (save DC 17) with it. In addition, you have

CRYSTAL BALL Truesight with a range of 120 feet centered on the spell’s sensor.

Cube of Force
Wondrous Item, Rare (Requires Attunement)

This cube is about an inch across. Each face has a distinct marking on it. You can press one of those faces, expend the number of charges required
for it, and thereby cast the spell associated with it (save DC 17), as shown in the Cube of Force Faces table.

The cube starts with 10 charges, and it regains 1d6 expended charges daily at dawn.

Cube of Force Faces

Spell Charge Cost

Mage Armor 1

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Spell Charge Cost

Shield 1

Leomund’s Tiny Hut 3

Mordenkainen’s Private Sanctum 4

Otiluke’s Resilient Sphere 4

Wall of Force 5

Cube of Summoning
Wondrous Item, Rare

ARTIST: CONCEPTOPOLIS, ANDREW MAR


This Tiny cube looks like a jack-in-the-box. When you wind its crank as a Magic action, a
merry tune emits from the box, the lid pops open, a creature appears in the nearest
unoccupied space, and the lid closes. The lid can’t otherwise be opened.

Roll on the Cube of Summoning table to determine which spell the cube casts to summon
the creature. The spell is cast at level 5 (save DC 17, +9 attack bonus) and doesn’t require
Concentration, but you otherwise function as the spell’s caster.

Once the cube summons a creature, the cube can’t do so again until the next dawn.

Cube of Summoning

1d6 Spell

1 Summon Aberration

2 Summon Beast

3 Summon Construct

4 Summon Dragon

5 Summon Elemental

6 Summon Fey

DAERN’S INSTANT FORTRESS, CUBIC GATE,


CUBE OF FORCE, CUBE OF SUMMONING

Cubic Gate
Wondrous Item, Legendary

This cube is 3 inches across and radiates palpable magical energy. The six sides of the cube are each keyed to a different plane of existence, one of
which is the Material Plane. The other sides are linked to planes determined by the DM.

The cube has 3 charges and regains 1d3 expended charges daily at dawn. As a Magic action, you can expend 1 of the cube’s charges to cast one of
the following spells using the cube.

Gate. Pressing one side of the cube, you cast Gate, opening a portal to the plane of existence keyed to that side.

Plane Shift. Pressing one side of the cube twice, you cast Plane Shift, transporting the targets to the plane of existence keyed to that side.

Magic Items (D)

Daern’s Instant Fortress


Wondrous Item, Rare (Requires Attunement)

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As a Magic action, you can place this 1-inch adamantine statuette on the ground and, using a command word, cause it to grow rapidly into a square
adamantine tower. Repeating the command word causes the tower to revert to statuette form, which works only if the tower is empty. Each creature
in the area where the tower appears is pushed to an unoccupied space outside but next to the tower. Objects in the area that aren’t being worn or
carried are also pushed clear of the tower.

The tower is 20 feet on a side and 30 feet high, with arrow slits on all sides and a battlement atop it. Its interior is divided into two floors, with a ladder,
staircase, or ramp (your choice) connecting them. This ladder, staircase, or ramp ends at a trapdoor leading to the roof. When created, the tower has a
single door at ground level on the side facing you. The door opens only at your command, which you can issue as a Bonus Action. It is immune to the
Knock spell and similar magic.

Magic prevents the tower from being tipped over. The roof, the door, and the walls each have AC 20; HP 100; Immunity to Bludgeoning, Piercing, and
Slashing damage except that which is dealt by siege equipment; and Resistance to all other damage. Shrinking the tower back down to statuette form
doesn’t repair damage to the tower. Only a Wish spell can repair the tower (this use of the spell counts as replicating a spell of level 8 or lower). Each
casting of Wish causes the tower to regain all its Hit Points.

Dagger of Venom
Weapon (Dagger), Rare

You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.

You can take a Bonus Action to magically coat the blade with poison. The poison remains for 1 minute or until an attack using this weapon hits a
creature. That creature must succeed on a DC 15 Constitution saving throw or take 2d10 Poison damage and have the Poisoned condition for 1
minute. The weapon can’t be used this way again until the next dawn.

Dancing Sword
Weapon (Greatsword, Longsword, Rapier, Scimitar, or Shortsword), Very Rare (Requires Attunement)

You can take a Bonus Action to toss this magic weapon into the air. When you do so, the weapon begins to hover, flies up to 30 feet, and attacks one
creature of your choice within 5 feet of itself. The weapon uses your attack roll and adds your ability modifier to damage rolls.

While the weapon hovers, you can take a Bonus Action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same Bonus
Action, you can cause the weapon to attack one creature within 5 feet of the weapon.

After the hovering weapon attacks for the fourth time, it flies back to you and tries to return to your hand. If you have no hand free, the weapon falls to
the ground in your space. If the weapon has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also
ceases to hover if you grasp it or are more than 30 feet away from it.

Dark Shard Amulet


Wondrous Item, Common (Requires Attunement by a Warlock)

This amulet is fashioned from a shard of resilient material originating from an otherworldly realm. While you are wearing it, you gain the following
benefits.

Spellcasting Focus. You can use the amulet as a Spellcasting Focus for your Warlock spells.

Unknown Spell. As a Magic action, you can try to cast a cantrip that you don’t know. The cantrip must be on the Warlock spell list and have a casting
time of an action, and you make a DC 10 Intelligence (Arcana) check. On a successful check, you cast the spell. On a failed check, the spell fails, and
the action used to cast it is wasted. In either case, you can’t use this property again until you finish a Long Rest.

ARTIST: CONCEPTOPOLIS

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DANCING SWORD (LONGSWORD), DAGGER OF VENOM, DARK SHARD AMULET, DECANTER OF ENDLESS WATER

Decanter of Endless Water


Wondrous Item, Uncommon

This stoppered flask sloshes when shaken, as if it contains water. The decanter weighs 2 pounds.

You can take a Magic action to remove the stopper and issue one of three command words, whereupon an amount of fresh water or salt water (your
choice) pours out of the flask. The water stops pouring out at the start of your next turn. Choose from the following command words:

Splash. The decanter produces 1 gallon of water.

Fountain. The decanter produces 5 gallons of water.

Geyser. The decanter produces 30 gallons of water that gushes forth in a Line 30 feet long and 1 foot wide. If you’re holding the decanter, you can
aim the geyser in one direction (no action required). One creature of your choice in the Line must succeed on a DC 13 Strength saving throw or take
1d4 Bludgeoning damage and have the Prone condition. Instead of a creature, you can target one object in the Line that isn’t being worn or carried
and that weighs no more than 200 pounds. The object is knocked over by the geyser.

Deck of Illusions
Wondrous Item, Uncommon

This box contains a set of cards. A full deck has 34 cards: 32 depicting specific creatures and two with a mirrored surface. A deck found as treasure
is usually missing 1d20 − 1 cards.

The magic of the deck functions only if its cards are drawn at random. You can take a Magic action to draw a card at random from the deck and
throw it to the ground at a point within 30 feet of yourself. An illusion of a creature, determined by rolling on the Deck of Illusions table, forms over the
thrown card and remains until dispelled. The illusory creature created by the card looks and behaves like a real creature of its kind, except that it can
do no harm. While you are within 120 feet of the illusory creature and can see it, you can take a Magic action to move it anywhere within 30 feet of its
card.

Any physical interaction with the illusory creature reveals it to be false, because objects pass through it. A creature that takes a Study action to
visually inspect the illusory creature identifies it as an illusion with a successful DC 15 Intelligence (Investigation) check. The illusion lasts until its
card is moved or the illusion is dispelled (using a Dispel Magic spell or a similar effect). When the illusion ends, the image on its card disappears, and
that card can’t be used again.

Deck of Illusions

1d100 Illusion*

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1d100 Illusion*

01–03 Adult Red Dragon

04–06 Archmage

07–09 Assassin

10–12 Bandit Captain

13–15 Beholder

16–18 Berserker

19–21 Bugbear Warrior

22–24 Cloud Giant

25–27 Druid

28–30 Erinyes

31–33 Ettin

34–36 Fire Giant

37–39 Frost Giant

40–42 Gnoll Warrior

43–45 Goblin Warrior

46–48 Guardian Naga

49–51 Hill Giant

52–54 Hobgoblin Warrior

55–57 Incubus

58–60 Iron Golem

61–63 Knight

64–66 Kobold Warrior

67–69 Lich

70–72 Medusa

73–75 Night Hag

76–78 Ogre

79–81 Oni

82–84 Priest

85–87 Succubus

88–90 Troll

91–93 Veteran Warrior

94–96 Wyvern

97–00 The card drawer

*Stat blocks for these creatures (except the card drawer) appear in the Monster Manual.

Deck of Many Things


Wondrous Item, Legendary

Usually found in a box or pouch, this deck contains a number of cards made of ivory or vellum. Most (75 percent) of these decks have thirteen cards,
but some have twenty-two. Use the appropriate column of the Deck of Many Things table when randomly determining cards drawn from the deck.

Before you draw a card, you must declare how many cards you intend to draw and then draw them randomly. Any cards drawn in excess of this
number have no effect. Otherwise, as soon as you draw a card from the deck, its magic takes effect. You must draw each card no more than 1 hour
after the previous draw. If you fail to draw the chosen number, the remaining number of cards fly from the deck on their own and take effect all at
once.

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Once a card is drawn, it disappears. Unless the card is the Fool or Jester, the card reappears in the deck, making it possible to draw the same card
twice. (Once the Fool or Jester has left the deck, reroll on the table if that card comes up again.)

Deck of Many Things

1d100 (13- 1d100 (22-


Card
Card Deck) Card Deck)

— 01–05 Balance

— 06–10 Comet

— 11–14 Donjon

01–08 15–18 Euryale

— 19–23 Fates

09–16 24–27 Flames

— 28–31 Fool

— 32–36 Gem

17–24 37–41 Jester

25–32 42–46 Key

33–40 47–51 Knight

41–48 52–56 Moon

— 57–60 Puzzle

49–56 61–64 Rogue

57–64 65–68 Ruin

— 69–73 Sage

65–72 74–77 Skull

73–80 78–82 Star

81–88 83–87 Sun

— 88–91 Talons

89–96 92–96 Throne

97–00 97–00 Void

Each card’s effect is described below.

Balance
You can increase one of your ability scores by 2, to a maximum of 22, provided you also decrease another one of your ability scores by 2. You can’t
decrease an ability that has a score of 5 or lower. Alternatively, you can choose not to adjust your ability scores, in which case this card has no effect.

Comet
The next time you enter combat against one or more Hostile creatures, you can select one of them as your foe when you roll Initiative. If you reduce
your foe to 0 Hit Points during that combat, you have Advantage on Death Saving Throws for 1 year. If someone else reduces your chosen foe to 0 Hit
Points or you don’t choose a foe, this card has no effect.

Donjon
You disappear and become entombed in a state of suspended animation in an extradimensional sphere. Everything you’re wearing and carrying
disappears with you except for Artifacts, which stay behind in the space you occupied when you disappeared. You remain imprisoned until you are
found and removed from the sphere. You can’t be located by any Divination magic, but a Wish spell can reveal the location of your prison. You draw
no more cards.

Euryale
The card’s medusa-like visage curses you. You take a −2 penalty to saving throws while cursed in this way. Only a god or the magic of the Fates card
can end this curse.

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Fates
Reality’s fabric unravels and spins anew, allowing you to avoid or erase one event as if it never happened. You can use the card’s magic as soon as
you draw the card or at any other time before you die.

Flames
A powerful devil becomes your enemy. The devil seeks your ruin and torments you, savoring your suffering before attempting to slay you. This enmity
lasts until either you or the devil dies.

Fool
ARTIST: VALLEZ GAX, HARRY CONWAY, ALEX DIAZ, ABIGAIL LARSON, ANDREA

SIPL

CARDS FROM A DECK OF MANY THINGS

You have Disadvantage on D20 Tests for the next 72 hours. Draw another card; this draw doesn’t count as one of your declared draws.

Gem
Twenty-five pieces of jewelry worth 2,000 GP each or fifty gems worth 1,000 GP each appear at your feet.

Jester

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You have Advantage on D20 Tests for the next 72 hours, or you can draw two additional cards beyond your declared draws.

Key
A Rare or rarer magic weapon with which you are proficient appears on your person. The DM chooses the weapon.

Knight
You gain the service of a Knight, who magically appears in an unoccupied space you choose within 30 feet of yourself. The knight has the same
alignment as you and serves you loyally until death, believing the two of you have been drawn together by fate. Work with your DM to create a name
and backstory for this NPC. The DM can use a different stat block to represent the knight, as desired.

Moon
You gain the ability to cast Wish 1d3 times.

Puzzle
Permanently reduce your Intelligence or Wisdom by 1d4 + 1 (to a minimum score of 1). You can draw one additional card beyond your declared
draws.

Rogue
An NPC of the DM’s choice becomes Hostile toward you. You don’t know the identity of this NPC until they or someone else reveals it. Nothing less
than a Wish spell or divine intervention can end the NPC’s hostility toward you.

Ruin
All forms of wealth that you carry or own, other than magic items, are lost to you. Portable property vanishes. Businesses, buildings, and land you own
are lost in a way that alters reality the least. If you have a Bastion (see chapter 8), it is destroyed by some calamity beyond your control. Any
documentation that proves you should own something lost to this card also disappears.

Sage
At any time you choose within one year of drawing this card, you can ask a question in meditation and mentally receive a truthful answer to that
question.

Skull
An Avatar of Death (see the accompanying stat block) appears in an unoccupied space as close to you as possible. The avatar targets only you with
its attacks, appearing as a ghostly skeleton clad in a tattered black robe and carrying a spectral scythe. The avatar disappears when it drops to 0 Hit
Points or you die. If an ally of yours deals damage to the avatar, that ally summons another Avatar of Death. The new avatar appears in an
unoccupied space as close to that ally as possible and targets only that ally with its attacks. You and your allies can each summon only one avatar as
a consequence of this draw. A creature slain by an avatar can’t be restored to life.

AVATAR OF DEATH
Medium Undead, Neutral Evil Senses Truesight 60 ft., Passive Perception 13

AC 20 Initiative +3 (13) Languages All languages known to its summoner

HP Half the HP maximum of its summoner CR None (XP 0; PB equals its summoner’s)

Speed 60 ft., Fly 60 ft. (hover) Traits


MOD SAVE MOD SAVE Incorporeal Movement. The avatar can move through other creatures and
STR 16 +3 +3 INT 16 +3 +3 objects as if they were Difficult Terrain. It takes 5 (1d10) Force damage if it
ends its turn inside an object.
DEX 16 +3 +3 WIS 16 +3 +3
Actions
CON 16 +3 +3 CHA 16 +3 +3
Multiattack. The avatar makes a number of Reaping Scythe attacks equal to
half the summoner’s Proficiency Bonus (rounded up).
Immunities Necrotic, Poison; Charmed, Exhaustion, Frightened, Paralyzed,
Petrified, Poisoned, Unconscious Reaping Scythe. Melee Attack Roll: Automatic hit, reach 5 ft. Hit: 7 (1d8 + 3)
Slashing damage plus 4 (1d8) Necrotic damage.

Star
Increase one of your ability scores by 2, to a maximum of 24.

Sun

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A magic item (chosen by the DM) appears on your person. In addition, you gain 10 Temporary Hit Points daily at dawn until you die.

Talons
Every magic item you wear or carry disintegrates. Artifacts in your possession vanish instead.

Throne
You gain proficiency and Expertise in your choice of History, Insight, Intimidation, or Persuasion. In addition, you gain rightful ownership of a small
keep somewhere in the world. However, the keep is currently home to one or more monsters, which must be cleared out before you can claim the
keep as yours.

Void
Your soul is drawn from your body and contained in an object in a place of the DM’s choice. One or more powerful beings guard the place. While your
soul is trapped in this way, your body is inert, ceases aging, and requires no food, air, or water. A Wish spell can’t return your soul to your body, but the
spell reveals the location of the object that holds your soul. You draw no more cards.

Defender
Weapon (Any Melee Weapon), Legendary (Requires Attunement)

You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon.

The first time you attack with the weapon on each of your turns, you can transfer some or all of the weapon’s bonus to your Armor Class. For example,
you could reduce the bonus to your attack rolls and damage rolls to +1 and gain a +2 bonus to Armor Class. The adjusted bonuses remain in effect
until the start of your next turn, although you must hold the weapon to gain a bonus to AC from it.
ARTIST: CONCEPTOPOLIS

DEMON ARMOR (PLATE ARMOR), DEFENDER (GREATSWORD)

Demon Armor
Armor (Any Light, Medium, or Heavy), Very Rare (Requires Attunement)

While wearing this armor, you gain a +1 bonus to Armor Class, and you know Abyssal. In addition, the armor’s clawed gauntlets allow your Unarmed
Strikes to deal 1d8 Slashing damage instead of the usual Bludgeoning damage, and you gain a +1 bonus to the attack and damage rolls of your
Unarmed Strikes.

Curse. Once you don this cursed armor, you can’t doff it unless you are targeted by a Remove Curse spell or similar magic. While wearing the armor,
you have Disadvantage on attack rolls against demons and on saving throws against their spells and special abilities.

Demonomicon of Iggwilv
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Wondrous Item, Artifact (Requires Attunement)

This treatise, composed by Iggwilv the archmage, documents the Abyss’s layers and inhabitants and is widely regarded as the most thorough and
blasphemous tome of demonology in the multiverse. The tome recounts both the oldest and most current profanities of the Abyss and demons.
Demons have attempted to censor the text, and while sections have been ripped from the book’s spine, the general chapters remain, ever revealing
demonic secrets. Caged behind lines of script roils a secret piece of the Abyss itself, which keeps the book up-to-date, no matter how many pages are
removed, and it longs to be more than mere reference material.

Abyssal Lore. You can reference the Demonomicon whenever you make an Intelligence check to discern information about demons or a Wisdom
(Survival) check related to the Abyss. When you do so, you gain Advantage on the check.

Containment. The first ten pages of the Demonomicon are blank. As a Magic action while holding the book, you can target a Fiend that you can see
that is trapped within the area of a Magic Circle spell. The Fiend must succeed on a DC 20 Charisma saving throw with Disadvantage or become
trapped within one of the Demonomicon’s blank pages, which fills with writing detailing the trapped creature’s widely known name and depravities.
Once used, this action can’t be used again until the next dawn.

When you finish a Long Rest, if you and the Demonomicon are on the same plane of existence, one trapped creature within the book can attempt to
possess you. You make a DC 20 Charisma saving throw. On a failed save, you are possessed by the creature, which controls you like a puppet. As a
Magic action, the possessing creature can release you and appear in the closest unoccupied space to you. On a successful save, the Fiend can’t try to
possess you again for 7 days (but another Fiend trapped in the book can certainly try).

When the tome is discovered, it has 1d4 Fiends occupying its pages—typically an assortment of demons.
ARTIST: CONCEPTOPOLIS

DEMONOMICON OF IGGWILV

Ensnarement. While carrying the book, whenever you cast Magic Circle naming only Fiends or cast Planar Binding targeting a Fiend, the spell is cast
at level 9, regardless of what level spell slot you used, if any. Additionally, the Fiend has Disadvantage on its saving throw against the spell.

Fiendish Scourging. While carrying the book, when you make a damage roll for a spell you cast against a Fiend, you use the maximum possible result
instead of rolling.

Random Properties. The Artifact has the following random properties (see “Artifacts” in this chapter):

2 minor beneficial properties


1 minor detrimental property
1 major detrimental property

Spells. The book has 8 charges and regains 1d8 expended charges daily at dawn. While holding the book, you can take a Magic action to cast one of
the spells (save DC 20) on the following table. The table indicates how many charges you must expend to cast the spell.

Spell Charge Cost

Magic Circle 1

Magic Jar 3

Planar Ally 3

Planar Binding 2

Plane Shift (to the Abyss only) 3

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Spell Charge Cost

Summon Fiend 3

Tasha’s Hideous Laughter 0

Destroying the Demonomicon. To destroy the book, six different demon lords must each tear out a sixth of the book’s pages. If this occurs, the pages
reappear after 24 hours. Before all those hours pass, anyone who opens the book’s remaining binding is transported to a nascent layer of the Abyss
that lies hidden within the book. At the heart of this deadly, semisentient domain lies a long-lost Artifact, Fraz-Urb’luu’s Staff. If the staff is dragged
from the pocket plane, the tome is reduced to a mundane and out-of-date copy of the Tome of Zyx, the work that served as the foundation of the
Demonomicon of Iggwilv. The Tome of Zyx can be destroyed like any ordinary book. Once the staff emerges, the demon lord Fraz-Urb’luu knows
instantly.

Dimensional Shackles
Wondrous Item, Rare

You can take a Utilize action to place these shackles on a creature that has the Incapacitated condition. The shackles adjust to fit a creature of Small
to Large size. The shackles prevent a creature bound by them from using any method of extradimensional movement, including teleportation or travel
to a different plane of existence. They don’t prevent the creature from passing through an interdimensional portal.

You and any creature you designate when you use the shackles can take a Utilize action to remove them. Once every 30 days, the bound creature can
make a DC 30 Strength (Athletics) check. On a successful check, the creature breaks free and destroys the shackles.
ARTIST: CONCEPTOPOLIS, DAARKEN

DRAGON SCALE MAIL, DIMENSIONAL SHACKLES, DRAGON SLAYER (GREATSWORD), DREAD HELM

Dragon Scale Mail


Armor (Scale Mail), Very Rare (Requires Attunement)

Dragon Scale Mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them. Other times, hunters
carefully preserve the hide of a dead dragon. In either case, Dragon Scale Mail is highly valued.

While wearing this armor, you gain a +1 bonus to Armor Class, you have Advantage on saving throws against the breath weapons of Dragons, and you
have Resistance to one damage type determined by the kind of dragon that provided the scales (see the accompanying table).

Additionally, you can focus your senses as a Magic action to discern the distance and direction to the closest dragon within 30 miles of yourself that
is of the same type as the armor. This action can’t be used again until the next dawn.

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Dragon Resistance

Black Acid

Blue Lightning

Brass Fire

Bronze Lightning

Copper Acid

Gold Fire

Green Poison

Red Fire

Silver Cold

White Cold

Dragon Slayer
Weapon (Any Simple or Martial), Rare

You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.

The weapon deals an extra 3d6 damage of the weapon’s type if the target is a Dragon.

Dread Helm
Wondrous Item, Common

While you’re wearing this fearsome steel helm, your eyes glow red and the rest of your face is hidden in shadow.

Driftglobe
Wondrous Item, Uncommon

This small sphere of thick glass weighs 1 pound. If you are within 60 feet of it, you can command it to emanate light equivalent to that of the Light or
Daylight spell (your choice). Once used, the Daylight effect can’t be used again until the next dawn.

You can issue another command as a Magic action to make the illuminated globe rise into the air and float no more than 5 feet off the ground. The
globe hovers in this way until you or another creature grasps it. If you move more than 60 feet from the hovering globe, it follows you until it is within
60 feet of you. It takes the shortest route to do so. If prevented from moving, the globe sinks gently to the ground and becomes inactive, and its light
winks out.
ARTIST: CONCEPTOPOLIS

DRIFTGLOBE, DUST OF DISAPPEARANCE, DUST OF SNEEZING AND CHOKING, DWARVEN PLATE

Dust of Disappearance
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Wondrous Item, Uncommon

This powder resembles fine sand. There is enough of it for one use. When you take a Utilize action to throw the dust into the air, you and each
creature and object within a 10-foot Emanation originating from you have the Invisible condition for 2d4 minutes. The duration is the same for all
subjects, and the dust is consumed when its magic takes effect. Immediately after an affected creature makes an attack roll, deals damage, or casts
a spell, the Invisible condition ends for that creature.

Dust of Dryness
Wondrous Item, Uncommon

This small packet contains 1d6 + 4 pinches of dust. As a Utilize action, you can sprinkle a pinch of the dust over water, turning up to a 15-foot Cube of
water into one marble-sized pellet, which floats or rests near where the dust was sprinkled. The pellet’s weight is negligible. A creature can take a
Utilize action to smash the pellet against a hard surface, causing the pellet to shatter and release the water the dust absorbed. Doing so destroys the
pellet and ends its magic.

As a Utilize action, you can sprinkle a pinch of the dust on an Elemental within 5 feet of yourself that is composed mostly of water (such as a Water
Elemental or a Water Weird). Such a creature exposed to a pinch of the dust makes a DC 13 Constitution saving throw, taking 10d6 Necrotic damage
on a failed save or half as much damage on a successful one.

Dust of Sneezing and Choking


Wondrous Item, Uncommon

Found in a small container, this powder resembles Dust of Disappearance, and Identify reveals it to be such. There is enough of it for one use.

As a Utilize action, you can throw the dust into the air, forcing yourself and every creature in a 30-foot Emanation originating from you to make a DC
15 Constitution saving throw. Constructs, Elementals, Oozes, Plants, and Undead succeed on the save automatically.

On a failed save, a creature begins sneezing uncontrollably; it has the Incapacitated condition and is suffocating. The creature repeats the save at the
end of each of its turns, ending the effect on itself on a success. The effect also ends on any creature targeted by a Lesser Restoration spell.

Dwarven Plate
Armor (Half Plate or Plate Armor), Very Rare

While wearing this armor, you gain a +2 bonus to Armor Class. In addition, if an effect moves you against your will along the ground, you can take a
Reaction to reduce the distance you are moved by up to 10 feet.

Dwarven Thrower
Weapon (Warhammer), Very Rare (Requires Attunement by a Dwarf or a Creature Attuned to a Belt of Dwarvenkind)

You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. It has the Thrown property with a normal range of 20 feet and a
long range of 60 feet. When you hit with a ranged attack using this weapon, it deals an extra 1d8 Force damage, or an extra 2d8 Force damage if the
target is a Giant. Immediately after hitting or missing, the weapon flies back to your hand.

Magic Items (E)

Ear Horn of Hearing


Wondrous Item, Common

While held up to your ear, this horn suppresses the effects of the Deafened condition on you.

Efreeti Bottle
Wondrous Item, Very Rare

When you take a Magic action to remove the stopper of this painted brass bottle, a cloud of thick smoke flows out of it. At the end of your turn, the
smoke disappears with a flash of harmless fire, and an Efreeti appears in an unoccupied space within 30 feet of you.

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The first time the bottle is opened, the DM rolls on the following table to determine what happens.
ARTIST: CONCEPTOPOLIS

1d10 Effect

The efreeti attacks you. After fighting for 5 rounds, the efreeti disappears, and the bottle loses
1
its magic.

The efreeti understands your languages and obeys your commands for 1 hour, after which it
returns to the bottle, and a new stopper contains it. The stopper can’t be removed for 24 hours.
2–9
The next two times the bottle is opened, the same effect occurs. If the bottle is opened a
fourth time, the efreeti escapes and disappears, and the bottle loses its magic.

The efreeti understands your languages and can cast Wish once for you. It disappears when it
10
grants the wish or after 1 hour, and the bottle loses its magic.

Efreeti Chain
Armor (Chain Mail or Chain Shirt), Legendary (Requires Attunement)

While wearing this armor, you gain a +3 bonus to Armor Class, you have Immunity to Fire damage, and
you know Primordial. In addition, you can stand on and move across molten rock as if it were solid
ground.

Elemental Gem
Wondrous Item, Uncommon

This gem contains a mote of elemental energy. When you take a Utilize action to break the gem, an
elemental is summoned (see the Monster Manual for its stat block), and the gem ceases to be
magical. The elemental appears in an unoccupied space as close to the broken gem as possible,
understands your languages, obeys your commands, and takes its turn immediately after you on your
Initiative count. The elemental disappears after 1 hour, when it dies, or when you dismiss it as a Bonus
Action. The type of gem determines the elemental, as shown in the following table.

ELVEN CHAIN, EFREETI CHAIN, DWARVEN


THROWER, EFREETI BOTTLE, ELEMENTAL GEMS

Gem Summoned Elemental

Blue sapphire Air Elemental

Emerald Water Elemental

Red corundum Fire Elemental

Yellow diamond Earth Elemental

Elixir of Health
Potion, Rare

When you drink this potion, you are cured of all magical contagions. In addition, the following conditions end on you: Blinded, Deafened, Paralyzed,
and Poisoned.

The clear, red liquid has tiny bubbles of light in it.

Elven Chain
Armor (Chain Mail or Chain Shirt), Rare

You gain a +1 bonus to Armor Class while you wear this armor. You are considered trained with this armor even if you lack training with Medium or
Heavy armor.

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Enduring Spellbook
Wondrous Item, Common

This spellbook, along with anything written on its pages, can’t be damaged by fire or water. In addition, the spellbook doesn’t deteriorate with age.

Energy Bow
Weapon (Longbow or Shortbow), Very Rare (Requires Attunement)

You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon, which has no string. Each time you pull your arm back in a firing
motion, a magical arrow made of golden energy appears nocked and ready to fire. An arrow produced by this weapon deals Force damage instead of
Piercing damage on a hit, and it disappears after it hits or misses its target. Until it disappears, the arrow emits Bright Light in a 20-foot radius and
Dim Light for an additional 20 feet.

This weapon has the following additional properties.

Arrow of Restraint. Whenever you use this weapon to make a ranged attack against a creature, you can try to restrain the target instead of dealing
damage to it. If the arrow hits, the target must succeed on a DC 15 Strength saving throw or have the Restrained condition for 1 minute. As an action,
a creature Restrained by an arrow can make a DC 20 Strength (Athletics) check to try to break the restraint, ending the effect on itself on a successful
check.

Arrow of Transport. As a Magic action, you can fire one energy arrow from this weapon at a target you can see within 60 feet of yourself. The target
can be either a willing Medium or smaller creature or an object that isn’t being worn or carried, provided the object is small enough to fit inside a 5-
foot Cube. The arrow teleports the target to an unoccupied space you can see within 10 feet of you.

Energy Ladder. As a Magic action, you can loose a flurry of energy arrows from this weapon at a wall up to 60 feet away from yourself. The arrows
become glowing rungs that stick out of the wall, forming a magical ladder up to 60 feet long on the wall. This ladder lasts for 1 minute before
disappearing.
ARTIST: CONCEPTOPOLIS

HANK DRAWS HIS ENERGY BOW

Enspelled Armor
Armor (Any Light, Medium, or Heavy), Rarity Varies (Requires Attunement)

Bound into this armor is a spell of level 8 or lower. The spell is determined when the armor is created and must belong to the Abjuration or Illusion
school of magic. The armor has 6 charges and regains 1d6 expended charges daily at dawn. While wearing the armor, you can expend 1 charge to

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cast its spell.

The level of the spell bound into the armor determines the spell’s saving throw DC and attack bonus, as well as the armor’s rarity, as shown in the
following table.

Spell Level Rarity Save DC Attack Bonus

Cantrip Uncommon 13 +5

1 Uncommon 13 +5

2 Rare 13 +5

3 Rare 15 +7

4 Very Rare 15 +7

5 Very Rare 17 +9

6 Legendary 17 +9

7 Legendary 18 +10

8 Legendary 18 +10

Enspelled Staff
Staff, Rarity Varies (Requires Attunement by a Spellcaster)

Bound into this staff is a spell of level 8 or lower. The spell is determined when the staff is created and can be of any school of magic. The staff has 6
charges and regains 1d6 expended charges daily at dawn. While holding the staff, you can expend 1 charge to cast its spell. If you expend the staff’s
last charge, roll 1d20. On a 1, the staff loses its properties and becomes a nonmagical Quarterstaff.

The level of the spell bound into the staff determines the spell’s saving throw DC and attack bonus, as well as the staff’s rarity, as shown in the
following table.

Spell Level Rarity Save DC Attack Bonus

Cantrip Uncommon 13 +5

1 Uncommon 13 +5

2 Rare 13 +5

3 Rare 15 +7

4 Very Rare 15 +7

5 Very Rare 17 +9

6 Legendary 17 +9

7 Legendary 18 +10

8 Legendary 18 +10

Enspelled Weapon
Weapon (Any Simple or Martial), Rarity Varies (Requires Attunement)

Bound into this weapon is a spell of level 8 or lower. The spell is determined when the weapon is created and must belong to the Conjuration,
Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn.
While holding the weapon, you can expend 1 charge to cast its spell.

The level of the spell bound into the weapon determines the spell’s saving throw DC and attack bonus, as well as the weapon’s rarity, as shown in the
following table.

Spell Level Rarity Save DC Attack Bonus

Cantrip Uncommon 13 +5

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Spell Level Rarity Save DC Attack Bonus

1 Uncommon 13 +5

2 Rare 13 +5

3 Rare 15 +7

4 Very Rare 15 +7

5 Very Rare 17 +9

6 Legendary 17 +9

7 Legendary 18 +10

8 Legendary 18 +10

Ersatz Eye
Wondrous Item, Common

This magical eye replaces a real one that was lost or removed. While the Ersatz Eye is embedded in your eye socket, you can see through the tiny orb
as though it were your natural eye. You can insert or remove the Ersatz Eye as a Magic action, and it can’t be removed against your will while you are
alive.
ARTIST: CONCEPTOPOLIS
Eversmoking Bottle
Wondrous Item, Uncommon

As a Magic action, you can open or close this bottle.

Opening the bottle causes thick smoke to billow out, forming a cloud that fills a 60-foot Emanation originating
from the bottle. The area within the smoke is Heavily Obscured.

Each minute the bottle remains open, the size of the Emanation increases by 10 feet until it reaches its
maximum size of 120 feet.

Closing the bottle causes the cloud to become fixed in place until it disperses after 10 minutes. A strong wind
(such as that created by the Gust of Wind spell) disperses the cloud after 1 minute.
EVERSMOKING BOTTLE

Executioner’s Axe
Weapon (Battleaxe, Greataxe, Halberd, or Handaxe), Very Rare

You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.

Any Humanoid you hit with the weapon takes an extra 2d6 Slashing damage, and you gain Temporary Hit Points equal to the extra damage dealt.

Eye and Hand of Vecna


Wondrous Item, Artifact (Requires Attunement)

Vecna was a mighty wizard who, through magic and conquest, forged a terrible empire. For all his power, however, Vecna feared death and took steps
to prevent his demise by becoming a lich.

A treacherous lieutenant named Kas brought Vecna’s rule to an end in a terrible battle. Of Vecna, all that remained were one hand and one eye, grisly
Artifacts that still seek to work Vecna’s will in the world.

The Eye of Vecna and the Hand of Vecna are separate Artifacts that might be found together or separately. The eye looks like a bloodshot organ torn
free from the socket. The hand is a shriveled left extremity.

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Random Properties of the Eye and Hand. The Eye of Vecna and the Hand of Vecna each
ARTIST: CONCEPTOPOLIS
have the following random properties (see “Artifacts” in this chapter):

1 minor beneficial property


1 major beneficial property
1 minor detrimental property

Attuning to the Eye. To attune to the eye, you must press it into your empty socket. The
eye grafts itself to your head and remains there until you die. If the eye is ever removed,
you die.

Properties of the Eye. While you are attuned to the eye, your alignment is Neutral Evil, and
you gain the following benefits:

Truesight. You have Truesight out to 240 feet.

EYE AND HAND OF VECNA

Spellcasting. The eye has 8 charges and regains 1d4 + 4 expended charges daily at dawn. You can cast a spell on the Eye of Vecna Spells table from
the eye (save DC 18). The table indicates how many charges you must expend to cast the spell. Each time you cast a spell from the eye, there is a 5
percent chance that Vecna tears your soul from your body, devours it, and then takes control of the body like a puppet. If that happens, you become
an NPC under the DM’s control.

Eye of Vecna Spells

Spell Charge Cost

Clairvoyance 2

Crown of Madness 1

Disintegrate 4

Dominate Monster 5

Eyebite 4

X-ray Vision. You can take a Magic action to gain X-ray vision with a range of 30 feet for 1 minute. To you, solid objects within that radius appear
transparent and don’t prevent light from passing through themselves. The vision can penetrate 1 foot of stone, 1 inch of common metal, or up to 3
feet of wood or dirt. Thicker substances block the vision, as does a thin sheet of lead.

Attuning to the Hand. To attune to the hand, you must press it against the stump where your left hand was. The hand grafts itself to your arm and
becomes a functioning appendage. If the hand is ever removed, you die.

Properties of the Hand. When you are attuned to the hand, your alignment is Neutral Evil, and you gain the following benefits:

Great Strength. Your Strength becomes 20 unless it is already 20 or higher.

Icy Touch. Any melee spell attack you make with the hand and any melee attack made with a weapon held by it deals an extra 2d8 Cold damage on a
hit.

Spellcasting. The hand has 8 charges and regains 1d4 + 4 expended charges daily at dawn. You can cast a spell on the Hand of Vecna Spells table
from the hand (save DC 18). The table indicates how many charges you must expend to cast the spell. Each time you cast a spell from it, the hand
casts Suggestion on you (save DC 18; no Concentration required), demanding that you commit an evil act. The hand might have a specific act in mind
or leave it up to you.

Hand of Vecna Spells

Spell Charge Cost

Finger of Death 5

Sleep 1

Slow 2

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Spell Charge Cost

Teleport 3

Properties of the Eye and Hand. While attuned to both the hand and eye, you gain the following additional benefits:

Danger Sense. You have Advantage on Initiative rolls.

Necrotic Reduction. As a Magic action, you can target one creature you can see within 5 feet of yourself. The target makes a DC 18 Constitution
saving throw, taking 7d6 Necrotic damage on a failed save or half as much damage on a successful one. A creature reduced to 0 Hit Points by this
damage is transformed into green slime (see chapter 3) that covers the ground in its space, each 5-foot square of slime representing a separate
patch. Nonmagical objects worn or carried by the target that are made of metal or organic material are destroyed by the slime.

Poison Immunity. You have Immunity to Poison damage and the Poisoned condition.

Regeneration. If you start your turn with at least 1 Hit Point, you regain 1d10 Hit Points.

Wish. You can cast Wish. Once used, this property can’t be used again until 30 days have passed.

Destroying the Eye and Hand. If the Eye of Vecna and the Hand of Vecna are both attached to the same creature and that creature is slain by the
Sword of Kas, both the eye and the hand burst into flame, turn to ash, and are destroyed. Any other attempt to destroy the eye or hand seems to work,
but the Artifact reappears in one of Vecna’s many hidden vaults, where it waits to be rediscovered.

Eyes of Charming
Wondrous Item, Uncommon (Requires Attunement)

These crystal lenses fit over the eyes. They have 3 charges. While wearing them, you can expend 1 or more charges to cast Charm Person (save DC
13). For 1 charge, you cast the level 1 version of the spell. You increase the spell’s level by one for each additional charge you expend. The lenses
regain all expended charges daily at dawn.
ARTIST: CONCEPTOPOLIS

EYES OF CHARMING, EYES OF THE EAGLE

Eyes of Minute Seeing


Wondrous Item, Uncommon

These crystal lenses fit over the eyes. While wearing them, your vision improves significantly out to a range of 1 foot, granting you Darkvision within
that range and Advantage on Intelligence (Investigation) checks made to examine something within that range.

Eyes of the Eagle


Wondrous Item, Uncommon

These crystal lenses fit over the eyes. While wearing them, you have Advantage on Wisdom (Perception) checks that rely on sight. In conditions of
clear visibility, you can make out details of even extremely distant creatures and objects as small as 2 feet across.

Magic Items (F)


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Figurine of Wondrous Power


Wondrous Item, Rarity Varies

A Figurine of Wondrous Power is a statuette small enough to fit in a pocket. If you take a Magic action to throw the figurine to a point on the ground
within 60 feet of yourself, the figurine becomes a living creature specified in the figurine’s description below. If the space where the creature would
appear is occupied by other creatures or objects, or if there isn’t enough space for the creature, the figurine doesn’t become a creature.

The creature is Friendly to you and your allies. It understands your languages, obeys your commands, and takes its turn immediately after you on your
Initiative count. If you issue no commands, the creature defends itself but takes no other actions.

The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine
early if its creature form drops to 0 Hit Points or if you take a Magic action while touching the creature to make it revert to figurine form. When the
creature becomes a figurine again, its property can’t be used again until a certain amount of time has passed, as specified in the figurine’s
description.
ARTIST: CONCEPTOPOLIS

FIGURINES OF WONDROUS POWER (OBSIDIAN STEED, EBONY FLY, MARBLE ELEPHANT, ONYX DOG, GOLDEN LIONS)

Bronze Griffon (Rare)


This bronze statuette is of a griffon rampant. It can become a Griffon for
up to 6 hours. Once it has been used, it can’t be used again until 5 days
GIANT FLY

have passed. Large Beast, Unaligned

AC 11 Initiative +1 (11)
Ebony Fly (Rare)
HP 19 (3d10 + 3)
This ebony statuette, carved in the likeness of a horsefly, can become a
Speed 30 ft., Fly 60 ft.
Giant Fly (see the accompanying stat block) for up to 12 hours and can
MOD SAVE MOD SAVE
be ridden as a mount. Once it has been used, it can’t be used again until 2
STR 14 +2 +2 INT 2 −4 −4
days have passed.
DEX 13 +1 +1 WIS 10 +0 +0
Golden Lions (Rare)
CON 13 +1 +1 CHA 3 −4 −4
These gold statuettes of lions are always created in pairs. You can use
one figurine or both simultaneously. Each can become a Lion for up to 1 Senses Darkvision 60 ft., Passive Perception 10

hour. Once a lion has been used, it can’t be used again until 7 days have Languages None

passed. CR 0 (XP 0; PB +2)

Ivory Goats (Rare)


These ivory statuettes of goats are always created in sets of three. Each goat looks unique and functions differently from the others. Their
properties are as follows:

Goat of Terror. This figurine can become a Giant Goat for up to 3 hours. The goat can’t attack, but you can (harmlessly) remove its horns and use
them as weapons. One horn becomes a +1 Lance, and the other becomes a +2 Longsword. Removing a horn requires a Magic action, and the
weapons disappear and the horns return when the goat reverts to figurine form. While you ride the goat, any Hostile creature that starts its turn

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within a 30-foot Emanation originating from the goat must succeed on a DC 15 Wisdom saving throw or have the Frightened condition for 1
minute, until you are no longer riding the goat, or until the goat reverts to figurine form. The Frightened creature repeats the save at the end of
each of its turns, ending the effect on itself on a success. Once it succeeds on the save, a creature is immune to this effect for the next 24
hours. Once the figurine has been used, it can’t be used again until 15 days have passed.

Goat of Traveling. This figurine can become a Large goat with the same statistics as a Riding Horse. It has 24 charges, and each hour or portion
thereof it spends in goat form costs 1 charge. While it has charges, you can use it as often as you wish. When it runs out of charges, it reverts
to a figurine and can’t be used again until 7 days have passed, when it regains all expended charges.

Goat of Travail. This figurine can become a Giant Goat for up to 3 hours. Once it has been used, it can’t be used again until 30 days have passed.

Marble Elephant (Rare)


This marble statuette resembles a trumpeting elephant. It can become an Elephant for up to 24 hours. Once it has been used, it can’t be used again
until 7 days have passed.

Obsidian Steed (Very Rare)


This polished obsidian horse can become a Nightmare for up to 24 hours. The nightmare fights only to defend itself. Once it has been used, it can’t be
used again until 5 days have passed.

The figurine has a 10 percent chance each time you use it to ignore your orders, including a command to revert to figurine form. If you mount the
nightmare while it is ignoring your orders, you and the nightmare are instantly transported to a random location on the plane of Hades, where the
nightmare reverts to figurine form.

Onyx Dog (Rare)


This onyx statuette of a dog can become a Mastiff for up to 6 hours. The mastiff has an Intelligence of 8 and can speak Common. It also has
Blindsight with a range of 60 feet. Once it has been used, it can’t be used again until 7 days have passed.

Serpentine Owl (Rare)


This serpentine statuette of an owl can become a Giant Owl for up to 8 hours. The owl can communicate telepathically with you at any range if you
and it are on the same plane of existence. Once it has been used, it can’t be used again until 2 days have passed.

Silver Raven (Uncommon)


This silver statuette of a raven can become a Raven for up to 12 hours. Once it has been used, it can’t be used again until 2 days have passed. While
in raven form, the figurine grants you the ability to cast Animal Messenger on it.
ARTIST: CONCEPTOPOLIS

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FIGURINES OF WONDROUS POWER (IVORY GOATS, SERPENTINE OWL),
FLAME TONGUE (LONGSWORD), FROST BRAND (SCIMITAR)

Flame Tongue
Weapon (Any Melee Weapon), Rare (Requires Attunement)

While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the
weapon. These flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6
Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon.

Folding Boat
Wondrous Item, Rare

This object appears as a wooden box that measures 12 inches long, 6 inches wide, and 6 inches deep. It weighs 4 pounds and floats. It can be
opened to store items inside. This item also has three command words, each requiring a Magic action to use:

First Command Word. The box unfolds into a Rowboat.


Second Command Word. The box unfolds into a Keelboat.
Third Command Word. The Folding Boat folds back into a box if no creatures are aboard. Any objects in the vessel that can’t fit inside the box remain
outside the box as it folds. Any objects in the vessel that can fit inside the box do so.

When the box becomes a vessel, its weight becomes that of a normal vessel its size, and anything that was stored in the box remains in the boat.

Statistics for the Rowboat and Keelboat appear in the Player’s Handbook. If either vessel is reduced to 0 Hit Points, the Folding Boat is destroyed.

Frost Brand
Weapon (Glaive, Greatsword, Longsword, Rapier, Scimitar, or Shortsword), Very Rare (Requires Attunement)

When you hit with an attack roll using this magic weapon, the target takes an extra 1d6 Cold damage. In addition, while you hold the weapon, you
have Resistance to Fire damage.

In freezing temperatures, the weapon sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet.

When you draw this weapon, you can extinguish all nonmagical flames within 30 feet of yourself. Once used, this property can’t be used again for 1
hour.

Magic Items (G)

Gauntlets of Ogre Power


Wondrous Item, Uncommon (Requires Attunement)

Your Strength is 19 while you wear these gauntlets. They have no effect on you if your Strength is 19 or higher without them.

Gem of Brightness
Wondrous Item, Uncommon

This prism has 50 charges. While you are holding it, you can take a Magic action and use one of three command words to cause one of the following
effects:

First Command Word. The gem sheds Bright Light in a 30-foot radius and Dim Light for an additional 30 feet. This effect doesn’t expend a charge.
It lasts until you take a Bonus Action to repeat the command word or until you use another function of the gem.

Second Command Word. You expend 1 charge and cause the gem to fire a brilliant beam of light at one creature you can see within 60 feet of
yourself. The creature must succeed on a DC 15 Constitution saving throw or have the Blinded condition for 1 minute. The creature repeats the
save at the end of each of its turns, ending the effect on itself on a success.

Third Command Word. You expend 5 charges and cause the gem to flare with intense light in a 30-foot Cone. Each creature in the Cone makes a
saving throw as if struck by the beam created with the second command word.

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When all of the gem’s charges are expended, the gem becomes a nonmagical jewel worth 50 GP.

Gem of Seeing
Wondrous Item, Rare (Requires Attunement)

This gem has 3 charges. As a Magic action, you can expend 1 charge. For the next 10 minutes, you have Truesight out to 120 feet when you peer
through the gem.

The gem regains 1d3 expended charges daily at dawn.

Giant Slayer
Weapon (Any Simple or Martial), Rare

You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.

When you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon’s type and must succeed on a DC 15 Strength saving
throw or have the Prone condition.

Glamoured Studded Leather


Armor (Studded Leather Armor), Rare

While wearing this armor, you gain a +1 bonus to Armor Class. You can also take a Bonus Action to cause the armor to assume the appearance of a
normal set of clothing or some other kind of armor. You decide what it looks like—including color, style, and accessories—but the armor retains its
normal bulk and weight. The illusory appearance lasts until you use this property again or doff the armor.
ARTIST: CONCEPTOPOLIS

GLOVES OF MISSILE SNARING, GAUNTLETS OF OGRE POWER, GEM OF BRIGHTNESS, GEM OF SEEING

Gloves of Missile Snaring


Wondrous Item, Uncommon (Requires Attunement)

If you’re hit by an attack roll made with a Ranged or Thrown weapon while wearing these gloves, you can take a Reaction to reduce the damage by
1d10 plus your Dexterity modifier if you have a free hand. If you reduce the damage to 0, you can catch the ammunition or weapon if it is small
enough for you to hold in that hand.

Gloves of Swimming and Climbing


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Wondrous Item, Uncommon (Requires Attunement)

While wearing these gloves, you have a Climb Speed and a Swim Speed equal to your Speed, and you gain a +5 bonus to Strength (Athletics) checks
made to climb or swim.

Gloves of Thievery
Wondrous Item, Uncommon

These gloves are imperceptible while worn. While wearing them, you gain a +5 bonus to Dexterity (Sleight of Hand) checks.

Goggles of Night
Wondrous Item, Uncommon

While wearing these dark lenses, you have Darkvision out to 60 feet. If you already have Darkvision, wearing the goggles increases its range by 60
feet.

Magic Items (H)

Hag Eye
Wondrous Item, Uncommon

A Hag Eye has 3 charges. While wearing or holding this item, you can expend 1 charge to cast Darkvision (targeting yourself only) or See Invisibility.
The Hag Eye regains all expended charges daily at dawn.

Coven Sensor. The Hag Eye is usually entrusted to a hag’s minion for safekeeping and transport. As a Magic action, a hag who belongs to the coven
that created the Hag Eye can see what the Hag Eye sees if the hag and the Hag Eye are on the same plane of existence. This effect lasts as long as
the hag maintains Concentration. Multiple hags in the coven can see through the Hag Eye simultaneously.

Creating a Hag Eye. Only a hag coven can craft this item, which is made from a real eye coated in varnish and often fitted to a pendant or another
wearable item. A hag coven can have only one Hag Eye at a time, and creating a new one requires all three members of the coven to perform a special
rite. This rite takes 1 hour, and the hags can’t perform it if one or more of them has the Incapacitated condition. If the hags take any other actions
during this rite, the rite fails and ends.

Hammer of Thunderbolts
Weapon (Maul or Warhammer), Legendary (Requires Attunement)

You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.

The weapon has 5 charges. You can expend 1 charge and make a ranged attack with the weapon, hurling it as if it had the Thrown property with a
normal range of 20 feet and a long range of 60 feet. If the attack hits, the weapon unleashes a thunderclap audible out to 300 feet. The target and
every creature within 30 feet of it other than you must succeed on a DC 17 Constitution saving throw or have the Stunned condition until the end of
your next turn. Immediately after hitting or missing, the weapon flies back to your hand. The weapon regains 1d4 + 1 expended charges daily at dawn.

Giant’s Bane. While you are attuned to the weapon and wearing either a Belt of Giant Strength or Gauntlets of Ogre Power to which you are also
attuned, you gain the following benefits:

Giants’ Bane. When you roll a 20 on the d20 for an attack roll made with this weapon against a Giant, the creature must succeed on a DC 17
Constitution saving throw or die.

Might of Giants. The Strength score bestowed by your Belt of Giant Strength or Gauntlets of Ogre Power increases by 4, to a maximum of 30.

ARTIST: CONCEPTOPOLIS, CHRIS SEAMAN

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GOGGLES OF NIGHT, HAMMER OF THUNDERBOLTS, HAG EYE, GLOVES OF THIEVERY

Hat of Disguise
Wondrous Item, Uncommon (Requires Attunement)

While wearing this hat, you can cast the Disguise Self spell. The spell ends if the hat is removed.

Hat of Many Spells


Wondrous Item, Very Rare (Requires Attunement by a Wizard)

ARTIST: CONCEPTOPOLIS
This pointed hat has the following properties.

Spellcasting Focus. While holding the hat, you can use it as a Spellcasting Focus for your Wizard
spells. Any spell you cast using the hat gains a special Somatic component: you must reach into
the hat and “pull” the spell out of it.

Unknown Spell. While holding the hat, you can try to cast a level 1+ spell you don’t know. The
spell must be on the Wizard spell list, it must be of a level you can cast, and it can’t have
Material components costing more than 1,000 GP. Once you decide on the spell, you must
expend a spell slot of the spell’s level. Then, to determine whether you cast the spell, make an
Intelligence (Arcana) check (DC 10 plus the spell’s level). On a successful check, you cast the
spell using its normal casting time, and you can’t use this property again until you finish a Short
or Long Rest. On a failed check, you fail to cast the spell and a random effect occurs instead,
determined by rolling on the following table.

PRESTO CREATES A LIGHTNING BOLT


USING HIS HAT OF MANY SPELLS

Any spell you cast from the hat uses your spell save DC and spell attack bonus.

1d100 Effect

You cast a random spell determined by rolling 1d10: on a 1, Enlarge/Reduce (enlarge effect); on a 2, Enlarge/Reduce (reduce effect); on a 3,
01–50 Faerie Fire; on a 4, Fireball; on a 5, Gust of Wind; on a 6, Invisibility (cast on yourself); on a 7, Lightning Bolt; on an 8, Phantasmal Force; on a 9,
Polymorph; on a 10, Stinking Cloud.

51–55 You have the Stunned condition until the end of your next turn, believing something awesome just happened.

56–60 A harmless swarm of butterflies fills a 10-foot Cube within 30 feet of yourself. The swarm disperses after 1 minute.

You pull a nonmagical object out of the hat. Roll 1d4 to determine the object: on a 1, a vial of Acid; on a 2, a flask of Alchemist’s Fire; on a 3, a
61–65
Crowbar; on a 4, a lit Torch.

66–70 You suffer a bout of “magic sickness” and have the Poisoned condition for 1 hour.

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1d100 Effect

71–75 You have the Petrified condition until the end of your next turn.

You pull a nonmagical object out of the hat. Roll 1d4 to determine the object: on a 1, a Dagger; on a 2, a Rope with a Grappling Hook tied to one
76–80
end; on a 3, a bag of Caltrops; on a 4, a gem worth 50 GP.

A creature appears in an unoccupied space as close to you as possible. The creature isn’t under your control and acts as it normally would, and
81–85 it disappears after 1 hour or when it drops to 0 Hit Points. Roll 1d4 to determine the creature: on a 1, a Camel; on a 2, a Constrictor Snake; on a
3, an Elephant; on a 4, a Mule.

86–90 A Hostile Swarm of Bats flies out of the hat, occupies your space, and attacks you.

A vertical, 10-foot-diameter, two-way portal to another plane of existence opens in an unoccupied space within 30 feet of you and remains open
91–95
until the end of your next turn. The DM determines where it leads.

You pull a magic item out of the hat. Roll 1d6 to determine the item’s rarity: on a 1–3, Common; on a 4–5, Uncommon; on a 6, Rare. The DM
96–00
chooses the item, which disappears after 1 hour if it’s not consumed or destroyed before then.

Hat of Vermin
Wondrous Item, Common

This hat has 3 charges. While holding the hat, you can take a Magic action to expend 1 charge and summon your choice of a Bat, a Frog, or a Rat. The
summoned creature magically appears in the hat and tries to get away from you as quickly as possible. The creature is Indifferent toward you and
other creatures, and it isn’t under your control. It behaves as an ordinary creature of its kind and disappears after 1 hour or when it drops to 0 Hit
Points. The hat regains all expended charges daily at dawn.
ARTIST: CONCEPTOPOLIS

HAT OF VERMIN, HAT OF DISGUISE, HAT OF WIZARDRY

Hat of Wizardry
Wondrous Item, Common (Requires Attunement by a Wizard)

This cone-shaped hat is adorned with moons and stars. While you are wearing it, you gain the following benefits.

Spellcasting Focus. You can use the hat as a Spellcasting Focus for your Wizard spells.

Unknown Spell. As a Magic action, you can try to cast a cantrip that you don’t know. The cantrip must be on the Wizard spell list and have a casting
time of an action, and you make a DC 10 Intelligence (Arcana) check. On a successful check, you cast the spell. On a failed check, the spell fails, and
the action used to cast the spell is wasted. In either case, you can’t use this property again until you finish a Long Rest.

ARTIST: CONCEPTOPOLIS

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HELM OF BRILLIANCE, HEADBAND OF INTELLECT, HELM OF


COMPREHENDING LANGUAGES, HELM OF TELEPATHY

Headband of Intellect
Wondrous Item, Uncommon (Requires Attunement)

Your Intelligence is 19 while you wear this headband. It has no effect on you if your Intelligence is 19 or higher without it.

Helm of Brilliance
Wondrous Item, Very Rare (Requires Attunement)

This helm is set with 1d10 diamonds, 2d10 rubies, 3d10 fire opals, and 4d10 opals. Any gem pried from the helm crumbles to dust. When all the gems
are removed or destroyed, the helm loses its magic.

You gain the following benefits while wearing the helm.

Diamond Light. As long as it has at least one diamond, the helm emits a 30-foot Emanation. When at least one Undead is within that area, the
Emanation is filled with Dim Light. Any Undead that starts its turn in that area takes 1d6 Radiant damage.

Fire Opal Flames. As long as the helm has at least one fire opal, you can take a Magic action to cause one weapon you are holding to burst into
flames. The flames emit Bright Light in a 10-foot radius and Dim Light for an additional 10 feet. The flames are harmless to you and the weapon.
When you hit with an attack using the blazing weapon, the target takes an extra 1d6 Fire damage. The flames last until you take a Bonus Action to
extinguish them or until you drop or stow the weapon.

Ruby Resistance. As long as the helm has at least one ruby, you have Resistance to Fire damage.

Spells. You can cast one of the following spells (save DC 18), using one of the helm’s gems of the specified type as a component: Daylight (opal),
Fireball (fire opal), Prismatic Spray (diamond), or Wall of Fire (ruby). The gem is destroyed when the spell is cast and disappears from the helm.

Taking Fire Damage. Roll 1d20 if you are wearing the helm and take Fire damage as a result of failing a saving throw against a spell. On a roll of 1, the
helm emits beams of light from its remaining gems and is then destroyed. Each creature within a 60-foot Emanation originating from you must
succeed on a DC 17 Dexterity saving throw or be struck by a beam, taking Radiant damage equal to the number of gems in the helm.

Helm of Comprehending Languages


Wondrous Item, Uncommon

While wearing this helm, you can cast Comprehend Languages from it.

Helm of Telepathy
Wondrous Item, Uncommon (Requires Attunement)

While wearing this helm, you have telepathy with a range of 30 feet, and you can cast Detect Thoughts or Suggestion (save DC 13) from the helm.
Once either spell is cast from the helm, that spell can’t be cast from it again until the next dawn.

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Helm of Teleportation
Wondrous Item, Rare (Requires Attunement)

This helm has 3 charges. While wearing it, you can expend 1 charge to cast Teleport from it. The helm regains 1d3 expended charges daily at dawn.
ARTIST: CONCEPTOPOLIS

HELM OF TELEPORTATION, HEWARD’S HANDY HAVERSACK, HOLY AVENGER (GREATSWORD)

Heward’s Handy Haversack


Wondrous Item, Rare

This backpack has a central pouch and two side pouches, each of which is an extradimensional space. Each side pouch can hold up to 200 pounds of
material, not exceeding a volume of 25 cubic feet. The central pouch can hold up to 500 pounds of material, not exceeding a volume of 64 cubic feet.
The haversack always weighs 5 pounds, regardless of its contents.

Retrieving an item from the haversack requires a Utilize action or a Bonus Action (your choice). When you reach into the haversack for a specific item,
the item is always magically on top.

If any of its pouches is overloaded, pierced, or torn, the haversack ruptures and is destroyed. If the haversack is destroyed, its contents are lost
forever, although an Artifact always turns up again somewhere. If the haversack is turned inside out, its contents spill forth unharmed, and the
haversack must be put right before it can be used again.

Each pouch of the haversack holds enough air for 10 minutes of breathing, divided by the number of breathing creatures inside.

Placing the haversack inside an extradimensional space created by a Bag of Holding, Portable Hole, or similar item instantly destroys both items and
opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate and not
behind Total Cover is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and
can’t be reopened.

Heward’s Handy Spice Pouch


Wondrous Item, Common

This belt pouch appears empty and has 10 charges. While holding the pouch, you can take a Magic action to expend 1 charge, name any nonmagical
food seasoning (such as salt, pepper, saffron, or cilantro), and remove a pinch of the desired seasoning from the pouch. A pinch is enough to season
a single meal. The pouch regains 1d6 + 4 expended charges daily at dawn.

Holy Avenger
Weapon (Any Simple or Martial), Legendary (Requires Attunement by a Paladin)

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You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. When you hit a Fiend or an Undead with it, that creature takes an
extra 2d10 Radiant damage.

While you hold the drawn weapon, it creates a 10-foot Emanation originating from you. You and all creatures Friendly to you in the Emanation have
Advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the Paladin class, the size of the Emanation
increases to 30 feet.

Horn of Blasting
Wondrous Item, Rare

You can take a Magic action to blow the horn, which emits a thunderous blast in a 30-foot Cone that is audible out to 600 feet. Each creature in the
Cone makes a DC 15 Constitution saving throw. On a failed save, a creature takes 5d8 Thunder damage and has the Deafened condition for 1 minute.
On a successful save, a creature takes half as much damage only. Glass or crystal objects in the Cone that aren’t being worn or carried take 10d8
Thunder damage.

Each use of the horn’s magic has a 20 percent chance of causing the horn to explode. The explosion deals 10d6 Force damage to the user and
destroys the horn.

Horn of Silent Alarm


Wondrous Item, Common

This horn has 4 charges and regains 1d4 expended charges daily at dawn. As a Magic action, you can blow the horn while expending 1 charge. One
creature of your choice hears the horn’s blare, provided that creature is within 600 feet of the horn. No other creature hears the horn.
ARTIST: CONCEPTOPOLIS

HORN OF BLASTING, IMMOVABLE ROD, HORN OF VALHALLA

Horn of Valhalla
Wondrous Item, Rare (Silver or Brass), Very Rare (Bronze), or Legendary (Iron)

You can take a Magic action to blow this horn. In response, warrior spirits from the plane of Ysgard appear in unoccupied spaces within 60 feet of
you. Each spirit uses the Berserker stat block and returns to Ysgard after 1 hour or when it drops to 0 Hit Points. The spirits look like living, breathing
warriors, and they have Immunity to the Charmed and Frightened conditions. Once you use the horn, it can’t be used again until 7 days have passed.

Four types of Horn of Valhalla are known to exist, each made of a different metal. The horn’s type determines how many spirits it summons, as well
as the requirement for its use. The DM chooses the horn’s type or determines it randomly by rolling on the following table.

If you blow the horn without meeting its requirement, the summoned spirits attack you. If you meet the requirement, they are Friendly to you and your
allies and follow your commands.

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1d100 Horn Type Spirits Requirement

01–40 Silver 2 None

41–75 Brass 3 Proficiency with all Simple weapons

76–90 Bronze 4 Training with all Medium armor

91–00 Iron 5 Proficiency with all Martial weapons

Horseshoes of a Zephyr
Wondrous Item, Very Rare

These horseshoes come in a set of four. As a Magic action, you can touch one of the horseshoes to the hoof of a horse or similar creature,
whereupon the horseshoe affixes itself to the hoof. Removing a horseshoe also takes a Magic action.

While all four shoes are affixed to the hooves of a horse or similar creature, they allow the creature to move normally while floating 4 inches above a
surface. This effect means the creature can cross or stand above nonsolid or unstable surfaces, such as water or lava. The creature leaves no tracks
and ignores Difficult Terrain. In addition, the creature can travel for up to 12 hours a day without gaining Exhaustion levels from extended travel.

Horseshoes of Speed
Wondrous Item, Rare

These horseshoes come in a set of four. As a Magic action, you can touch one of the horseshoes to the hoof of a horse or similar creature,
whereupon the horseshoe affixes itself to the hoof. Removing a horseshoe also takes a Magic action.

While all four horseshoes are attached to the same creature, its Speed is increased by 30 feet.

Magic Items (I)

Immovable Rod
Rod, Uncommon

This iron rod has a button on one end. You can take a Utilize action to press the button, which causes the rod to become magically fixed in place. Until
you or another creature takes a Utilize action to push the button again, the rod doesn’t move, even if it defies gravity. The rod can hold up to 8,000
pounds of weight. More weight causes the rod to deactivate and fall. A creature can take a Utilize action to make a DC 30 Strength (Athletics) check,
moving the fixed rod up to 10 feet on a successful check.
ARTIST: CONCEPTOPOLIS
Instrument of Illusions
Wondrous Item, Common

While you are playing this musical instrument, you can take a Magic action to create harmless, illusory
visual effects within a 5-foot Emanation originating from the instrument. If you are a Bard, the size of
the Emanation increases to 15 feet. Sample visual effects include luminous musical notes, a spectral
dancer, butterflies, and gently falling snow. The magical effects have neither substance nor sound, and
they are obviously illusory. The effects end when you stop playing.

INSTRUMENT OF ILLUSIONS

Instrument of Scribing
Wondrous Item, Common

This musical instrument has 3 charges and regains all expended charges daily at dawn. While you are playing it, you can take a Magic action to
expend 1 charge and write a magical message on a nonmagical object or surface that you can see within 30 feet of yourself. The message can be up

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to six words long and is written in a language you know. If you are a Bard, you can scribe an additional seven words and make the message glow
faintly, allowing it to be seen in nonmagical Darkness. Casting the Dispel Magic spell on the message erases it. Otherwise, the message fades away
after 24 hours.

Instrument of the Bards


Wondrous Item, Rarity Varies (Requires Attunement by a Bard)

An Instrument of the Bards is superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a bard
college. The Instruments of the Bards table lists the spells common to all instruments, as well as the spells specific to each one and its rarity. A
creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 Psychic
damage.
ARTIST: CONCEPTOPOLIS
You can play the instrument to cast one of its spells. Once the instrument has been used to cast
a spell, it can’t be used to cast that spell again until the next dawn. The spells use your
spellcasting ability and spell save DC.

Instruments of the Bards

Instrument Rarity Spells

Fly, Invisibility, Levitate, Protection from Evil and Good,


All —
plus the spells listed for the particular instrument

Anstruth harp Very Rare Cure Wounds (level 5), Ice Storm, Wall of Thorns

Cure Wounds (level 3), Dispel Magic, Protection from


Canaith mandolin Rare
Energy (Lightning damage only)

Cli lyre Rare Stone Shape, Wall of Fire, Wind Wall

Animal Friendship, Protection from Energy (Fire damage


Doss lute Uncommon
only), Protection from Poison

Fochlucan bandore Uncommon Entangle, Faerie Fire, Shillelagh, Speak with Animals

Mac-Fuirmidh
Uncommon Barkskin, Cure Wounds, Fog Cloud
cittern

Ollamh harp Legendary Confusion, Control Weather, Fire Storm

INSTRUMENTS OF THE BARDS (CANAITH


MANDOLIN, CLI LYRE, ANSTRUTH HARP,
OLLAMH HARP, FOCHLUCAN BANDORE, DOSS LUTE,
MAC-FUIRMIDH CITTERN)

Ioun Stone
Wondrous Item, Rarity Varies (Requires Attunement)

Roughly marble sized, Ioun Stones are named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun Stones exist,
each type a distinct combination of shape and color.

When you take a Magic action to toss an Ioun Stone into the air, the stone orbits your head at a distance of 1d3 feet, conferring its benefit to you while
doing so. You can have up to three Ioun Stones orbiting your head at the same time.

Each Ioun Stone orbiting your head is considered to be an object you are wearing. The orbiting stone avoids contact with other creatures and objects,
adjusting its orbit to avoid collisions and thwarting all attempts by other creatures to attack or snatch it.

As a Utilize action, you can seize and stow any number of Ioun Stones orbiting your head. If your Attunement to an Ioun Stone ends while it’s orbiting
your head, the stone falls as though you had dropped it.

The type of stone determines its rarity and effects.

ARTIST: CONCEPTOPOLIS

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IOUN STONES

Absorption (Very Rare)


While this pale lavender ellipsoid orbits your head, you can take a Reaction to cancel a spell of level 4 or lower cast by a creature you can see. A
canceled spell has no effect, and any resources used to cast it are wasted. Once the stone has canceled 20 levels of spells, it burns out, turns dull
gray, and loses its magic.

Agility (Very Rare)


Your Dexterity increases by 2, to a maximum of 20, while this deep-red sphere orbits your head.

Awareness (Rare)
While this dark-blue rhomboid orbits your head, you have Advantage on Initiative rolls and Wisdom (Perception) checks.

Fortitude (Very Rare)


Your Constitution increases by 2, to a maximum of 20, while this pink rhomboid orbits your head.

Greater Absorption (Legendary)


While this marbled lavender and green ellipsoid orbits your head, you can take a Reaction to cancel a spell of level 8 or lower cast by a creature you
can see. A canceled spell has no effect, and any resources used to cast it are wasted. Once the stone has canceled 20 levels of spells, it burns out,
turns dull gray, and loses its magic.

Insight (Very Rare)


Your Wisdom increases by 2, to a maximum of 20, while this incandescent blue sphere orbits your head.

Intellect (Very Rare)


Your Intelligence increases by 2, to a maximum of 20, while this marbled scarlet and blue sphere orbits your head.

Leadership (Very Rare)


Your Charisma increases by 2, to a maximum of 20, while this marbled pink and green sphere orbits your head.

Mastery (Legendary)
Your Proficiency Bonus increases by 1 while this pale green prism orbits your head.

Protection (Rare)
You gain a +1 bonus to Armor Class while this dusty-rose prism orbits your head.

Regeneration (Legendary)
You regain 15 Hit Points at the end of each hour this pearly white spindle orbits your head if you have at least 1 Hit Point.

Reserve (Rare)
This vibrant purple prism stores spells cast into it, holding them until you use them. The stone can store up to 4 levels of spells at a time. When found,
it contains 1d4 levels of stored spells chosen by the DM.

Any creature can cast a spell of level 1 through 4 into the stone by touching it as the spell is cast. The spell has no effect, other than to be stored in
the stone. If the stone can’t hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much
space it uses.

While this stone orbits your head, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting
ability of the original caster but is otherwise treated as if you cast the spell. The spell cast from the stone is no longer stored in it, freeing up space.

Strength (Very Rare)

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Your Strength increases by 2, to a maximum of 20, while this pale blue rhomboid orbits your head.

Sustenance (Rare)
You don’t need to eat or drink while this clear spindle orbits your head.
ARTIST: CONCEPTOPOLIS

JAVELIN OF LIGHTNING, IRON BANDS OF BILARRO, IRON FLASK

Iron Bands of Bilarro


Wondrous Item, Rare

This rusty iron sphere measures 3 inches in diameter and weighs 1 pound. You can take a Magic action to throw the sphere at a Huge or smaller
creature you can see within 60 feet of yourself. As the sphere moves through the air, it opens into a tangle of metal bands.

Make a ranged attack roll with an attack bonus equal to your Dexterity modifier plus your Proficiency Bonus. On a hit, the target has the Restrained
condition until you take a Bonus Action to issue a command that releases it. Doing so or missing with the attack causes the bands to contract and
become a sphere once more.

A creature that can touch the bands, including the one Restrained, can take an action to make a DC 20 Strength (Athletics) check to break the iron
bands. On a successful check, the item is destroyed, and the Restrained creature is freed. On a failed check, any further attempts made by that
creature automatically fail until 24 hours have elapsed.

Once the bands are used, they can’t be used again until the next dawn.

Iron Flask
Wondrous Item, Legendary

While holding this brass-stoppered iron flask, you can take a Magic action to target a creature that you can see within 60 feet of yourself. If the flask is
empty and the target is native to a plane of existence other than the one you’re on, the target must succeed on a DC 17 Wisdom saving throw or be
trapped in the flask. If the target has been trapped by the flask before, it has Advantage on the save. Once trapped, a creature remains in the flask until
released. The flask can hold only one creature at a time. A creature trapped in the flask doesn’t age and doesn’t need to breathe, eat, or drink.

You can take a Magic action to remove the flask’s stopper and release the creature in the flask. The creature then obeys your commands for 1 hour,
understanding those commands even if it doesn’t know the language in which the commands are given. If you issue no commands or give the
creature a command that is likely to result in its death or imprisonment, it defends itself but otherwise takes no actions. At the end of the duration, the
creature acts in accordance with its normal disposition and alignment.

An Identify spell reveals if the flask contains a creature, but the only way to determine the type of creature is to open the flask. A newly discovered
Iron Flask might already contain a creature chosen by the DM or determined randomly by rolling on the following table (see the Monster Manual for
the creature’s stat block).

1d100 Contents

01–50 No creature

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1d100 Contents

51 Arcanaloth

52–54 Bone Devil

55–56 Cambion

57–58 Dao

59 Deva

60–61 Djinni

62–63 Efreeti

64–65 Erinyes

66–67 Fomorian

68 Githyanki Knight

69 Githzerai Zerth

70–71 Glabrezu

72–74 Hezrou

75 Incubus

76–77 Invisible Stalker

78–79 Marid

80 Marilith

81–82 Mezzoloth

83–84 Nalfeshnee

85–86 Night Hag

87–88 Nycaloth

89 Planetar

90–91 Red Slaad

92–93 Salamander

94 Solar

95 Succubus

96 Ultroloth

97–99 Vrock

00 Xorn

Magic Items (J)

Javelin of Lightning
Weapon (Javelin), Uncommon

Each time you make an attack roll with this magic weapon and hit, you can have it deal Lightning damage instead of Piercing damage.

Lightning Bolt. When you throw this weapon at a target no farther than 120 feet from you, you can forgo making a ranged attack roll and instead turn
the weapon into a bolt of lightning. This bolt forms a 5-foot-wide Line between you and the target. The target and each other creature in the Line
(excluding you) makes a DC 13 Dexterity saving throw, taking 4d6 Lightning damage on a failed save or half as much damage on a successful one.
Immediately after dealing this damage, the weapon reappears in your hand. This property can’t be used again until the next dawn.

Magic Items (K)

Keoghtom’s Ointment
Wondrous Item, Uncommon

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This glass jar, 3 inches in diameter, contains 1d4 + 1 doses of a thick mixture that smells faintly of aloe. The jar and its contents weigh 1/2 pound.

As a Utilize action, you can swallow one dose of the ointment or apply it to a creature within 5 feet of yourself. The creature that receives it regains
2d8 + 2 Hit Points and ceases to have the Poisoned condition.

Magic Items (L)

Lantern of Revealing
Wondrous Item, Uncommon

While lit, this hooded lantern burns for 6 hours on 1 pint of oil, shedding Bright Light in a 30-foot radius and Dim Light for an additional 30 feet.
Invisible creatures and objects are visible as long as they are in the lantern’s Bright Light. You can take a Utilize action to lower the hood, reducing the
lantern’s light to Dim Light in a 5-foot radius.
ARTIST: CONCEPTOPOLIS

LUCK BLADE (SHORTSWORD), KEOGHTOM’S OINTMENT, LANTERN OF REVEALING

Lock of Trickery
Wondrous Item, Common

This lock appears to be an ordinary Lock (of the type described in chapter 6 of the Player’s Handbook) and comes with a single key. The tumblers in
this lock magically adjust to thwart burglars. Dexterity checks made to pick the lock have Disadvantage.

Luck Blade
Weapon (Glaive, Greatsword, Longsword, Rapier, Scimitar, Sickle, or Shortsword), Legendary (Requires Attunement)

You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. While the weapon is on your person, you also gain a +1 bonus to
saving throws.

Luck. If the weapon is on your person, you can call on its luck (no action required) to reroll one failed D20 Test if you don’t have the Incapacitated
condition. You must use the second roll. Once used, this property can’t be used again until the next dawn.

Wish. The weapon has 1d3 charges. While holding it, you can expend 1 charge and cast Wish from it. Once used, this property can’t be used again
until the next dawn. The weapon loses this property if it has no charges.

Lute of Thunderous Thumping


Weapon (Club), Very Rare

This reinforced lute can be wielded as a magic Club that deals an extra 2d8 Thunder damage on a hit.

Sing and Swing. If you’re a Bard, you can use your Charisma modifier instead of your Strength modifier when making a melee attack roll with the lute,
provided you sing or hum while making the attack.

Magic Items (M)

Mace of Disruption

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Weapon (Mace), Rare (Requires Attunement)

When you hit a Fiend or an Undead with this magic weapon, that creature takes an extra 2d6 Radiant damage. If the target has 25 Hit Points or fewer
after taking this damage, it must succeed on a DC 15 Wisdom saving throw or be destroyed. On a successful save, the creature has the Frightened
condition until the end of your next turn.

Light. While you hold this weapon, it sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet.

Mace of Smiting
Weapon (Mace), Rare

You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. The bonus increases to +3 when you use the weapon to attack a
Construct.

When you roll a 20 on an attack roll made with this weapon, the target takes an extra 7 Bludgeoning damage, or 14 Bludgeoning damage if it’s a
Construct. If a Construct has 25 Hit Points or fewer after taking this damage, it is destroyed.

Mace of Terror
Weapon (Mace), Rare (Requires Attunement)

This magic weapon has 3 charges and regains 1d3 expended charges daily at dawn. While holding the weapon, you can take a Magic action and
expend 1 charge to release a wave of terror from it. Each creature of your choice within 30 feet of you must succeed on a DC 15 Wisdom saving throw
or have the Frightened condition for 1 minute. While Frightened in this way, a creature must spend its turns trying to move as far away from you as it
can, and it can’t make Opportunity Attacks. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving.
If it has nowhere it can move, the creature can take the Dodge action. At the end of each of its turns, a creature repeats the save, ending the effect on
itself on a success.
ARTIST: CONCEPTOPOLIS

MACE OF TERROR, MACE OF SMITING, MACE OF


DISRUPTION, MANTLE OF SPELL RESISTANCE

Mantle of Spell Resistance


Wondrous Item, Rare (Requires Attunement)

You have Advantage on saving throws against spells while you wear this cloak.

Manual of Bodily Health


Wondrous Item, Very Rare

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This book contains health and nutrition tips, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying
the book’s contents and practicing its guidelines, your Constitution increases by 2, to a maximum of 30. The manual then loses its magic but regains
it in a century.

Manual of Gainful Exercise


Wondrous Item, Very Rare

This book describes fitness exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the
book’s contents and practicing its guidelines, your Strength increases by 2, to a maximum of 30. The manual then loses its magic but regains it in a
century.

Manual of Golems
Wondrous Item, Very Rare

This tome contains information and incantations necessary to make a particular type of golem. The DM chooses the type or determines it randomly
by rolling on the accompanying table. To decipher and use the manual, you must be a spellcaster with at least two level 5 spell slots. A creature that
can’t use a Manual of Golems and attempts to read it takes 6d6 Psychic damage.

To create a golem, you must spend the time shown on the table, working without interruption with the manual at hand and resting no more than 8
hours per day. You must also pay the specified cost to purchase supplies.

Once you finish creating the golem, the book is consumed in eldritch flames. The golem becomes animate when the ashes of the manual are
sprinkled on it. See the Monster Manual for the golem’s stat block. The golem is under your control, and it understands and obeys your commands.

1d20 Golem Time Cost

1–5 Clay Golem 30 days 65,000 GP

6–17 Flesh Golem 60 days 50,000 GP

18 Iron Golem 120 days 100,000 GP

19–20 Stone Golem 90 days 80,000 GP

ARTIST: CONCEPTOPOLIS

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MANUAL OF GOLEMS (CLAY, FLESH, IRON,
STONE), MANUAL OF BODILY HEALTH

Manual of Quickness of Action


Wondrous Item, Very Rare

This book contains coordination and balance exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer
studying the book’s contents and practicing its guidelines, your Dexterity increases by 2, to a maximum of 30. The manual then loses its magic but
regains it in a century.

Mariner’s Armor
Armor (Any Light, Medium, or Heavy), Uncommon

While wearing this armor, you have a Swim Speed equal to your Speed. In addition, if you start your turn underwater with 0 Hit Points, you immediately
regain 1d4 Hit Points. The armor can’t heal anyone again until the next dawn.

The armor is decorated with fish and shell motifs.

Medallion of Thoughts
Wondrous Item, Uncommon (Requires Attunement)

The medallion has 5 charges. While wearing it, you can expend 1 charge to cast Detect Thoughts (save DC 13) from it. The medallion regains 1d4
expended charges daily at dawn.
ARTIST: CONCEPTOPOLIS

MEDALLION OF THOUGHTS, MANUAL OF QUICKNESS OF ACTION,


MARINER’S ARMOR (LEATHER ARMOR), MIRROR OF LIFE TRAPPING

Mirror of Life Trapping


Wondrous Item, Very Rare

When this 4-foot-tall, 2-foot-wide mirror is viewed indirectly, its surface shows faint images of creatures. The mirror weighs 50 pounds, and it has AC
11, HP 10, Immunity to Poison and Psychic damage, and Vulnerability to Bludgeoning damage. It shatters and is destroyed when reduced to 0 Hit
Points.

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If the mirror is hanging on a vertical surface and you are within 5 feet of it, you can take a Magic action and use a command word to activate it. It
remains activated until you take a Magic action and repeat the command word to deactivate it.

Any creature other than you that sees its reflection in the activated mirror while within 30 feet of the mirror must succeed on a DC 15 Charisma saving
throw or be trapped, along with anything it is wearing or carrying, in one of the mirror’s twelve extradimensional cells. A creature that knows the
mirror’s nature makes the save with Advantage, and Constructs succeed on the save automatically.

An extradimensional cell is an infinite expanse filled with thick fog that reduces visibility to 10 feet. Creatures trapped in the mirror’s cells don’t age,
and they don’t need to eat, drink, or sleep. A creature trapped within a cell can escape using magic that permits planar travel. Otherwise, the creature
is confined to the cell until freed.

If the mirror traps a creature but its twelve extradimensional cells are already occupied, the mirror frees one trapped creature at random to
accommodate the new prisoner. A freed creature appears in an unoccupied space within sight of the mirror but facing away from it. If the mirror is
shattered, all creatures it contains are freed and appear in unoccupied spaces near it.

While within 5 feet of the mirror, you can take a Magic action to name one creature trapped in it or call out a particular cell by number. The creature
named or contained in the named cell appears as an image on the mirror’s surface. You and the creature can then communicate.

In a similar way, you can take a Magic action and use a second command word to free one creature trapped in the mirror. The freed creature appears,
along with its possessions, in the unoccupied space nearest to the mirror and facing away from it.

Placing the mirror inside an extradimensional space created by a Bag of Holding, Portable Hole, or similar item instantly destroys both items and
opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate and not
behind Total Cover is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be
reopened.

Mithral Armor
Armor (Any Medium or Heavy, Except Hide Armor), Uncommon

Mithral is a light, flexible metal. Armor made of this substance can be worn under normal clothes. If the armor normally imposes Disadvantage on
Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn’t.

Moonblade
Weapon (Greatsword, Longsword, Rapier, Scimitar, or Shortsword), Legendary (Requires Attunement by a Creature of the Weapon’s Choice)

Of all the magic items created by elves, one of the most prized and jealously guarded is a Moonblade. In ancient times, nearly all elven noble houses
claimed one such weapon. Over the centuries, some of these weapons have faded from the world, their magic lost as family lines have become
extinct. Others have vanished with their bearers during great quests. Thus, only a few of these weapons remain.

Every Moonblade longs for a bearer whose disposition and goals are compatible with its own. If you try to attune to a Moonblade that doesn’t want
you as its bearer, the weapon not only rejects you but also places a curse on you, causing you to make D20 Tests with Disadvantage for 24 hours or
until the curse is ended by a Remove Curse spell or similar magic. If you’re accepted by the weapon and try to attune to it, you become attuned to it
instantly, and a new rune appears on it. You remain attuned to the weapon until you die or the weapon is destroyed. A Moonblade functions like a
nonmagical weapon of its kind for anyone other than its chosen bearer.

A Moonblade has one rune on it for each bearer it has willingly served (typically 1d6 + 1). The first rune grants a +1 bonus to attack rolls and damage
rolls made with this magic weapon. Each rune beyond the first grants the Moonblade an additional property. The DM chooses each property or
determines it randomly by rolling on the Moonblade Properties table.

Minor Property. In addition to its aforementioned properties, each Moonblade has a minor property determined by rolling on the Magic Item’s Minor
Property table (see earlier in this chapter).

Sentience. A Moonblade is a sentient weapon with an Intelligence of 12, a Wisdom of 10, and a Charisma of 12. It has hearing and Darkvision out to
120 feet. Its alignment matches that of its creator.

The weapon communicates by transmitting emotions, sending a tingling sensation through the wielder’s hand when it wants to communicate
something it has sensed. It can communicate through visions or dreams when the wielder is either in a trance or asleep.

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Personality. A Moonblade has a personality similar to that of its creator. Once a Moonblade has decided on an owner, it believes that only that person
should wield it, even if the bearer’s alignment differs from that of the weapon’s or the bearer’s goals later clash with the weapon’s goals.
ARTIST: CONCEPTOPOLIS

MOONBLADE (LONGSWORD)

Moonblade Properties

1d100 Property

01–60 Increase the weapon’s bonus to attack rolls and damage rolls by 1, to a maximum of +3. Reroll if the Moonblade already has a +3 bonus.

When you hit with an attack roll using the Moonblade, you deal an extra 1d6 Force damage. Each time the weapon gains this property after the
61–75
first, the extra damage increases by 1d6, to a maximum of 3d6. Reroll if the Moonblade already deals an extra 3d6 Force damage on a hit.

The Moonblade gains the Thrown property with a normal range of 20 feet and a long range of 60 feet. Each time you throw the weapon, it flies
76–80
back to your hand after the attack.

81–85 The Moonblade scores a Critical Hit on a roll of 19 or 20 on the d20.

You can take a Bonus Action to cause the Moonblade to flash brightly. Each other creature that is within 30 feet of you and not behind Total
86–95 Cover must succeed on a DC 15 Constitution saving throw or have the Blinded condition for 1 minute. A creature repeats the save at the end of
each of its turns, ending the effect on itself on a success. You can’t use this property again until you finish a Short or Long Rest.

96–99 The Moonblade has the properties of a Ring of Spell Storing.

You can take a Magic action to conjure a spectral entity that resembles a shadowy elf if you don’t already have one serving you. The entity
appears in an unoccupied space within 120 feet of you. It uses the Shadow stat block with these changes: it is a Fey, has a Neutral alignment,
00
and doesn’t create new shadows. You control this entity, deciding how it acts and moves. It remains until it drops to 0 Hit Points or you dismiss
it as a Magic action.

Moon-Touched Sword
Weapon (Glaive, Greatsword, Longsword, Rapier, Scimitar, or Shortsword), Common

In Darkness, the unsheathed blade of this weapon sheds moonlight, creating Bright Light in a 15-foot radius and Dim Light for an additional 15 feet.
ARTIST: CONCEPTOPOLIS

MOON-TOUCHED SWORD (RAPIER)

Mystery Key
Wondrous Item, Common

A question mark is worked into the head of this key. The key has a 5 percent chance of unlocking any lock into which it’s inserted. Once it unlocks
something, the key disappears.

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Magic Items (N)

Nature’s Mantle
Wondrous Item, Uncommon (Requires Attunement by a Druid or Ranger)

This cloak shifts color and texture to blend with the terrain surrounding you. While wearing the cloak, you can use it as a Spellcasting Focus for your
Druid and Ranger spells.

While you are in an area that is Lightly Obscured, you can Hide as a Bonus Action even if you are being directly observed.

Necklace of Adaptation
Wondrous Item, Uncommon (Requires Attunement)

While wearing this necklace, you can breathe normally in any environment, and you have Advantage on saving throws made to avoid or end the
Poisoned condition.

Necklace of Fireballs
Wondrous Item, Rare

This necklace has 1d6 + 3 beads hanging from it. You can take a Magic action to detach a bead and throw it up to 60 feet away. When it reaches the
end of its trajectory, the bead detonates as a level 3 Fireball (save DC 15).

You can hurl multiple beads, or even the whole necklace, at one time. When you do so, increase the damage of the Fireball by 1d6 for each bead after
the first (maximum 12d6).

Necklace of Prayer Beads


Wondrous Item, Rare (Requires Attunement by a Cleric, Druid, or Paladin)

This necklace has 1d4 + 2 magic beads made from aquamarine, black pearl, or topaz. It also has many nonmagical beads made from stones such as
amber, bloodstone, citrine, coral, jade, pearl, or quartz. If a magic bead is removed from the necklace, that bead loses its magic.

Six types of magic beads exist. The DM decides the type of each bead on the necklace or determines it randomly by rolling on the table below. A
necklace can have more than one bead of the same type. To use one, you must be wearing the necklace. Each bead contains a spell that you can cast
from it as a Bonus Action (using your spell save DC if a save is necessary). Once a magic bead’s spell is cast, that bead can’t be used again until the
next dawn.

1d20 Bead Spell

1–6 Bead of Blessing Bless

7–12 Bead of Curing Cure Wounds (level 2 version)

13–16 Bead of Favor Greater Restoration

17–18 Bead of Smiting Shining Smite

19 Bead of Summons Guardian of Faith

20 Bead of Wind Walking Wind Walk

Nine Lives Stealer


Weapon (Any Simple or Martial), Very Rare (Requires Attunement)

You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.

Life Stealing. The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the
d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its
body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no
charges remaining, it loses this property.

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Nolzur’s Marvelous Pigments


Wondrous Item, Very Rare

ARTIST: CONCEPTOPOLIS, BRIAN VALEZA


This fine wooden box contains 1d4 pots of pigment and a brush (weighing 1
pound in total).

Using the brush and expending 1 pot of pigment, you can paint any number of
three-dimensional objects and terrain features (such as walls, doors, trees,
flowers, weapons, webs, and pits), provided these elements are all confined to
a 20-foot Cube. The effort takes 10 minutes (regardless of the number of
elements you create), during which time you must remain in the Cube, and
requires Concentration. If your Concentration is broken or you leave the Cube
before the work is done, all the painted elements vanish, and the pot of
pigment is wasted.

When the work is done, all the painted objects and terrain features become
real. Thus, painting a door on a wall creates an actual door, which can be
opened to whatever is beyond. Painting a pit creates a real pit, the entire depth
of which must lie within the 20-foot Cube.

No object created by a pot of pigment can have a value greater than 25 GP,
and the total value of all objects created by a pot of pigment can’t exceed 500
GP. If you paint objects of greater value (such as a large pile of gold), they look
authentic, but close inspection reveals they’re made from paste, cookies, or
some other worthless material.

If you paint a form of energy such as fire or lightning, the energy dissipates as
soon as you complete the painting, doing no harm.

NECKLACE OF FIREBALLS, NATURE’S MANTLE,


NINE LIVES STEALER (GREATSWORD), NECKLACE OF
PRAYER BEADS, NOLZUR’S MARVELOUS PIGMENTS

Magic Items (O)

Oathbow
Weapon (Longbow or Shortbow), Very Rare (Requires Attunement)

When you nock an arrow on this bow, it whispers in Elvish, “Swift defeat to my enemies.” When you use this weapon to make a ranged attack, you can
utter or sign the following command words: “Swift death to you who have wronged me.” The target of your attack becomes your sworn enemy until it
dies or until dawn 7 days later. You can have only one such sworn enemy at a time. When your sworn enemy dies, you can choose a new one after the
next dawn.

When you make a ranged attack roll with this weapon against your sworn enemy, you have Advantage on the roll. In addition, your target gains no
benefit from Half Cover or Three-Quarters Cover, and you suffer no Disadvantage due to long range. If the attack hits, your sworn enemy takes an
extra 3d6 Piercing damage.

While your sworn enemy lives, you have Disadvantage on attack rolls with all other weapons.

ARTIST: CONCEPTOPOLIS, IRINA NORDSOL

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OATHBOW, ORB OF DIRECTION

Oil of Etherealness
Potion, Rare

One vial of this oil can cover one Medium or smaller creature, along with the equipment it’s wearing and carrying (one additional vial is required for
each size category above Medium). Applying the oil takes 10 minutes. The affected creature then gains the effect of the Etherealness spell for 1 hour.

Beads of this cloudy, gray oil form on the outside of its container and quickly evaporate.

Oil of Sharpness
Potion, Very Rare

One vial of this oil can coat one Melee weapon or twenty pieces of ammunition, but only ammunition and Melee weapons that are nonmagical and
deal Slashing or Piercing damage are affected. Applying the oil takes 1 minute, after which the oil magically seeps into whatever it coats, turning the
coated weapon into a +3 Weapon or the coated ammunition into +3 Ammunition.

This clear, gelatinous oil sparkles with tiny, ultrathin silver shards.

Oil of Slipperiness
Potion, Uncommon

One vial of this oil can cover one Medium or smaller creature, along with the equipment it’s wearing and carrying (one additional vial is required for
each size category above Medium). Applying the oil takes 10 minutes. The affected creature then gains the effect of the Freedom of Movement spell
for 8 hours.

Alternatively, the oil can be poured on the ground as a Magic action, where it covers a 10-foot square, duplicating the effect of the Grease spell in that
area for 8 hours.

This sticky, black unguent is thick and heavy, but it flows quickly when poured.

Orb of Direction
Wondrous Item, Common

This orb can be used as an Arcane Focus.

While holding this orb, you can take a Magic action to determine which way is magnetic north. Nothing happens if the orb is used in a location that
has no magnetic north.

Orb of Dragonkind
Wondrous Item, Artifact (Requires Attunement)

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Long ago, in the Dragonlance setting, elves and humans waged a terrible war against chromatic dragons. When the world seemed doomed, the
wizards of the Towers of High Sorcery came together and forged five Orbs of Dragonkind to help defeat the dragons. One orb was taken to each of
the five towers, and there they were used to speed the war toward a victorious end. The wizards used the orbs to lure dragons to them, then destroyed
the dragons with powerful magic.

As the Towers of High Sorcery fell in later ages, the orbs were destroyed or faded into legend, and only three are thought to survive. Their magic has
been warped over the centuries. Their primary purpose of calling dragons still functions, but they also allow some measure of control over dragons.

Each orb contains the essence of an evil dragon, a presence that resents any attempt to coax magic from it. Those who try to wield an orb’s magic
but lack sufficient force of personality might find themselves under the orb’s control.
ARTIST: BRIAN VALEZA

ORB OF DRAGONKIND

An orb is an etched crystal globe about 10 inches in diameter. When used, it grows to about 20 inches in diameter, and mist swirls inside it.

While attuned to an orb, you can take a Magic action to peer into the orb’s depths. You must then make a DC 15 Charisma saving throw. On a
successful save, you control the orb for as long as you remain attuned to it. On a failed save, the orb imposes the Charmed condition on you for as
long as you remain attuned to it.

While you are Charmed by the orb, you can’t voluntarily end your Attunement to it, and the orb casts Suggestion on you at will (save DC 18), urging you
to work toward the evil ends it desires. The dragon essence within the orb might want many things: the annihilation of a particular society or
organization, freedom from the orb, to spread suffering in the world, to advance the worship of Tiamat, or something else the DM decides.

Random Properties. An Orb of Dragonkind has the following random properties (see “Artifacts” in this chapter):

2 minor beneficial properties


1 minor detrimental property
1 major detrimental property

Spells. The orb has 7 charges and regains 1d4 + 3 expended charges daily at dawn. If you control the orb, you can cast one of the spells on the
following table from it. The table indicates how many charges you must expend to cast the spell.

Spell Charge Cost

Cure Wounds (level 9 version) 4

Daylight 1

Death Ward 2

Detect Magic 0

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Spell Charge Cost

Scrying (save DC 18) 3

Call Dragons. While you control the orb, you can take a Magic action to cause the orb to issue a telepathic call that extends in all directions for 40
miles. Chromatic dragons in range feel compelled to come to the orb as soon as possible by the most direct route. Dragon deities such as Tiamat are
unaffected by this call. Chromatic dragons drawn to the orb might be Hostile toward you for compelling them against their will. Once you have used
this property, it can’t be used again for 1 hour.

Destroying an Orb. An Orb of Dragonkind has AC 20 and is destroyed if it takes damage from a +3 Weapon or a Disintegrate spell. Nothing else can
harm it.

Orb of Time
Wondrous Item, Common

This orb can be used as an Arcane Focus.

While holding the orb, you can take a Magic action to determine whether it is morning, afternoon, evening, or nighttime. This property functions only
on the Material Plane.

Magic Items (P)

Pearl of Power
Wondrous Item, Uncommon (Requires Attunement by a Spellcaster)

While this pearl is on your person, you can take a Magic action to regain one expended spell slot of level 3 or lower. Once you use the pearl, it can’t be
used again until the next dawn.

Perfume of Bewitching
Wondrous Item, Common

This tiny vial contains magic perfume, enough for one use. You can take a Magic action to apply the perfume to yourself, and its effect lasts 1 hour.
For the duration, you have Advantage on all Charisma (Deception and Persuasion) checks made to influence a creature within 5 feet of yourself.

Periapt of Health
Wondrous Item, Uncommon (Requires Attunement)

While wearing this pendant, you can take a Magic action to regain 2d4 + 2 Hit Points. Once used, this property can’t be used again until the next dawn.

In addition, you have Advantage on saving throws to avoid or end the Poisoned condition while you wear this pendant.

Periapt of Proof against Poison


Wondrous Item, Rare (Requires Attunement)

This delicate silver chain has a brilliant-cut black gem pendant. While you wear it, you have Immunity to the Poisoned condition and Poison damage.

Periapt of Wound Closure


Wondrous Item, Uncommon (Requires Attunement)

While wearing this pendant, you gain the following benefits.

Life Preservation. Whenever you make a Death Saving Throw, you can change a roll of 9 or lower to a 10, turning a failed save into a successful one.

Natural Healing Boost. Whenever you roll a Hit Point Die to regain Hit Points, double the number of Hit Points it restores.

ARTIST: CONCEPTOPOLIS, DAVID RENÉ CHRISTENSEN

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PERIAPT OF HEALTH, PIPE OF SMOKE MONSTERS, PERIAPT OF


WOUND CLOSURE, PIPES OF THE SEWERS, PIPES OF HAUNTING

Philter of Love
Potion, Uncommon

The next time you see a creature within 10 minutes after drinking this philter, you are charmed by that creature and have the Charmed condition for 1
hour.

This rose-hued, effervescent liquid contains one easy-to-miss bubble shaped like a heart.

Pipe of Smoke Monsters


Wondrous Item, Common

While smoking this pipe, you can take a Magic action to exhale a puff of smoke that takes the form of a creature, such as a dragon, a flumph, or a
slaad. The form must be small enough to fit in a 1-foot cube and loses its shape after a few seconds, becoming an ordinary puff of smoke.

Pipes of Haunting
Wondrous Item, Uncommon

These pipes have 3 charges and regain 1d3 expended charges daily at dawn. You can take a Magic action to play them and expend 1 charge to create
an eerie, spellbinding tune. Each creature of your choice within 30 feet of you must succeed on a DC 15 Wisdom saving throw or have the Frightened
condition for 1 minute. A creature that fails the save repeats it at the end of each of its turns, ending the effect on itself on a success. A creature that
succeeds on its save is immune to the effect of these pipes for 24 hours.

Pipes of the Sewers


Wondrous Item, Uncommon (Requires Attunement)

While these pipes are on your person, ordinary rats and giant rats are Indifferent toward you and won’t attack you unless you threaten or harm them.

The pipes have 3 charges and regain 1d3 expended charges daily at dawn. If you play the pipes as a Magic action, you can take a Bonus Action to
expend 1 to 3 charges, calling forth one Swarm of Rats with each expended charge if enough rats are within half a mile of you to be called in this
fashion (as determined by the DM). If there aren’t enough rats to form a swarm, the charge is wasted. Called swarms move toward the music by the
shortest available route but aren’t under your control otherwise.

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Whenever a Swarm of Rats that isn’t under another creature’s control comes within 30 feet of you while you are playing the pipes, the swarm makes a
DC 15 Wisdom saving throw. On a successful save, the swarm behaves as it normally would and can’t be swayed by the pipes’ music for the next 24
hours. On a failed save, the swarm is swayed by the pipes’ music and becomes Friendly to you and your allies for as long as you continue to play the
pipes each round as a Magic action. A Friendly swarm obeys your commands. If you issue no commands to a Friendly swarm, it defends itself but
otherwise takes no actions. If a Friendly swarm starts its turn more than 30 feet away from you, your control over that swarm ends, and the swarm
behaves as it normally would and can’t be swayed by the pipes’ music for the next 24 hours.

Plate Armor of Etherealness


Armor (Half Plate Armor or Plate Armor), Legendary (Requires Attunement)

While you’re wearing this armor, you can take a Magic action and use a command word to gain the effect of the Etherealness spell. The spell ends
immediately if you remove the armor or take a Magic action to repeat the command word. This property of the armor can’t be used again until the
next dawn.

Pole of Angling
Wondrous Item, Common

This item functions as a Pole. While holding it, you can take a Magic action to cause it to transform into a fishing pole with a hook, a line, and a reel, or
have the fishing pole revert to a Pole.

Pole of Collapsing
Wondrous Item, Common

This item functions as a Pole. While holding it, you can take a Magic action to collapse it into a 1-foot-long rod for ease of storage (the pole’s weight
doesn’t change) or cause the 1-foot-long rod to revert to a Pole. The rod elongates only as far as the surrounding space allows.

Portable Hole
Wondrous Item, Rare

This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter.

You can take a Magic action to unfold a Portable Hole and place it on or against a solid surface, whereupon the Portable Hole creates an
extradimensional hole 10 feet deep. The cylindrical space within the hole exists on a different plane of existence, so it can’t be used to create open
passages. Any creature inside an open Portable Hole can exit the hole by climbing out of it.

You can take a Magic action to close a Portable Hole by taking hold of the edges of the cloth and folding it up. Folding the cloth closes the hole, and
any creatures or objects within remain in the extradimensional space. No matter what’s in it, the hole weighs next to nothing.

If the hole is folded up, a creature within the hole’s extradimensional space can take an action to make a DC 10 Strength (Athletics) check. On a
successful check, the creature forces its way out and appears within 5 feet of the Portable Hole. A closed Portable Hole holds enough air for 1 hour
of breathing, divided by the number of breathing creatures inside.

Placing a Portable Hole inside an extradimensional space created by a Bag of Holding, Heward’s Handy Haversack, or similar item instantly destroys
both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of
the gate and not behind Total Cover is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is
one-way only and can’t be reopened.

Potion of Animal Friendship


Potion, Uncommon

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When you drink this potion, you can cast the level 3 version of the Animal Friendship spell (save
ARTIST: CONCEPTOPOLIS, PAUL SCOTT CANAVAN
DC 13).

Agitating this potion’s muddy liquid brings little bits into view: a fish scale, a hummingbird
feather, a cat claw, or a squirrel hair.

Potion of Clairvoyance
Potion, Rare

When you drink this potion, you gain the effect of the Clairvoyance spell (no Concentration
required).

An eyeball bobs in this potion’s yellowish liquid but vanishes when the potion is opened.

Potion of Climbing
Potion, Common

When you drink this potion, you gain a Climb Speed equal to your Speed for 1 hour. During this
time, you have Advantage on Strength (Athletics) checks to climb.

This potion is separated into brown, silver, and gray layers resembling bands of stone. Shaking
the bottle fails to mix the colors.

Potion of Comprehension
Potion, Common

When you drink this potion, you gain the effect of the Comprehend Languages spell for 1 hour.

This potion’s liquid is a clear concoction with bits of salt and soot swirling in it.

POTION OF CLIMBING, POTION OF


FIRE BREATH, PLATE ARMOR OF
ETHEREALNESS, POLE OF COLLAPSING

Potion of Diminution
Potion, Rare

When you drink this potion, you gain the “reduce” effect of the Enlarge/Reduce spell for 1d4 hours (no Concentration required).

The red in the potion’s liquid continuously contracts to a tiny bead and then expands to color the clear liquid around it. Shaking the bottle fails to
interrupt this process.

Potion of Fire Breath


Potion, Uncommon

After drinking this potion, you can take a Bonus Action to exhale fire at a target within 30 feet of yourself. The target makes a DC 13 Dexterity saving
throw, taking 4d6 Fire damage on a failed save or half as much damage on a successful one. The effect ends after you exhale the fire three times or
when 1 hour has passed.

This potion’s orange liquid flickers, and smoke fills the top of the container and wafts out whenever it is opened.

Potion of Flying
Potion, Very Rare

When you drink this potion, you gain a Fly Speed equal to your Speed for 1 hour and can hover. If you’re in the air when the potion wears off, you fall
unless you have some other means of staying aloft.

This potion’s clear liquid floats at the top of its container and has cloudy white impurities drifting in it.

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Potion of Gaseous Form


Potion, Rare

When you drink this potion, you gain the effect of the Gaseous Form spell for 1 hour (no Concentration required) or until you end the effect as a
Bonus Action.

This potion’s container seems to hold fog that moves and pours like water.

Potion of Giant Strength


Potion, Rarity Varies

When you drink this potion, your Strength score changes for 1 hour. The type of giant determines the score (see the table below). The potion has no
effect on you if your Strength is equal to or greater than that score.

This potion’s transparent liquid has floating in it a sliver of light resembling a giant’s fingernail.

Potion Str. Rarity

Potion of Giant Strength (hill) 21 Uncommon

Potion of Giant Strength (frost) or Potion of Giant Strength (stone) 23 Rare

Potion of Giant Strength (fire) 25 Rare

Potion of Giant Strength (cloud) 27 Very Rare

Potion of Giant Strength (storm) 29 Legendary

Potion of Greater Invisibility


Potion, Very Rare

This potion’s container looks empty but feels as though it holds liquid. When you drink the potion, you have the Invisible condition for 1 hour.

Potion of Growth
Potion, Uncommon

When you drink this potion, you gain the “enlarge” effect of the Enlarge/Reduce spell for 10 minutes (no Concentration required).

The red in the potion’s liquid continuously expands from a tiny bead to color the clear liquid around it and then contracts. Shaking the bottle fails to
interrupt this process.

Potions of Healing
Potion, Rarity Varies

You regain Hit Points when you drink this potion. The number of Hit Points depends on the potion’s rarity, as shown in the table below.

Whatever its potency, the potion’s red liquid glimmers when agitated.

Potion HP Regained Rarity

Potion of Healing 2d4 + 2 Common

Potion of Healing (greater) 4d4 + 4 Uncommon

Potion of Healing (superior) 8d4 + 8 Rare

Potion of Healing (supreme) 10d4 + 20 Very Rare

Potion of Heroism
Potion, Rare

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When you drink this potion, you gain 10 Temporary Hit Points that last for 1 hour. For the same duration, you are under the effect of the Bless spell
(no Concentration required).

This potion’s blue liquid bubbles and steams as if boiling.

Potion of Invisibility
Potion, Rare

This potion’s container looks empty but feels as though it holds liquid. When you drink the potion, you have the Invisible condition for 1 hour. The
effect ends early if you make an attack roll, deal damage, or cast a spell.

Potion of Invulnerability
Potion, Rare

For 1 minute after you drink this potion, you have Resistance to all damage.

This potion’s syrupy liquid looks like liquefied iron.

Potion of Longevity
Potion, Very Rare

When you drink this potion, your physical age is reduced by 1d6 + 6 years, to a minimum of 13 years. Each time you subsequently drink a Potion of
Longevity, there is 10 percent cumulative chance that you instead age by 1d6 + 6 years.

Suspended in this amber liquid is a tiny heart that, against all reason, is still beating. These ingredients vanish when the potion is opened.

Potion of Mind Reading


Potion, Rare

When you drink this potion, you gain the effect of the Detect Thoughts spell (save DC 13) for 10 minutes (no Concentration required).

This potion’s dense, purple liquid has an ovoid cloud of pink floating in it.
ARTIST: CONCEPTOPOLIS

POTION OF GIANT STRENGTH (STORM), POTION OF HEALING,


POTION OF PUGILISM, POTION OF INVISIBILITY, POTION OF VITALITY

Potion of Poison
Potion, Uncommon

This concoction looks, smells, and tastes like a Potion of Healing or another beneficial potion. However, it is actually poison masked by illusion
magic. Identify reveals its true nature.

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If you drink this potion, you take 4d6 Poison damage and must succeed on a DC 13 Constitution saving throw or have the Poisoned condition for 1
hour.

Potion of Pugilism
Potion, Uncommon

After you drink this potion, each Unarmed Strike you make deals an extra 1d6 Force damage on a hit. This effect lasts 10 minutes.

This potion is a thick green fluid that tastes like spinach.

Potion of Resistance
Potion, Uncommon

When you drink this potion, you have Resistance to one type of damage for 1 hour. The DM chooses the type or determines it randomly by rolling on
the following table.

1d10 Damage Type

1 Acid

2 Cold

3 Fire

4 Force

5 Lightning

6 Necrotic

7 Poison

8 Psychic

9 Radiant

10 Thunder

Potion of Speed
Potion, Very Rare

When you drink this potion, you gain the effect of the Haste spell for 1 minute (no Concentration required) without suffering the wave of lethargy that
typically occurs when the effect ends.

This potion’s yellow fluid is streaked with black and swirls on its own.

Potion of Vitality
Potion, Very Rare

When you drink this potion, it removes any Exhaustion levels you have and ends the Poisoned condition on you. For the next 24 hours, you regain the
maximum number of Hit Points for any Hit Point Die you spend.

This potion’s crimson liquid regularly pulses with dull light, calling to mind a heartbeat.

Potion of Water Breathing


Potion, Uncommon

You can breathe underwater for 24 hours after drinking this potion.

This potion’s cloudy green fluid smells of the sea and has a jellyfish-like bubble floating in it.

Pot of Awakening
Wondrous Item, Common

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If you plant an ordinary shrub in this 10-pound clay pot and let it grow for 30 days, the shrub magically transforms into an Awakened Shrub at the end
of that time. When the shrub awakens, its roots break the pot, destroying it.

The awakened shrub is Friendly toward you and obeys your commands. Absent commands from you, it does nothing.

Prosthetic Limb
Wondrous Item, Common

This magic item replaces a lost limb—a hand, an arm, a foot, a leg, or a similar body part. While the prosthetic is attached, it functions identically to
the part it replaces. You can detach or reattach it as a Magic action, and it can’t be removed against your will while you are alive.

Magic Items (Q)

Quaal’s Feather Token


Wondrous Item, Rarity Varies

This object looks like a feather. Different types of feather tokens exist, each with a different single-use effect. The DM chooses the kind of token or
determines it randomly by rolling on the Quaal’s Feather Tokens table. The type of token determines its rarity.

Quaal’s Feather Tokens

1d100 Token Rarity

01–20 Anchor Uncommon

21–35 Bird Rare

36–50 Fan Uncommon

51–65 Swan boat Rare

66–90 Tree Uncommon

91–00 Whip Rare

Anchor (Uncommon)

You can take a Magic action to touch the token to a boat or ship. For the next 24 hours, the vessel can’t be moved by any means. Touching the token
to the vessel again ends the effect. When the effect ends, the token disappears.

Bird (Rare)

You can take a Magic action to toss the token 5 feet into the air. The token disappears and an enormous, multicolored bird takes its place. The bird
has the statistics of a Roc, but it can’t attack. It obeys your simple commands and can carry up to 500 pounds while flying at its maximum speed (16
miles per hour for a maximum of 144 miles per day, with a 1-hour rest for every 3 hours of flying) or 1,000 pounds at half that speed. The bird
disappears after flying its maximum distance for a day or if it drops to 0 Hit Points. You can dismiss the bird as a Magic action.

Fan (Uncommon)

If you are on a boat or ship, you can take a Magic action to toss the token up to 10 feet in the air. The token disappears, and a giant flapping fan takes
its place. The fan floats and creates a strong wind. This wind can fill the sails of one ship, increasing its speed by 5 miles per hour for 8 hours. You
can dismiss the fan as a Magic action.

Swan Boat (Rare)

You can take a Magic action to touch the token to a body of water at least 60 feet in diameter. The token disappears, and a 50-foot-long, 20-foot-wide
boat shaped like a swan takes its place. The boat is self-propelled and moves across water at a speed of 6 miles per hour. You can take a Magic
action while on the boat to command it to move or to turn up to 90 degrees. The boat remains for 24 hours and then disappears. You can dismiss the
boat as a Magic action.

Tree (Uncommon)

You must be outdoors to use this token. You can take a Magic action to touch it to an unoccupied space on the ground. The token disappears, and in
its place a nonmagical oak tree springs into existence. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out
in a 20-foot radius.

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Whip (Rare)

You can take a Magic action to throw the token to a point within 10 feet of yourself. The token disappears, and a floating whip takes its place. You can
then take a Bonus Action to make a melee spell attack against a creature within 10 feet of the whip, with an attack bonus of +9. On a hit, the target
takes 1d6 + 5 Force damage.

As a Bonus Action, you can direct the whip to fly up to 20 feet and repeat the attack against a creature within 10 feet of the whip. The whip disappears
after 1 hour, when you take a Magic action to dismiss it, or when you die or have the Incapacitated condition.
ARTIST: COUPLEOFKOOKS, CONCEPTOPOLIS

POTION OF WATER BREATHING, QUAAL’S FEATHER TOKENS (WHIP, ANCHOR, BIRD, SWAN BOAT)

Quarterstaff of the Acrobat


Weapon (Quarterstaff), Very Rare (Requires Attunement)

You have a +2 bonus to attack rolls and damage rolls made with this magic weapon.

While holding this weapon, you can cause it to emit green Dim Light out to 10 feet, either as a Bonus Action or after you roll Initiative, or you can
extinguish the light as a Bonus Action.

While holding this weapon, you can take a Bonus Action to alter its form, turning it into a 6-inch rod (for ease of storage) or a 10-foot pole, or reverting
it a Quarterstaff; the weapon will elongate only as far as the surrounding space allows.

In certain forms, the weapon has the following additional properties.

Acrobatic Assist (Quarterstaff or 10-Foot Pole Forms Only). While holding this weapon, you have Advantage on Dexterity (Acrobatics) checks.

Attack Deflection (Quarterstaff Form Only). When you are hit by an attack while holding the weapon, you can take a Reaction to twirl the weapon
around you, gaining a +5 bonus to your Armor Class against the triggering attack, potentially causing the attack to miss you. You can’t use this
property again until you finish a Short or Long Rest.

Ranged Weapon (Quarterstaff Form Only). This weapon has the Thrown property with a normal range of 30 feet and a long range of 120 feet.
Immediately after you make a ranged attack with the weapon, it flies back to your hand.

Quiver of Ehlonna
Wondrous Item, Uncommon

Each of the quiver’s three compartments connects to an extradimensional space that allows the quiver to hold numerous items while never weighing
more than 2 pounds. The shortest compartment can hold up to 60 Arrows, Bolts, or similar objects. The midsize compartment holds up to 18 Javelins
or similar objects. The longest compartment holds up to 6 long objects, such as bows, Quarterstaffs, or Spears.

You can draw any item the quiver contains as if doing so from a regular quiver or scabbard.

ARTIST: CONCEPTOPOLIS

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QUAAL’S FEATHER TOKENS (FAN, TREE), QUIVER


OF EHLONNA, QUARTERSTAFF OF THE ACROBAT

Magic Items (R)

Ring of Animal Influence


Ring, Rare

This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can expend 1 charge to cast one of the
following spells (save DC 13) from it:

Animal Friendship
Fear (affects Beasts only)
Speak with Animals

Ring of Djinni Summoning


Ring, Legendary (Requires Attunement)

While wearing this ring, you can take a Magic action to summon a particular Djinni from the Elemental Plane of Air. The djinni appears in an
unoccupied space you choose within 120 feet of yourself. It remains as long as you maintain Concentration, to a maximum of 1 hour, or until it drops
to 0 Hit Points.

While summoned, the djinni is Friendly to you and your allies, and it obeys your commands. If you fail to command it, the djinni defends itself against
attackers but takes no other actions.

After the djinni departs, it can’t be summoned again for 24 hours, and the ring becomes nonmagical if the djinni dies.

Rings of Djinni Summoning are often created by the djinn they summon and given to mortals as gifts of friendship or tokens of esteem.
ARTIST: CONCEPTOPOLIS

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RING OF ANIMAL INFLUENCE, RING OF DJINNI SUMMONING, RING OF ELEMENTAL COMMAND (AIR)

Ring of Elemental Command


Ring, Legendary (Requires Attunement)

Each Ring of Elemental Command is linked to one of the four Elemental Planes. The DM chooses or randomly determines the linked plane. For
example, a Ring of Elemental Command (air) is linked to the Elemental Plane of Air.

Every Ring of Elemental Command has the following two properties:

Elemental Bane. While wearing the ring, you have Advantage on attack rolls against Elementals and they have Disadvantage on attack rolls against
you.

Elemental Compulsion. While wearing the ring, you can take a Magic action to try to compel an Elemental you see within 60 feet of yourself. The
Elemental makes a DC 18 Wisdom saving throw. On a failed save, the Elemental has the Charmed condition until the start your next turn, and you
determine what it does with its move and action on its next turn.

Elemental Focus. While wearing the ring, you benefit from additional properties corresponding to the ring’s linked Elemental Plane:

Air. You know Auran, you have Resistance to Lightning damage, and you have a Fly Speed equal to your Speed and can hover.

Earth. You know Terran, and you have Resistance to Acid damage. Terrain composed of rubble, rocks, or dirt isn’t Difficult Terrain for you. In addition,
you can move through solid earth or rock as if those areas were Difficult Terrain without disturbing the matter through which you pass. If you end
your turn in solid earth or rock, you are shunted out to the nearest unoccupied space you last occupied.

Fire. You know Ignan, and you have Immunity to Fire damage.

Water. You know Aquan, you gain a Swim Speed of 60 feet, and you can breathe underwater.

Spellcasting. The ring has 5 charges and regains 1d4 + 1 expended charges daily at dawn. While wearing the ring, you can cast a spell from it.
Choose the spell from the list of available spells based on the Elemental Plane the ring is linked to, as shown in the following table. The table
indicates how many charges you must expend to cast the spell, which has a save DC of 18.

Plane Spells (Charges)

Air Chain Lightning (3 charges), Feather Fall (0 charges), Gust of Wind (2 charges), Wind Wall (1 charge)

Earth Earthquake (5 charges), Stone Shape (2 charges), Stoneskin (3 charges), Wall of Stone (3 charges)

Fire Burning Hands (1 charge), Fireball (2 charges), Fire Storm (4 charges), Wall of Fire (3 charges)

Water Create or Destroy Water (1 charge), Ice Storm (2 charges), Tsunami (5 charges), Wall of Ice (3 charges), Water Walk (2 charges)

Ring of Evasion
Ring, Rare (Requires Attunement)

This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. When you fail a Dexterity saving throw while wearing the ring, you can
take a Reaction to expend 1 charge to succeed on that save instead.
ARTIST: CONCEPTOPOLIS

RING OF EVASION, RING OF FEATHER FALLING, RING OF INVISIBILITY, RING OF MIND SHIELDING

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Ring of Feather Falling


Ring, Rare (Requires Attunement)

When you fall while wearing this ring, you descend 60 feet per round and take no damage from falling.

Ring of Free Action


Ring, Rare (Requires Attunement)

While you wear this ring, Difficult Terrain doesn’t cost you extra movement. In addition, magic can neither reduce any of your Speeds nor cause you to
have the Paralyzed or Restrained condition.

Ring of Invisibility
Ring, Legendary (Requires Attunement)

While wearing this ring, you can take a Magic action to give yourself the Invisible condition. You remain Invisible until the ring is removed or until you
take a Bonus Action to become visible again.

Ring of Jumping
Ring, Uncommon (Requires Attunement)

While wearing this ring, you can cast Jump from it, but can target only yourself when you do so.

Ring of Mind Shielding


Ring, Uncommon (Requires Attunement)

While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your
alignment, or know your creature type. Creatures can telepathically communicate with you only if you allow it.

You can take a Magic action to cause the ring to become imperceptible until you take another Magic action to make it perceptible, until you remove
the ring, or until you die.

If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for the afterlife. As long as
your soul is in the ring, you can telepathically communicate with any creature wearing it. A wearer can’t prevent this telepathic communication.
ARTIST: CONCEPTOPOLIS

RING OF PROTECTION, RING OF REGENERATION, RING OF SHOOTING STARS, RING OF RESISTANCE (FIRE)

Ring of Protection
Ring, Rare (Requires Attunement)

You gain a +1 bonus to Armor Class and saving throws while wearing this ring.

Ring of Regeneration
Ring, Very Rare (Requires Attunement)

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While wearing this ring, you regain 1d6 Hit Points every 10 minutes if you have at least 1 Hit Point. If you lose a body part, the ring causes the missing
part to regrow and return to full functionality after 1d6 + 1 days if you have at least 1 Hit Point the whole time.

Ring of Resistance
Ring, Rare

You have Resistance to one damage type while wearing this ring. The gemstone in the ring indicates the type, which the DM chooses or determines
randomly by rolling on the following table.

1d10 Damage Type Gemstone

1 Acid Pearl

2 Cold Tourmaline

3 Fire Garnet

4 Force Sapphire

5 Lightning Citrine

6 Necrotic Jet

7 Poison Amethyst

8 Psychic Jade

9 Radiant Topaz

10 Thunder Spinel

Ring of Shooting Stars


Ring, Very Rare (Requires Attunement)

You can cast Dancing Lights or Light from the ring.

The ring has 6 charges and regains 1d6 expended charges daily at dawn. You can expend its charges to use the properties below.

Faerie Fire. You can expend 1 charge to cast Faerie Fire from the ring.

Lightning Spheres. You can expend 2 charges as a Magic action to create up to four 3-foot-diameter spheres of lightning.

Each sphere appears in an unoccupied space you can see within 120 feet of yourself. The spheres last as long as you maintain Concentration, up to 1
minute. Each sphere sheds Dim Light in a 30-foot radius.

As a Bonus Action, you can move each sphere up to 30 feet, but no farther than 120 feet away from yourself. The first time the sphere comes within 5
feet of a creature other than you that isn’t behind Total Cover, the sphere discharges lightning at that creature and disappears. That creature makes a
DC 15 Dexterity saving throw. On a failed save, the creature takes Lightning damage based on the number of spheres you created, as shown in the
following table. On a successful save, the creature takes half as much damage.

Number of Spheres Lightning Damage

1 4d12

2 5d4

3 2d6

4 2d4

Shooting Stars. You can expend 1 to 3 charges as a Magic action. For every charge you expend, you launch a glowing mote of light from the ring at a
point you can see within 60 feet of yourself. Each creature in a 15-foot Cube originating from that point is showered in sparks and makes a DC 15
Dexterity saving throw, taking 5d4 Radiant damage on a failed save or half as much damage on a successful one.

ARTIST: CONCEPTOPOLIS

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RING OF SPELL STORING, RING OF TELEKINESIS, RING OF SPELL TURNING

Ring of Spell Storing


Ring, Rare (Requires Attunement)

This ring stores spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of spells at a time. When
found, it contains 1d6 − 1 levels of stored spells chosen by the DM.

Any creature can cast a spell of level 1 through 5 into the ring by touching the ring as the spell is cast. The spell has no effect other than to be stored
in the ring. If the ring can’t hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space
it uses.

While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of
the original caster but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space.

Ring of Spell Turning


Ring, Legendary (Requires Attunement)

While wearing this ring, you have Advantage on saving throws against spells. If you succeed on the save for a spell of level 7 or lower, the spell has no
effect on you. If that spell targeted only you and didn’t create an area of effect, you can take a Reaction to deflect the spell back at the spell’s caster;
the caster must make a saving throw against the spell using their own spell save DC.

Ring of Swimming
Ring, Uncommon

You have a Swim Speed of 40 feet while wearing this ring.

Ring of Telekinesis
Ring, Very Rare (Requires Attunement)

While wearing this ring, you can cast Telekinesis from it.
ARTIST: CONCEPTOPOLIS, CLAUDIO POZAS

RING OF THE RAM, RING OF WARMTH, RING OF THREE WISHES, RING OF WATER WALKING

Ring of the Ram


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Ring, Rare (Requires Attunement)

This ring has 3 charges and regains 1d3 expended charges daily at dawn. While wearing the ring, you can take a Magic action to expend 1 to 3
charges to make a ranged spell attack against one creature you can see within 60 feet of yourself. The ring produces a spectral ram’s head and
makes its attack roll with a +7 bonus. On a hit, for each charge you spend, the target takes 2d10 Force damage and is pushed 5 feet away from you.

Alternatively, you can expend 1 to 3 of the ring’s charges as a Magic action to try to break a nonmagical object you can see within 60 feet of yourself
that isn’t being worn or carried. The ring makes a Strength check with a +5 bonus for each charge you spend.

Ring of Three Wishes


Ring, Legendary

While wearing this ring, you can expend 1 of its 3 charges to cast Wish from it. The ring becomes nonmagical when you use the last charge.

Ring of Warmth
Ring, Uncommon (Requires Attunement)

If you take Cold damage while wearing this ring, the ring reduces the damage you take by 2d8.

In addition, while wearing this ring, you and everything you wear and carry are unharmed by temperatures of 0 degrees Fahrenheit or lower.

Ring of Water Walking


Ring, Uncommon

While wearing this ring, you cast Water Walk from it, targeting only yourself.

Ring of X-ray Vision


Ring, Rare (Requires Attunement)

While wearing this ring, you can take a Magic action to gain X-ray vision with a range of 30 feet for 1 minute. To you, solid objects within that radius
appear transparent and don’t prevent light from passing through them. The vision can penetrate 1 foot of stone, 1 inch of common metal, or up to 3
feet of wood or dirt. Thicker substances or a thin sheet of lead block the vision.

Whenever you use the ring again before taking a Long Rest, you must succeed on a DC 15 Constitution saving throw or gain 1 Exhaustion level.

Rival Coin
Wondrous Item, Common

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ARTIST: CONCEPTOPOLIS, AURORE FOLNY

This gold coin has a creature embossed on each side. The two depicted creatures must
be famous rivals or enemies of each other. For example, a Rival Coin might show Iggwilv
on one side and Mordenkainen on the other, or Venger on one side and Tiamat on the
other. One of these figures is on the “heads” side of the coin, the other on the “tails” side.

The coin has 1 charge and regains its expended charge daily at dawn. You can take a
Magic action to toss the coin, expending its charge. Roll any die to determine whether the
coin comes up heads (on an even number) or tails (on an odd number). The roll also
determines the effect:

Heads. Target one creature you can see within 60 feet of yourself. The target makes a DC
13 Wisdom saving throw. On a failed save, the target takes 2d4 Psychic damage and has
Disadvantage on the next attack roll it makes before the end of its next turn. On a
successful save, the target takes half as much damage only.

Tails. You take 1d4 Psychic damage.

Robe of Eyes
Wondrous Item, Rare (Requires Attunement)

This robe is adorned with eyelike patterns. While you wear the robe, you gain the following
benefits:

All-Around Vision. The robe gives you Advantage on Wisdom (Perception) checks that
rely on sight.

Special Senses. You have Darkvision and Truesight, both with a range of 120 feet.

RING OF X-RAY VISION,


RIVAL COINS, ROBE OF EYES

Drawbacks. A Light spell cast on the robe or a Daylight spell cast within 5 feet of the robe gives you the Blinded condition for 1 minute. At the end of
each of your turns, you make a Constitution saving throw (DC 11 for Light or DC 15 for Daylight), ending the condition on yourself on a success.

Robe of Scintillating Colors


Wondrous Item, Very Rare (Requires Attunement)

This robe has 3 charges, and it regains 1d3 expended charges daily at dawn. While you wear it, you can take a Magic action and expend 1 charge to
cause the garment to display a shifting pattern of dazzling hues until the end of your next turn. During this time, the robe sheds Bright Light in a 30-
foot radius and Dim Light for an additional 30 feet, and creatures that can see you have Disadvantage on attack rolls against you. Any creature in the
Bright Light that can see you when the robe’s power is activated must succeed on a DC 15 Wisdom saving throw or have the Stunned condition until
the effect ends.

Robe of Stars
Wondrous Item, Very Rare (Requires Attunement)

This black or dark-blue robe is embroidered with small white or silver stars. You gain a +1 bonus to saving throws while you wear it.

Six stars, located on the robe’s upper-front portion, are particularly large. While wearing this robe, you can take a Magic action to remove one of the
stars and expend it to cast the level 5 version of Magic Missile. Daily at dusk, 1d6 removed stars reappear on the robe.

While you wear the robe, you can take a Magic action to enter the Astral Plane along with everything you are wearing and carrying. You remain there
until you take a Magic action to return to the plane you were on. You reappear in the last space you occupied or, if that space is occupied, the nearest
unoccupied space.

ARTIST: CONCEPTOPOLIS

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ROBE OF STARS, ROBE OF THE ARCHMAGI, ROBE OF USEFUL ITEMS

Robe of the Archmagi


Wondrous Item, Legendary (Requires Attunement by a Sorcerer, Warlock, or Wizard)

This elegant garment is made from exquisite cloth and adorned with runes.

You gain these benefits while wearing the robe.

Armor. If you aren’t wearing armor, your base Armor Class is 15 plus your Dexterity modifier.

Magic Resistance. You have Advantage on saving throws against spells and other magical effects.

War Mage. Your spell save DC and spell attack bonus each increase by 2.

Robe of Useful Items


Wondrous Item, Uncommon

This robe has cloth patches of various shapes and colors covering it. While wearing the robe, you can take a Magic action to detach one of the
patches, causing it to become the object or creature it represents. Once the last patch is removed, the robe becomes an ordinary garment.

The robe has two of each of the following patches:

Bullseye Lantern (filled and lit)


Dagger
Mirror
Pole
Rope (coiled)
Sack

In addition, the robe has 4d4 other patches. The DM chooses the patches or determines them randomly by rolling on the following table.

1d100 Patch

01–08 Bag of 100 GP

09–15 Silver coffer (1 foot long, 6 inches wide and deep) worth 500 GP

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1d100 Patch

Iron door (up to 10 feet wide and 10 feet high, barred on one side of your choice), which you can place in an opening you can reach; it conforms
16–22
to fit the opening, attaching and hinging itself

23–30 10 gems worth 100 GP each

31–44 Wooden ladder (24 feet long)

45–51 Riding Horse with a Riding Saddle

52–59 Open pit (a 10-foot Cube), which you can place on the ground within 10 feet of yourself

60–68 4 Potions of Healing

69–75 Rowboat (12 feet long)

76–83 Spell Scroll containing one spell of level 1, 2, or 3 (your choice)

84–90 2 Mastiffs

91–96 Window (2 feet by 4 feet, up to 2 feet deep), which you can place on a vertical surface you can reach

97–00 Portable Ram

Rod of Absorption
Rod, Very Rare (Requires Attunement)

ARTIST: CONCEPTOPOLIS

ROD OF ABSORPTION

While holding this rod, you can take a Reaction to absorb a spell that is targeting only you and doesn’t create an area of effect. The absorbed spell’s
effect is canceled, and the spell’s energy—not the spell itself—is stored in the rod. The energy has the same level as the spell when it was cast. A
canceled spell dissipates with no effect, and any resources used to cast it are wasted. The rod can absorb and store up to 50 levels of energy over the
course of its existence. Once the rod absorbs 50 levels of energy, it can’t absorb more. If you are targeted by a spell that the rod can’t store, the rod
has no effect on that spell.

When you become attuned to the rod, you know how many levels of energy the rod has absorbed over the course of its existence and how many
levels of spell energy it currently has stored.

If you are a spellcaster holding the rod, you can convert energy stored in it into spell slots to cast spells you have prepared or know. You can create
spell slots only of a level equal to or lower than your own spell slots, up to a maximum of level 5. You use the stored levels in place of your slots but
otherwise cast the spell as normal. For example, you can use 3 levels stored in the rod as a level 3 spell slot.

A newly found rod typically has 1d10 levels of spell energy stored in it. A rod that can no longer absorb spell energy and has no energy remaining
becomes nonmagical.

Rod of Alertness
Rod, Very Rare (Requires Attunement)

This rod has the following properties.

Alertness. While holding the rod, you have Advantage on Wisdom (Perception) checks and on Initiative rolls.

Spells. While holding the rod, you can cast the following spells from it:

Detect Evil and Good


Detect Magic

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Detect Poison and Disease


See Invisibility

Protective Aura. As a Magic action, you can plant the haft end of the rod in the ground, whereupon the rod’s head sheds Bright Light in a 60-foot
radius and Dim Light for an additional 60 feet. While in that Bright Light, you and your allies gain a +1 bonus to Armor Class and saving throws and
can sense the location of any Invisible creature that is also in the Bright Light.

The rod’s head stops glowing and the effect ends after 10 minutes or when a creature takes a Magic action to pull the rod from the ground. Once
used, this property can’t be used again until the next dawn.

Rod of Lordly Might


Rod, Legendary (Requires Attunement)

ARTIST: CONCEPTOPOLIS

ROD OF RULERSHIP, ROD OF LORDLY MIGHT,


ROD OF RESURRECTION, ROPE OF ENTANGLEMENT

This rod has a flanged head, and it functions as a magic Mace that grants a +3 bonus to attack rolls and damage rolls made with it. The rod has
properties associated with six different buttons that are set in a row along the haft. It has three other properties as well, detailed below.

Buttons. You can press one of the following buttons as a Bonus Action; a button’s effect lasts until you push a different button or until you push the
same button again, which causes the rod to revert to its normal form:

Button 1. A fiery blade sprouts from the end opposite the rod’s flanged head. The flames shed Bright Light in a 40-foot radius and Dim Light for an
additional 40 feet, and the blade functions as a magic Longsword or Shortsword (your choice) that deals an extra 2d6 Fire damage on a hit.

Button 2. The rod’s flanged head folds down and two crescent-shaped blades spring out, transforming the rod into a magic Battleaxe that grants a +3
bonus to attack rolls and damage rolls made with it.

Button 3. The rod’s flanged head folds down, a spear point springs from the rod’s tip, and the rod’s handle lengthens into a 6-foot haft, transforming
the rod into a magic Spear that grants a +3 bonus to attack rolls and damage rolls made with it.

Button 4. The rod transforms into a climbing pole up to 50 feet long (you specify the length), though the rod’s buttons remain within your reach. In
surfaces as hard as granite, a spike at the bottom and three hooks at the top anchor the pole. Horizontal bars 3 inches long fold out from the sides, 1
foot apart, forming a ladder. The pole can bear up to 4,000 pounds. More weight or lack of solid anchoring causes the rod to revert to its normal form.

Button 5. The rod transforms into a handheld battering ram and grants its user a +10 bonus to Strength (Athletics) checks made to break through
doors, barricades, and other barriers.

Button 6. The rod assumes or remains in its normal form and indicates magnetic north. (Nothing happens if this function of the rod is used in a
location that has no magnetic north.) The rod also gives you knowledge of your approximate depth beneath the ground or your height above it.

Drain Life. When you hit a creature with a melee attack using the rod, you can force the target to make a DC 17 Constitution saving throw. On a failed
save, the target takes an extra 4d6 Necrotic damage, and you regain a number of Hit Points equal to half that Necrotic damage. Once used, this

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property can’t be used again until the next dawn.

Paralyze. When you hit a creature with a melee attack using the rod, you can force the target to make a DC 17 Constitution saving throw. On a failed
save, the target has the Paralyzed condition for 1 minute. The target repeats the save at the end of each of its turns, ending the effect on a success.
Once used, this property can’t be used again until the next dawn.

Terrify. While holding the rod, you can take a Magic action to force each creature you can see within 30 feet of yourself to make a DC 17 Wisdom
saving throw. On a failed save, a target has the Frightened condition for 1 minute. A Frightened target repeats the save at the end of each of its turns,
ending the effect on itself on a success. Once used, this property can’t be used again until the next dawn.

Rod of Resurrection
Rod, Legendary (Requires Attunement)

The rod has 5 charges. While you hold it, you can cast one of the following spells from it: Heal (expends 1 charge) or Resurrection (expends 5
charges).

The rod regains 1 expended charge daily at dawn. If you expend the last charge, roll 1d20. On a 1, the rod disappears in a harmless burst of radiance.

Rod of Rulership
Rod, Rare (Requires Attunement)

You can take a Magic action to present the rod and command obedience from each creature of your choice that you can see within 120 feet of
yourself. Each target must succeed on a DC 15 Wisdom saving throw or have the Charmed condition for 8 hours. While Charmed in this way, the
creature regards you as its trusted leader. If harmed by you or your allies or commanded to do something contrary to its nature, a target ceases to be
Charmed in this way. Once used, this property can’t be used again until the next dawn.

Rod of Security
Rod, Very Rare

While holding this rod, you can take a Magic action to activate it. The rod then instantly transports you and up to 199 other willing creatures you can
see to a demiplane. You choose the form the demiplane takes. It could be a tranquil garden, a cheery tavern, an immense palace, a tropical island, a
fantastic carnival, or whatever else you can imagine. Regardless of its nature, the demiplane contains enough water and food to sustain its visitors,
and the demiplane’s environment can’t harm its occupants. Everything else that can be interacted with there can exist only there. For example, a
flower picked from a garden there disappears if it is taken outside the demiplane.

For each hour spent in the demiplane, a visitor regains Hit Points as if it had spent 1 Hit Point Die. Also, creatures don’t age while there, although time
passes normally. Visitors can remain there for up to 200 days divided by the number of creatures present (round down).

When the time runs out or you take a Magic action to end the effect, all visitors reappear in the location they occupied when you activated the rod or
an unoccupied space nearest that location. Once used, this property can’t be used again until 10 days have passed.

Rod of the Pact Keeper


Rod, Uncommon (+1), Rare (+2), or Very Rare (+3) (Requires Attunement by a Warlock)

While holding this rod, you gain a bonus to spell attack rolls and to the saving throw DCs of your Warlock spells. The bonus is determined by the rod’s
rarity.

In addition, you can regain one spell slot as a Magic action while holding the rod. You can’t use this property again until you finish a Long Rest.

Rope of Climbing
Wondrous Item, Uncommon

This 60-foot length of rope can hold up to 3,000 pounds. While holding one end of the rope, you can take a Magic action to command the other end of
the rope to animate and move toward a destination you choose, up to the rope’s length away from you. That end moves 10 feet on your turn when you
first command it and 10 feet at the start of each of your subsequent turns until reaching its destination or until you tell it to stop. You can also tell the
rope to fasten itself securely to an object or to unfasten itself, to knot or unknot itself, or to coil itself for carrying.

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If you tell the rope to knot, large knots appear at 1-foot intervals along the rope. While knotted, the rope shortens to a 50-foot length and grants
Advantage on ability checks made to climb using the rope.

The rope has AC 20, HP 20, and Immunity to Poison and Psychic damage. It regains 1 Hit Point every 5 minutes as long as it has at least 1 Hit Point. If
the rope drops to 0 Hit Points, it is destroyed.

Rope of Entanglement
Wondrous Item, Rare

This rope is 30 feet long. While holding one end of the rope, you can take a Magic action to command the other end to dart forward and entangle one
creature you can see within 20 feet of yourself. The target must succeed on a DC 15 Dexterity saving throw or have the Restrained condition. You can
release the target by letting go of your end of the rope (causing the rope to coil up in the target’s space) or by using a Bonus Action to repeat the
command (causing the rope to coil up in your hand).

A target Restrained by the rope can take an action to make its choice of a DC 15 Strength (Athletics) or Dexterity (Acrobatics) check. On a successful
check, the target is no longer Restrained by the rope. If you’re still holding onto the rope when a target escapes from it, you can take a Reaction to
command the rope to coil up in your hand; otherwise, the rope coils up in the target’s space.

The rope has AC 20, HP 20, and Immunity to Poison and Psychic damage. It regains 1 Hit Point every 5 minutes as long as it has at least 1 Hit Point. If
the rope drops to 0 Hit Points, it is destroyed.

Rope of Mending
Wondrous Item, Common

This 50-foot coil of rope can repair itself when cut into any number of smaller pieces. As a Magic action, you can cause all pieces of the rope that are
in contact with each other and not otherwise in use to knit back together. A Rope of Mending is forever shortened if a section of it is lost or destroyed.

Ruby of the War Mage


Wondrous Item, Common (Requires Attunement by a Spellcaster)

Etched with eldritch runes, this 1-inch-diameter ruby allows you to use a Simple or Martial weapon as a Spellcasting Focus for your spells. For this
property to work, you must attach the ruby to the weapon by pressing the ruby against it for at least 10 minutes. Thereafter, the ruby can’t be removed
unless you detach it as a Magic action, the weapon is destroyed, or your Attunement to the ruby ends.

Magic Items (S)

Saddle of the Cavalier


Wondrous Item, Uncommon

This saddle confers the following benefits while you are seated in it and astride a mount.

Protected Mount. Attack rolls against the mount have Disadvantage.

Secure Rider. You can’t be dismounted against your will. This property is suppressed while you have the Incapacitated condition.

Scarab of Protection
Wondrous Item, Legendary (Requires Attunement)

ARTIST: CONCEPTOPOLIS

SCARAB OF PROTECTION

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This beetle-shaped medallion provides three benefits while it is on your person.

Defense. You gain a +1 bonus to Armor Class.

Preservation. The scarab has 12 charges. If you fail a saving throw against a Necromancy spell or a harmful effect originating from an Undead, you
can take a Reaction to expend 1 charge and turn the failed save into a successful one. The scarab crumbles into powder and is destroyed when its
last charge is expended.

Spell Resistance. You have Advantage on saving throws against spells.

Scimitar of Speed
Weapon (Scimitar), Very Rare (Requires Attunement)

You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon. In addition, you can make one attack with it as a Bonus Action on
each of your turns.

Scroll of Protection
Scroll, Rare

Each Scroll of Protection works against creatures of a specific creature type chosen by the DM or determined by rolling on the following table.

1d100 Creature Type

01–10 Aberrations

11–15 Beasts

16–20 Celestials

21–25 Constructs

26–35 Dragons

36–45 Elementals

46–50 Humanoids

51–60 Fey

61–70 Fiends

71–75 Giants

76–80 Monstrosities

81–85 Oozes

86–90 Plants

91–00 Undead

Using a Magic action to read the scroll creates a 5-foot Emanation originating from you. For 5 minutes, creatures of the specified type can’t enter or
affect anything in the area. However, if you move in such a way that a creature of the specified type would be inside the area, the effect ends.

As a Magic action, a creature within 5 feet of the Emanation can attempt to overcome it, which forces the creature to make a DC 15 Charisma saving
throw. On a successful save, the creature ceases to be affected by the Emanation.
ARTIST: DIANA CEARLEY, JOEL THOMAS, CONCEPTOPOLIS

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SCROLL OF PROTECTION, SCIMITAR OF SPEED, SENDING STONES

Scroll of Titan Summoning


Scroll, Legendary

When you take a Magic action to read this scroll, a particular titan named in the scroll appears in an unoccupied space on the ground or in water that
you can see within 1 mile of yourself. The DM picks a suitable titan or determines it randomly by rolling on the table below (see the Monster Manual
for the creature’s stat block).

The titan is Hostile toward all other creatures and disappears when it drops to 0 Hit Points. If the titan is summoned into a space that isn’t large
enough to contain it, the summoning fails, and the scroll is wasted.

1d100 Titan

01–15 Animal Lord

16–30 Blob of Annihilation

31–45 Colossus

46–60 Elemental Cataclysm

61–75 Empyrean

76–90 Kraken (a kraken requires a body of water large enough to contain it, or the summoning fails and the scroll is wasted)

91–00 Tarrasque

Sending Stones
Wondrous Item, Uncommon

Sending Stones come in pairs, with each stone carved to match the other so the pairing is easily recognized. While you touch one stone, you can cast
Sending from it. The target is the bearer of the other stone. If no creature bears the other stone, you know that fact as soon as you use the stone, and
you don’t cast the spell.

Once Sending is cast using either stone, the stones can’t be used again until the next dawn. If one of the stones in a pair is destroyed, the other one
becomes nonmagical.

Sentinel Shield
Armor (Shield), Uncommon

While holding this Shield, you have Advantage on Initiative rolls and Wisdom (Perception) checks. The Shield is emblazoned with a symbol of an eye.

Shield, +1, +2, or +3


Armor (Shield), Uncommon (+1), Rare (+2), or Very Rare (+3)

While holding this Shield, you have a bonus to Armor Class determined by the Shield’s rarity, in addition to the Shield’s normal bonus to AC.

Shield of Expression
Armor (Shield), Common

The front of this Shield is shaped in the likeness of a face. While bearing the Shield, you can take a Bonus Action to alter the face’s expression.

Shield of Missile Attraction


Armor (Shield), Rare (Requires Attunement)

While holding this Shield, you have Resistance to damage from attacks made with Ranged weapons.

Curse. This Shield is cursed. Attuning to it curses you until you are targeted by a Remove Curse spell or similar magic. Removing the Shield fails to
end the curse on you. Whenever an attack with a Ranged weapon targets a creature within 10 feet of you, the curse causes you to become the target

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instead.

Shield of the Cavalier


Armor (Shield), Very Rare (Requires Attunement)

While holding this Shield, you have a +2 bonus to Armor Class. This bonus is in addition to the Shield’s normal bonus to AC.

The Shield has the following additional properties that you can use while holding it.

Forceful Bash. When you take the Attack action, you can make one of the attack rolls using the Shield against a target within 5 feet of yourself. Apply
your Proficiency Bonus and Strength modifier to the attack roll. On a hit, the Shield deals Force damage to the target equal to 2d6 + 2 plus your
Strength modifier, and if the target is a creature, you can push it up to 10 feet directly away from yourself. If the creature is your size or smaller, you
can also knock it down, giving it the Prone condition.

Protective Field. As a Reaction, when you or an ally you can see within 5 feet of you is targeted by an attack or makes a saving throw against an area
of effect, you can use the Shield to create an immobile 5-foot Emanation originating from you. When the Emanation appears, any creatures or objects
not fully contained within it are pushed into the nearest unoccupied spaces outside it. The attack or area of effect that triggered the Reaction has no
effect on creatures and objects inside the Emanation, which lasts as long as you maintain Concentration, up to 1 minute. Nothing can pass into or out
of the Emanation. A creature or object inside the Emanation can’t be damaged by attacks or effects originating from outside, nor can a creature inside
the Emanation damage anything outside it. Once this property is used, it can’t be used again until the next dawn.
ARTIST: CONCEPTOPOLIS

SHIELD OF MISSILE ATTRACTION, SHIELD OF THE CAVALIER, SPELLGUARD SHIELD

Silvered Weapon
Weapon (Any Simple or Martial), Common

An alchemical process has bonded silver to this magic weapon. When you score a Critical Hit with it against a creature that is shape-shifted, the
weapon deals one additional die of damage.

Slippers of Spider Climbing


Wondrous Item, Uncommon (Requires Attunement)

While you wear these light shoes, you can move up, down, and across vertical surfaces and along ceilings, while leaving your hands free. You have a
Climb Speed equal to your Speed. However, the slippers don’t allow you to move this way on a slippery surface, such as one covered by ice or oil.

Smoldering Armor
Armor (Any Heavy, Medium, or Light), Common

Wisps of harmless, odorless smoke rise from this armor while it is worn.

Sovereign Glue

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Wondrous Item, Legendary

This viscous, milky-white substance can form a permanent adhesive bond between any two objects. It must be stored in a jar or flask that has been
coated inside with Oil of Slipperiness. When found, a container contains 1d6 + 1 ounces.

One ounce of the glue can cover a 1-foot square surface. Applying an ounce of Sovereign Glue takes a Utilize action, and the applied glue takes 1
minute to set. Once it has done so, the bond it creates can be broken only by the application of Universal Solvent or Oil of Etherealness, or with a
Wish spell.

Spellguard Shield
Armor (Shield), Very Rare (Requires Attunement)

While holding this Shield, you have Advantage on saving throws against spells and other magical effects, and spell attack rolls have Disadvantage
against you.

Spell Scroll
Scroll, Rarity Varies

A Spell Scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your spell list, you can read the scroll and cast its spell
without Material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell’s normal casting time.
Once the spell is cast, the scroll crumbles to dust. If the casting is interrupted, the scroll isn’t lost.

If the spell is on your spell list but of a higher level than you can normally cast, you make an ability check using your spellcasting ability to determine
whether you cast the spell. The DC equals 10 plus the spell’s level. On a failed check, the spell disappears from the scroll with no other effect.

The level of the spell on the scroll determines the spell’s saving throw DC and attack bonus, as well as the scroll’s rarity, as shown in the following
table.

Spell Level Rarity Save DC Attack Bonus

Cantrip Common 13 +5

1 Common 13 +5

2 Uncommon 13 +5

3 Uncommon 15 +7

4 Rare 15 +7

5 Rare 17 +9

6 Very Rare 17 +9

7 Very Rare 18 +10

8 Very Rare 18 +10

9 Legendary 19 +11

Copying a Scroll into a Spellbook. A Wizard spell on a Spell Scroll can be copied into a spellbook. When a spell is copied in this way, the copier must
succeed on an Intelligence (Arcana) check with a DC equal to 10 plus the spell’s level. On a successful check, the spell is copied. Whether the check
succeeds or fails, the Spell Scroll is destroyed.

ARTIST: CONCEPTOPOLIS

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SPELL SCROLL, SOVEREIGN GLUE, SLIPPERS OF SPIDER CLIMBING

Sphere of Annihilation
Wondrous Item, Legendary

ARTIST: CONCEPTOPOLIS

SPHERE OF ANNIHILATION

This 2-foot-diameter black sphere is a hole in the multiverse, hovering in space and stabilized by a magical field surrounding it.

The sphere obliterates all matter it passes through and all matter that passes through it. Artifacts are the exception. Unless an Artifact is susceptible
to damage from a Sphere of Annihilation, it passes through the sphere unscathed. Anything else that touches the sphere but isn’t wholly engulfed and
obliterated by it takes 8d10 Force damage.

Controlling the Sphere. A Sphere of Annihilation is stationary until someone takes control of it. If you are within 60 feet of a sphere, you can take a
Magic action to make a DC 25 Intelligence (Arcana) check. On a successful check, you control the sphere until the start of your next turn, and if it was
under another creature’s control, that creature loses control of the sphere. On a failed check, the sphere moves 10 feet toward you in a straight line.

While in control of the sphere, you can take a Bonus Action to cause it to move in one direction of your choice, up to a number of feet equal to 5 times
your Intelligence modifier (minimum 5 feet). Any creature whose space the sphere enters must succeed on a DC 19 Dexterity saving throw or be
touched by it, taking 8d10 Force damage. A creature reduced to 0 Hit Points by this damage is obliterated, leaving its possessions behind but no
other physical remains.

Sphere Interactions. If the sphere comes into contact with a planar portal (such as that created by the Gate spell) or an extradimensional space (such
as that within a Portable Hole), the DM determines randomly what happens using the following table.

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1d100 Result

01–50 The sphere is destroyed.

51–85 The sphere moves through the portal or into the extradimensional space.

86–00 A spatial rift sends the sphere and each creature and object within 180 feet of the sphere to a random plane of existence.

Spirit Board
Wondrous Item, Very Rare
ARTIST: COUPLEOFKOOKS

SPIRIT BOARD

This ornate wooden board has the letters of the Common alphabet printed on one side, alongside the words “Yes” and “No” and symbols representing
“Weal” and “Woe.” The board comes with a heart-shaped, wooden planchette. This planchette must be resting on the lettered side of the board for the
board’s magic to function.

This board has 3 charges and regains 1 expended charge daily at dawn. While touching the planchette, you can take 1 minute to cast one of the spells
on the table below. The table indicates how many charges you must expend to cast the spell. As you cast the spell, you call on the spirits of the dead
to guide the planchette across the board’s surface, answering your questions by pointing to the letters or words on the board.

Spell Charge Cost

Augury 1

Commune 3

Staff of Adornment
Staff, Common

If you place a Tiny object weighing no more than 1 pound (such as a shard of crystal, an egg, or a stone) above the tip of this staff while holding it, the
object floats an inch from the staff’s tip and remains there until it is removed or until the staff is no longer in your possession. The staff can have up
to three such objects floating over its tip at any given time. While holding the staff, you can make one or more of the objects slowly spin or turn in
place.

Staff of Birdcalls
Staff, Common

This wooden staff is decorated with bird carvings. It has 10 charges. While holding it, you can take a Magic action to expend 1 charge from the staff
and cause it to create one of the following sounds, which can be heard out to 120 feet: a finch’s chirp, a raven’s caw, a duck’s quack, a chicken’s cluck,
a goose’s honk, a loon’s call, a turkey’s gobble, a seagull’s cry, an owl’s hoot, or an eagle’s shriek.

Regaining Charges. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff explodes in a
harmless cloud of bird feathers and is lost forever.

ARTIST: CONCEPTOPOLIS

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STAFF OF CHARMING, STAFF OF FIRE

Staff of Charming
Staff, Rare (Requires Attunement by a Bard, Cleric, Druid, Sorcerer, Warlock, or Wizard)

This staff has 10 charges. While holding the staff, you can use any of its properties:

Cast Spell. You can expend 1 of the staff’s charges to cast Charm Person, Command, or Comprehend Languages from it using your spell save DC.

Reflect Enchantment. If you succeed on a saving throw against an Enchantment spell that targets only you, you can take a Reaction to expend 1
charge from the staff and turn the spell back on its caster as if you had cast the spell.

Resist Enchantment. If you fail a saving throw against an Enchantment spell that targets only you, you can turn your failed save into a successful one.
You can’t use this property of the staff again until the next dawn.

Regaining Charges. The staff regains 1d8 + 2 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff crumbles to
dust and is destroyed.

Staff of Fire
Staff, Very Rare (Requires Attunement by a Druid, Sorcerer, Warlock, or Wizard)

You have Resistance to Fire damage while you hold this staff.

Spells. The staff has 10 charges. While holding the staff, you can cast one of the spells on the following table from it, using your spell save DC. The
table indicates how many charges you must expend to cast the spell.

Spell Charge Cost

Burning Hands 1

Wall of Fire 4

Fireball 3

Regaining Charges. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff crumbles into
cinders and is destroyed.

Staff of Flowers
Staff, Common

This wooden staff has 10 charges. While holding it, you can take a Magic action to expend 1 charge from the staff and cause a flower to sprout from
a patch of earth or soil within 5 feet of yourself, or from the staff itself. Unless you choose a specific kind of flower, the staff creates a mild-scented
daisy. The flower is harmless and nonmagical, and it grows or withers as a normal flower would.

Regaining Charges. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff turns into
flower petals and is lost forever.

Staff of Frost
Staff, Very Rare (Requires Attunement by a Druid, Sorcerer, Warlock, or Wizard)

You have Resistance to Cold damage while you hold this staff.

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Spells. The staff has 10 charges. While holding the staff, you can cast one of the spells on the following table from it, using your spell save DC. The
table indicates how many charges you must expend to cast the spell.

Spell Charge Cost

Cone of Cold 5

Fog Cloud 1

Ice Storm 4

Wall of Ice 4

Regaining Charges. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff turns to water
and is destroyed.

Staff of Healing
Staff, Rare (Requires Attunement by a Bard, Cleric, or Druid)

This staff has 10 charges. While holding the staff, you can cast one of the spells on the following table from it, using your spellcasting ability modifier.
The table indicates how many charges you must expend to cast the spell.

Spell Charge Cost

1 charge per spell level (maximum 4


Cure Wounds
for a level 4 spell)

Lesser
2
Restoration

Mass Cure
5
Wounds

Regaining Charges. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff vanishes in a
flash of light, lost forever.

Staff of Power
Staff, Very Rare (Requires Attunement by a Sorcerer, Warlock, or Wizard)

This staff has 20 charges and can be wielded as a magic Quarterstaff that grants a +2 bonus to attack rolls and damage rolls made with it. While
holding it, you gain a +2 bonus to Armor Class, saving throws, and spell attack rolls.

Spells. While holding the staff, you can cast one of the spells on the following table from it, using your spell save DC. The table indicates how many
charges you must expend to cast the spell.

Spell Charge Cost

Cone of Cold 5

Fireball (level 5 version) 5

Globe of Invulnerability 6

Hold Monster 5

Levitate 2

Lightning Bolt (level 5 version) 5

Magic Missile 1

Ray of Enfeeblement 1

Wall of Force 5

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Regaining Charges. The staff regains 2d8 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff retains its +2
bonus to attack rolls and damage rolls but loses all other properties. On a 20, the staff regains 1d8 + 2 charges.

Retributive Strike. You can take a Magic action to break the staff over your knee or against a solid surface. The staff is destroyed and releases its
magic in an explosion that fills a 30-foot Emanation originating from itself. You have a 50 percent chance to instantly travel to a random plane of
existence, avoiding the explosion. If you fail to avoid the effect, you take Force damage equal to 16 times the number of charges in the staff. Each
other creature in the area makes a DC 17 Dexterity saving throw. On a failed save, a creature takes Force damage equal to 4 times the number of
charges in the staff. On a successful save, a creature takes half as much damage.
ARTIST: CONCEPTOPOLIS

Staff of Striking
Staff, Very Rare (Requires Attunement)

This staff can be wielded as a magic Quarterstaff that grants a +3 bonus to attack rolls and
damage rolls made with it.

The staff has 10 charges. When you hit with a melee attack using it, you can expend up to 3
charges. For each charge you expend, the target takes an extra 1d6 Force damage.

Regaining Charges. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend
the last charge, roll 1d20. On a 1, the staff becomes a nonmagical Quarterstaff.

Staff of Swarming Insects


Staff, Rare (Requires Attunement by a Bard, Cleric, Druid, Sorcerer, Warlock, or Wizard)

This staff has 10 charges.

Insect Cloud. While holding the staff, you can take a Magic action and expend 1 charge to cause
a swarm of harmless flying insects to fill a 30-foot Emanation originating from you. The insects
remain for 10 minutes, making the area Heavily Obscured for creatures other than you. A strong
wind (like that created by Gust of Wind) disperses the swarm and ends the effect.

Spells. While holding the staff, you can cast one of the spells on the following table from it,
STAFF OF FROST, STAFF OF SWARMING
INSECTS, STAFF OF HEALING, STAFF using your spell save DC and spell attack modifier. The table indicates how many charges you

OF FLOWERS, STAFF OF POWER must expend to cast the spell.

Spell Charge Cost

Giant Insect 4

Insect Plague 5

Regaining Charges. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, a swarm of insects
consumes and destroys the staff, then disperses.

Staff of the Adder


Staff, Uncommon (Requires Attunement)

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As a Bonus Action, you can turn the head of this staff into that of an animate, venomous
ARTIST: CONCEPTOPOLIS
snake for 1 minute or revert the staff to its inanimate form.

When you take the Attack action, you can make one of the attack rolls using the animated
snake head, which has a reach of 5 feet. Apply your Proficiency Bonus and Wisdom
modifier to the attack roll. On a hit, the target takes 1d6 Piercing damage and 3d6 Poison
damage.

The snake head can be attacked while it is animate. It has AC 15, HP 20, and Immunity to
Poison and Psychic damage. If the head drops to 0 Hit Points, the staff is destroyed. As
long as it’s not destroyed, the staff regains all lost Hit Points when it reverts to its
inanimate form.

Staff of the Magi


Staff, Legendary (Requires Attunement by a Sorcerer, Warlock, or Wizard)

This staff has 50 charges and can be wielded as a magic Quarterstaff that grants a +2
bonus to attack rolls and damage rolls made with it. While you hold it, you gain a +2
bonus to spell attack rolls.

Spell Absorption. While holding the staff, you have Advantage on saving throws against
spells. In addition, you can take a Reaction when another creature casts a spell that
targets only you. If you do, the staff absorbs the magic of the spell, canceling its effect
and gaining a number of charges equal to the absorbed spell’s level. However, if doing so
brings the staff’s total number of charges above 50, the staff explodes as if you activated
its Retributive Strike (see below).

Spells. While holding the staff, you can cast one of the spells on the following table from
it, using your spell save DC. The table indicates how many charges you must expend to
cast the spell.

STAFF OF THE ADDER, STAFF OF THE PYTHON,


STAFF OF THE WOODLANDS, STAFF OF THE MAGI

Spell Charge Cost

Arcane Lock 0

Conjure Elemental 7

Detect Magic 0

Dispel Magic 3

Enlarge/Reduce 0

Fireball (level 7 version) 7

Flaming Sphere 2

Ice Storm 4

Invisibility 2

Knock 2

Light 0

Lightning Bolt (level 7 version) 7

Mage Hand 0

Passwall 5

Plane Shift 7

Protection from Evil and Good 0

Telekinesis 5

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Spell Charge Cost

Wall of Fire 4

Web 2

Regaining Charges. The staff regains 4d6 + 2 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 20, the staff regains
1d12 + 1 charges.

Retributive Strike. You can take a Magic action to break the staff over your knee or against a solid surface. The staff is destroyed and releases its
magic in an explosion that fills a 30-foot Emanation originating from itself. You have a 50 percent chance to instantly travel to a random plane of
existence, avoiding the explosion. If you fail to avoid the effect, you take Force damage equal to 16 times the number of charges in the staff. Each
other creature in the area makes a DC 17 Dexterity saving throw. On a failed save, a creature takes Force damage equal to 6 times the number of
charges in the staff. On a successful save, a creature takes half as much damage.

Staff of the Python


Staff, Uncommon (Requires Attunement)

As a Magic action, you can throw this staff so that it lands in an unoccupied space within 10 feet of you, causing the staff to become a Giant
Constrictor Snake in that space. The snake is under your control and shares your Initiative count, taking its turn immediately after yours.

On your turn, you can mentally command the snake (no action required) if it is within 60 feet of you and you don’t have the Incapacitated condition.
You decide what action the snake takes and where it moves during its turn, or you can issue it a general command, such as to attack your enemies or
guard a location. Absent commands from you, the snake defends itself.

As a Bonus Action, you can command the snake to revert to staff form in its current space, and you can’t use the staff’s property again for 1 hour. If
the snake is reduced to 0 Hit Points, it dies and reverts to its staff form; the staff then shatters and is destroyed. If the snake reverts to staff form
before losing all its Hit Points, it regains all of them.

Staff of the Woodlands


Staff, Rare (Requires Attunement by a Druid)

This staff has 6 charges and can be wielded as a magic Quarterstaff that grants a +2 bonus to attack rolls and damage rolls made with it. While
holding it, you have a +2 bonus to spell attack rolls.

Spells. While holding the staff, you can cast one of the spells on the following table from it, using your spell save DC. The table indicates how many
charges you must expend to cast the spell.

Spell Charge Cost

Animal Friendship 1

Awaken 5

Barkskin 2

Locate Animals or Plants 2

Pass without Trace 2

Speak with Animals 1

Speak with Plants 3

Wall of Thorns 6

Tree Form. You can take a Magic action to plant one end of the staff in earth in an unoccupied space and expend 1 charge to transform the staff into
a healthy tree. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius. The tree appears
ordinary but radiates a faint aura of Transmutation magic that can be discerned with the Detect Magic spell. While touching the tree and using a
Magic action, you return the staff to its normal form. Any creature in the tree falls when the tree reverts to a staff.

Regaining Charges. The staff regains 1d6 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff loses its
properties and becomes a nonmagical Quarterstaff.

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Staff of Thunder and Lightning


Staff, Very Rare (Requires Attunement)

This staff can be wielded as a magic Quarterstaff that grants a +2 bonus to attack rolls and damage rolls made with it. It also has the following
additional properties. Once one of these properties is used, it can’t be used again until the next dawn.

Lightning. When you hit with a melee attack using the staff, you can cause the target to take an extra 2d6 Lightning damage (no action required).

Thunder. When you hit with a melee attack using the staff, you can cause the staff to emit a crack of thunder audible out to 300 feet (no action
required). The target you hit must succeed on a DC 17 Constitution saving throw or have the Stunned condition until the end of your next turn.

Thunder and Lightning. Immediately after you hit with a melee attack using the staff, you can take a Bonus Action to use the Lightning and Thunder
properties (see above) at the same time. Doing so doesn’t expend the daily use of those properties, only the use of this one.

Lightning Strike. You can take a Magic action to cause a bolt of lightning to leap from the staff’s tip in a Line that is 5 feet wide and 120 feet long.
Each creature in that Line makes a DC 17 Dexterity saving throw, taking 9d6 Lightning damage on a failed save or half as much damage on a
successful one.

Thunderclap. You can take a Magic action to cause the staff to produce a thunderclap audible out to 600 feet. Every creature within a 60-foot
Emanation originating from you makes a DC 17 Constitution saving throw. On a failed save, a creature takes 2d6 Thunder damage and has the
Deafened condition for 1 minute. On a successful save, a creature takes half as much damage only.
ARTIST: CONCEPTOPOLIS

STONE OF GOOD LUCK, STAFF OF THUNDER AND LIGHTNING, STAFF OF WITHERING

Staff of Withering
Staff, Rare (Requires Attunement)

This staff has 3 charges and regains 1d3 expended charges daily at dawn.

The staff can be wielded as a magic Quarterstaff. On a hit, it deals damage as a normal Quarterstaff, and you can expend 1 charge to deal an extra
2d10 Necrotic damage to the target and force it to make a DC 15 Constitution saving throw. On a failed save, the target has Disadvantage for 1 hour
on any ability check or saving throw that uses Strength or Constitution.

Stone of Controlling Earth Elementals


Wondrous Item, Rare

While touching this 5-pound stone to the ground, you can take a Magic action to summon an Earth Elemental. The elemental appears in an
unoccupied space you choose within 30 feet of yourself, obeys your commands, and takes its turn immediately after you on your Initiative count. The
elemental disappears after 1 hour, when it dies, or when you dismiss it as a Bonus Action. The stone can’t be used this way again until the next dawn.

Stone of Good Luck (Luckstone)


Wondrous Item, Uncommon (Requires Attunement)

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While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws.

Sun Blade
Weapon (Longsword), Rare (Requires Attunement)

This item appears to be a sword hilt.

Blade of Radiance. While grasping the hilt, you can take a Bonus Action to cause a blade of pure radiance to spring into existence or make the blade
disappear. While the blade exists, this magic weapon functions as a Longsword with the Finesse property. If you are proficient with Longswords or
Shortswords, you are proficient with the Sun Blade.

You gain a +2 bonus to attack rolls and damage rolls made with this weapon, which deals Radiant damage instead of Slashing damage. When you hit
an Undead with it, that target takes an extra 1d8 Radiant damage.

Sunlight. The sword’s luminous blade emits Bright Light in a 15-foot radius and Dim Light for an additional 15 feet. The light is sunlight. While the
blade persists, you can take a Magic action to expand or reduce its radius of Bright Light and Dim Light by 5 feet each, to a maximum of 30 feet each
or a minimum of 10 feet each.
ARTIST: CONCEPTOPOLIS, EKATERINA BURMAK

SUNBLADE, SWORD OF KAS

Sword of Answering
Weapon (Longsword), Legendary (Requires Attunement)

You gain a +3 bonus to attack rolls and damage rolls made with this sword. In addition, while you hold the sword, you can take a Reaction to make
one melee attack with it against any creature in your reach that deals damage to you. You have Advantage on the attack roll, and any damage dealt
with this special attack ignores any Immunity or Resistance the target has to that damage.

Sword of Kas
Weapon (Longsword), Artifact (Requires Attunement)

Kas was a powerful warrior who served Vecna and whose loyalty was rewarded with this sword. As Kas’s power grew, so did his hubris. The sword
urged Kas to destroy Vecna and usurp his throne. Legend says Vecna’s destruction came at Kas’s hand, but Vecna also wrought his rebellious
lieutenant’s doom, leaving only Kas’s sword behind.

Bloodthirst. The sword thirsts for blood. If the sword doesn’t taste blood on its blade within 1 minute of being drawn from its scabbard, its wielder
makes a DC 15 Charisma saving throw. On a successful save, the wielder takes 3d6 Psychic damage. On a failed save, the wielder is dominated by
the sword, as if by the Dominate Monster spell, and the sword demands blood. The spell effect ends when the sword’s demand is met.

Magic Weapon. You gain a +3 bonus to attack rolls and damage rolls made with the sword, which scores a Critical Hit on a roll of 19 or 20 on the d20
and deals an extra 2d10 Slashing damage to Undead.

Random Properties. The sword has the following random properties (see “Artifacts” in this chapter):

1 minor beneficial property


1 major beneficial property

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1 minor detrimental property


1 major detrimental property

Spells. While the sword is on your person, you can cast the following spells (save DC 18) from it:

Call Lightning
Divine Word
Finger of Death

Once you use the sword to cast a spell, you can’t cast that spell again from it until the next dawn.

Spirit of Kas. While the sword is on your person, you gain the following benefits:

Battle Hunger. You add 1d10 to your Initiative rolls.

Blade of Defense. When you take an action to attack with the sword, you can transfer some or all of its attack bonus to your Armor Class instead. The
adjusted bonuses remain in effect until the start of your next turn.

Necrotic Resistance. You have Resistance to Necrotic damage.

Sentience. The Sword of Kas is a sentient Chaotic Evil weapon with an Intelligence of 15, a Wisdom of 13, and a Charisma of 16. It has hearing and
Darkvision out to 120 feet.

The weapon communicates telepathically with its wielder and speaks Common.

Personality. The sword’s purpose is to bring ruin to Vecna. Killing Vecna’s worshipers, destroying the lich’s works, and foiling his machinations all help
to fulfill this goal.

The Sword of Kas also seeks to destroy anyone corrupted by the Eye and Hand of Vecna.

Destroying the Sword. A creature attuned to both the Eye of Vecna and the Hand of Vecna can use the Wish property of those combined Artifacts to
unmake the Sword of Kas, provided the sword is within 30 feet of the spell’s caster. Upon casting Wish, the creature makes a DC 18 Charisma saving
throw. On a failed save, nothing happens, and the Wish spell is wasted. On a successful save, the Sword of Kas is destroyed.

Sword of Life Stealing


Weapon (Glaive, Greatsword, Longsword, Rapier, Scimitar, or Shortsword), Rare (Requires Attunement)

When you attack a creature with this magic weapon and roll a 20 on the d20 for the attack roll, that target takes an extra 15 Necrotic damage if it isn’t
a Construct or an Undead, and you gain Temporary Hit Points equal to the amount of Necrotic damage taken.

Sword of Sharpness
Weapon (Glaive, Greatsword, Longsword, or Scimitar), Very Rare (Requires Attunement)

When you attack an object with this magic weapon and hit, maximize your weapon damage dice against the target.

When you attack a creature with this weapon and roll a 20 on the d20 for the attack roll, that target takes an extra 14 Slashing damage and gains 1
Exhaustion level.

Sword of Vengeance
Weapon (Glaive, Greatsword, Longsword, Rapier, Scimitar, or Shortsword), Uncommon (Requires Attunement)

You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.

Curse. This weapon is cursed and possessed by a vengeful spirit. Becoming attuned to it extends the curse to you. As long as you remain cursed, you
are unwilling to part with the weapon, keeping it on your person at all times. While attuned to this weapon, you have Disadvantage on attack rolls
made with weapons other than this one.

In addition, while the weapon is on your person, you must succeed on a DC 15 Wisdom saving throw whenever you take damage from another
creature in combat. On a failed save, you must attack the creature that damaged you until you drop to 0 Hit Points or it does or until you can’t reach
the creature to make a melee attack against it.

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You can break the curse in the usual ways. Alternatively, casting Banishment on the weapon forces the vengeful spirit to leave it. The weapon then
becomes a +1 Weapon with no other properties.

Sword of Wounding
Weapon (Glaive, Greatsword, Longsword, Rapier, Scimitar, or Shortsword), Rare (Requires Attunement)

When you hit a creature with an attack using this magic weapon, the target takes an extra 2d6 Necrotic damage and must succeed on a DC 15
Constitution saving throw or be unable to regain Hit Points for 1 hour. The target repeats the save at the end of each of its turns, ending the effect on
itself on a success.

Sylvan Talon
Weapon (Dagger, Rapier, Scimitar, Shortsword, Sickle, or Spear), Common (Requires Attunement)

While this weapon is on your person, you understand the nonwritten communication of all Fey, and they understand yours.

Secret Message. As a Magic action, you can use the weapon to cast Message. Once this property is used, it can’t be used again until the next dawn.

Magic Items (T)

Talisman of Pure Good


Wondrous Item, Legendary (Requires Attunement by a Cleric or Paladin)

This talisman is a mighty symbol of goodness. A Fiend or an Undead that touches the talisman takes 8d6 Radiant damage and takes the damage
again each time it ends its turn holding or carrying the talisman.

Holy Symbol. You can use the talisman as a Holy Symbol. You gain a +2 bonus to spell attack rolls while you wear or hold it.

Pure Rebuke. The talisman has 7 charges. While wearing or holding the talisman, you can take a Magic action to expend 1 charge and target one
creature you can see on the ground within 120 feet of yourself. A flaming fissure opens under the target, and the target makes a DC 20 Dexterity
saving throw. If the target is a Fiend or an Undead, it has Disadvantage on the save. On a failed save, the target falls into the fissure and is destroyed,
leaving no remains. On a successful save, the target isn’t cast into the fissure but takes 4d6 Psychic damage from the ordeal. In either case, the
fissure then closes, leaving no trace of its existence. When you expend the last charge, the talisman disperses into motes of golden light and is
destroyed.
ARTIST: CONCEPTOPOLIS

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SWORD OF LIFE STEALING (LONGSWORD), SWORD OF SHARPNESS (GREATSWORD),
SYLVAN TALON (SCIMITAR), TALISMAN OF THE SPHERE, TALISMAN OF ULTIMATE EVIL

Talisman of the Sphere


Wondrous Item, Legendary (Requires Attunement)

While holding or wearing this talisman, you have Advantage on any Intelligence (Arcana) check you make to control a Sphere of Annihilation. In
addition, when you start your turn in control of a Sphere of Annihilation, you can take a Magic action to move it 10 feet plus a number of additional
feet equal to 10 times your Intelligence modifier. This movement doesn’t have to be in a straight line.

Talisman of Ultimate Evil


Wondrous Item, Legendary (Requires Attunement)

This item symbolizes unrepentant evil. A creature that isn’t a Fiend or an Undead that touches the talisman takes 8d6 Necrotic damage and takes the
damage again each time it ends its turn holding or carrying the talisman.

Holy Symbol. You can use the talisman as a Holy Symbol. You gain a +2 bonus to spell attack rolls while you wear or hold it.

Ultimate End. The talisman has 6 charges. While wearing or holding the talisman, you can take a Magic action to expend 1 charge and target one
creature you can see on the ground within 120 feet of yourself. A flaming fissure opens under the target, and the target makes a DC 20 Dexterity
saving throw. If the target is a Celestial, it has Disadvantage on the save. On a failed save, the target falls into the fissure and is destroyed, leaving no
remains. On a successful save, the target isn’t cast into the fissure but takes 4d6 Psychic damage from the ordeal. In either case, the fissure then
closes, leaving no trace of its existence. When you expend the last charge, the talisman dissolves into foul-smelling slime and is destroyed.

Talking Doll
Wondrous Item, Common (Requires Attunement)

While this doll is within 5 feet of you, you can spend a Short Rest telling it to say up to six phrases, none of which can be more than six words long,
and set a condition under which the doll speaks each phrase. You can also replace old phrases with new ones. Whatever the condition, it must occur
within 5 feet of the doll to make it speak. For example, whenever someone picks up the doll, it might say, “I want a piece of candy.” The doll’s phrases
are lost when your Attunement to the doll ends.

Tankard of Sobriety
Wondrous Item, Common

This tankard has a stern face sculpted into one side. You can drink ale, wine, or any other nonmagical alcoholic beverage poured into it without
becoming inebriated. The tankard has no effect on magical liquids or harmful substances such as poison.

Tentacle Rod
Rod, Rare (Requires Attunement)

This rod ends in three rubbery tentacles. While holding the rod, you can take a Magic action to direct the tentacles to stretch outward, each one
attacking a creature you can see within 15 feet of yourself. For each tentacle, make a melee attack roll with a +9 bonus. A tentacle deals 1d6 Psychic
damage on a hit. If you hit the same target with all three tentacles, the target must succeed on a DC 15 Dexterity saving throw or have the Restrained
condition until you have the Incapacitated condition, until you take a Bonus Action to release the target, or until the target is no longer within 15 feet
of you. While Restrained in this way, the target takes 3d6 Psychic damage at the start of each of its turns. At the end of each of its turns, the target
repeats the save, ending the effect on itself on a success.

Thunderous Greatclub
Weapon (Greatclub), Very Rare (Requires Attunement)

While you are attuned to this magic weapon, your Strength is 20 unless your Strength is already equal to or greater than that score. The weapon deals
an extra 1d8 Thunder damage to any creature it hits and an extra 3d8 Thunder damage to objects it hits that aren’t being worn or carried.

The weapon has the following additional properties.

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Clap of Thunder. As a Magic action, you can strike the weapon against a hard surface to create a loud clap of thunder audible out to 300 feet. You
also create a 30-foot Cone of thunderous energy. Each creature in the Cone must succeed on a DC 15 Strength saving throw or have the Prone
condition. Nonmagical objects in the Cone that aren’t being worn or carried take 3d8 Thunder damage.

Earthquake. As a Magic action, you can strike the weapon against the ground to create an intense seismic disturbance in a 50-foot-radius circle
centered on the point of impact. Structures in contact with the ground in that area take 50 Bludgeoning damage, and each creature on the ground in
that area must succeed on a DC 20 Dexterity saving throw or have the Prone condition. If that creature is also concentrating, it must succeed on a DC
20 Constitution saving throw or its Concentration is broken. In addition, you can cause a 30-foot-deep, 10-foot-wide fissure to open up on the ground
anywhere in the area. Any creature on a spot where the fissure opens must succeed on a DC 20 Dexterity saving throw, falling into the fissure on a
failed save or moving with the fissure’s edge on a successful one. Any structure on a spot where the fissure opens collapses into the fissure. Once
you use this property, it can’t be used again until the next dawn.
ARTIST: CONCEPTOPOLIS

THUNDEROUS GREATCLUB, TENTACLE ROD, TALKING DOLL

Tome of Clear Thought


Wondrous Item, Very Rare

This book contains memory and logic exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer
studying the book’s contents and practicing its guidelines, your Intelligence increases by 2, to a maximum of 30. The manual then loses its magic but
regains it in a century.

Tome of Leadership and Influence


Wondrous Item, Very Rare

This book contains guidelines for influencing and charming others, and its words are charged with magic. If you spend 48 hours over a period of 6
days or fewer studying the book’s contents and practicing its guidelines, your Charisma increases by 2, to a maximum of 30. The manual then loses
its magic but regains it in a century.

Tome of the Stilled Tongue


Wondrous Item, Legendary (Requires Attunement by a Wizard)

This book has a desiccated tongue pinned to its front cover. Five of these tomes exist, and it’s unknown which one is the original. The tongue on the
first Tome of the Stilled Tongue belonged to a treacherous former servant of the lich Vecna. The tongues pinned to the covers of the four copies
came from other spellcasters who crossed Vecna. The first few pages of each tome are filled with indecipherable scrawls. The remaining pages are
blank.

While attuned to this item, you can use it as a Spellbook and an Arcane Focus. In addition, while holding the tome, you can take a Bonus Action to
cast a spell you have written in this tome, without expending a spell slot or using any Verbal or Somatic components. Once used, this property of the
tome can’t be used again until the next dawn.

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Only you can remove the tongue from the book’s cover. If you do so, all spells written in the book are permanently erased.

Vecna watches anyone using this tome and can write cryptic messages in it. These messages typically fade away after they are read.

Tome of Understanding
Wondrous Item, Very Rare

This book contains intuition and insight exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer
studying the book’s contents and practicing its guidelines, your Wisdom increases by 2, to a maximum of 30. The manual then loses its magic, but
regains it in a century.

Trident of Fish Command


Weapon (Trident), Uncommon (Requires Attunement)

This magic weapon has 3 charges, and it regains 1d3 expended charges daily at dawn. While you carry it, you can expend 1 charge to cast Dominate
Beast (save DC 15) from it on a Beast that has a Swim Speed.
ARTIST: CONCEPTOPOLIS

TOME OF UNDERSTANDING, TOME OF LEADERSHIP AND INFLUENCE, TOME OF CLEAR THOUGHT

Magic Items (U)

Universal Solvent
Wondrous Item, Legendary

This tube holds milky liquid with a strong alcohol smell. When found, a tube contains 1d6 + 1 ounces.

You can take a Utilize action to pour 1 or more ounces of solvent from the tube onto a surface within reach. Each ounce instantly dissolves up to 1
square foot of adhesive it touches, including Sovereign Glue.
ARTIST: CONCEPTOPOLIS

VORPAL SWORD (LONGSWORD), TRIDENT OF FISH COMMAND, UNIVERSAL SOLVENT

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Magic Items (V)

Veteran’s Cane
Wondrous Item, Common

As a Bonus Action, you can transform this walking cane into an ordinary Longsword or change the Longsword back into a walking cane. In either
case, you must be holding the item.

Vicious Weapon
Weapon (Any Simple or Martial), Rare

This magic weapon deals an extra 2d6 damage to any creature it hits. This extra damage is of the same type as the weapon’s normal damage.

Vorpal Sword
Weapon (Glaive, Greatsword, Longsword, or Scimitar), Legendary (Requires Attunement)

You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. In addition, the weapon ignores Resistance to Slashing damage.

When you use this weapon to attack a creature that has at least one head and roll a 20 on the d20 for the attack roll, you cut off one of the creature’s
heads. The creature dies if it can’t survive without the lost head. A creature is immune to this effect if it has Immunity to Slashing damage, if it doesn’t
have or need a head, or if the DM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an
extra 30 Slashing damage from the hit. If the creature has Legendary Resistance, it can expend one daily use of that trait to avoid losing its head,
taking the extra damage instead.

Magic Items (W)

Walloping Ammunition
Weapon (Any Ammunition), Common

A creature hit by this ammunition must succeed on a DC 10 Strength saving throw or have the Prone condition.

Wand of Binding
Wand, Rare (Requires Attunement)

This wand has 7 charges.

Spells. While holding the wand, you can cast one of the spells (save DC 17) on the following table from it. The table indicates how many charges you
must expend to cast the spell.

Spell Charge Cost

Hold Monster 5

Hold Person 2

Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll 1d20. On a 1, the wand
crumbles into ashes and is destroyed.

ARTIST: CONCEPTOPOLIS

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WAND OF ENEMY DETECTION, WAND OF FEAR, WAND OF FIREBALL

Wand of Conducting
Wand, Common

This wand has 3 charges. While holding it, you can take a Magic action to expend 1 charge and create orchestral music by waving it around. The
music can be heard out to 120 feet and ends when you stop waving the wand.

Regaining Charges. The wand regains all expended charges daily at dawn. If you expend the wand’s last charge, roll 1d20. On a 1, a sad tuba sound
plays as the wand crumbles into dust and is destroyed.

Wand of Enemy Detection


Wand, Rare (Requires Attunement)

This wand has 7 charges. While holding it, you can take a Magic action to expend 1 charge. For 1 minute, you know the direction of the nearest
creature Hostile to you within 60 feet, but not its distance from you. The wand can sense the presence of Hostile creatures that are Invisible, ethereal,
disguised, or hidden, as well as those in plain sight. The effect ends if you stop holding the wand.

Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll 1d20. On a 1, the wand
crumbles into ashes and is destroyed.

Wand of Fear
Wand, Rare (Requires Attunement)

This wand has 7 charges.

Spells. While holding the wand, you can cast one of the spells (save DC 15) on the following table from it. The table indicates how many charges you
must expend to cast the spell.

Spell Charge Cost

Command (“flee” or “grovel” only) 1

Fear (60-foot Cone) 3

Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll 1d20. On a 1, the wand
crumbles into ashes and is destroyed.

ARTIST: CONCEPTOPOLIS

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WAND OF LIGHTNING BOLTS, WAND OF


MAGIC DETECTION, WAND OF MAGIC
MISSILES, WAND OF ORCUS, WAND OF
PARALYSIS, WAND OF POLYMORPH

Wand of Fireballs
Wand, Rare (Requires Attunement by a Spellcaster)

This wand has 7 charges. While holding it, you can expend no more than 3 charges to cast Fireball (save DC 15) from it. For 1 charge, you cast the
level 3 version of the spell. You can increase the spell’s level by 1 for each additional charge you expend.

Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll 1d20. On a 1, the wand
crumbles into ashes and is destroyed.

Wand of Lightning Bolts


Wand, Rare (Requires Attunement by a Spellcaster)

This wand has 7 charges. While holding it, you can expend no more than 3 charges to cast Lightning Bolt (save DC 15) from it. For 1 charge, you cast
the level 3 version of the spell. You can increase the spell’s level by 1 for each additional charge you expend.

Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll 1d20. On a 1, the wand
crumbles into ashes and is destroyed.

Wand of Magic Detection


Wand, Uncommon

This wand has 3 charges. While holding it, you can expend 1 charge to cast Detect Magic from it. The wand regains 1d3 expended charges daily at
dawn.

Wand of Magic Missiles


Wand, Uncommon

This wand has 7 charges. While holding it, you can expend no more than 3 charges to cast Magic Missile from it. For 1 charge, you cast the level 1
version of the spell. You can increase the spell’s level by 1 for each additional charge you expend.

Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll 1d20. On a 1, the wand
crumbles into ashes and is destroyed.

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Wand of Orcus
Wand, Artifact (Requires Attunement)

Crafted and wielded by Orcus, this ghastly wand slips from the demon lord’s grasp from time to time. When it does, it magically appears wherever the
demon lord senses an opportunity to achieve some fell goal.

The wand is topped with a skull that once belonged to a human hero slain by Orcus. The wand can magically change in size to better conform to the
grip of its user. All Holy Water within 10 feet of the wand is destroyed.

Any creature besides Orcus that tries to attune to the wand makes a DC 17 Constitution saving throw. On a successful save, the creature takes 10d6
Necrotic damage. On a failed save, the creature dies and, if it is a Humanoid, turns into a Zombie.

Magic Weapon. You can wield the wand as a magic Mace that grants a +3 bonus to attack rolls and damage rolls made with it. The wand deals an
extra 2d12 Necrotic damage on a hit.

Random Properties. The Wand of Orcus has the following random properties (see “Artifacts” in this chapter):

2 minor beneficial properties


1 major beneficial property
2 minor detrimental properties
1 major detrimental property

The detrimental properties of the Wand of Orcus are suppressed while the wand is attuned to Orcus.

Protection. You gain a +3 bonus to Armor Class while holding the wand.

Spells. The wand has 7 charges and regains 1d4 + 3 expended charges daily at dawn. While holding the wand, you can cast one of the spells on the
following table from it (save DC 18). The table indicates how many charges you must expend to cast the spell.

Spell Charge Cost

Animate Dead 1

Blight 2

Circle of Death 3

Finger of Death 3

Power Word Kill 4

Speak with Dead 1

While attuned to the wand, Orcus or a follower blessed by him can cast each of the wand’s spells using 2 fewer charges (minimum of 0).

Call Undead. While holding the wand, you can take a Magic action to conjure 15 Skeletons and 15 Zombies. These Undead magically rise up from the
ground or otherwise form in unoccupied spaces within 300 feet of you and obey your commands until they are destroyed or until the next dawn, when
they collapse into inanimate piles of bones and rotting corpses. Once you use this property, you can’t use it again until the next dawn.

While holding the wand, Orcus can summon any kind of Undead, not just skeletons and zombies. These Undead don’t perish at dawn the following
day, remaining until Orcus dismisses them.

Sentience. The Wand of Orcus is a sentient Chaotic Evil item with an Intelligence of 16, a Wisdom of 12, and a Charisma of 16. It has hearing and
Darkvision out to 120 feet.

The wand communicates telepathically with its wielder and speaks Abyssal and Common.

Personality. The wand’s purpose is to help satisfy Orcus’s desire to slay everything in the multiverse. The wand is cruel, nihilistic, and bereft of humor.

To further Orcus’s goals, the wand feigns devotion to its current user and makes grandiose promises that it has no intention of fulfilling, such as
vowing to help its user overthrow Orcus.

Destroying the Wand. Destroying the Wand of Orcus requires that it be taken to the Positive Plane by the ancient hero whose skull surmounts it. For
this to happen, the long-lost hero must first be restored to life—no easy task, given the fact that Orcus has imprisoned the hero’s soul and keeps it
hidden and well guarded.

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Bathing the wand in positive energy (such as that which permeates the Positive Plane) causes it to crack and explode, but unless the above
conditions are met, the wand instantly re-forms on Orcus’s layer of the Abyss.

Wand of Paralysis
Wand, Rare (Requires Attunement by a Spellcaster)

This wand has 7 charges. While holding it, you can take a Magic action to expend 1 charge to cause a thin blue ray to streak from the tip toward a
creature you can see within 60 feet of yourself. The target must succeed on a DC 15 Constitution saving throw or have the Paralyzed condition for 1
minute. At the end of each of the target’s turns, it repeats the save, ending the effect on itself on a success.

Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll 1d20. On a 1, the wand
crumbles into ashes and is destroyed.

Wand of Polymorph
Wand, Very Rare (Requires Attunement by a Spellcaster)

This wand has 7 charges. While holding it, you can expend 1 charge to cast Polymorph (save DC 15) from it.

Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll 1d20. On a 1, the wand
crumbles into ashes and is destroyed.

Wand of Pyrotechnics
Wand, Common

This wand has 7 charges. While holding it, you can take a Magic action to expend 1 charge and create a harmless burst of multicolored light at a point
you can see up to 120 feet away. The burst of light is accompanied by a crackling noise that can be heard up to 300 feet away. The light is as bright
as a torch flame but lasts only a second.

Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll 1d20. On a 1, the wand
erupts in a harmless pyrotechnic display and is destroyed.

Wand of Secrets
Wand, Uncommon

This wand has 3 charges and regains 1d3 expended charges daily at dawn. While holding it, you can take a Magic action to expend 1 charge, and if a
secret door or trap is within 60 feet of you, the wand pulses and points at the one nearest to you.

Wand of the War Mage, +1, +2, or +3


Wand, Uncommon (+1), Rare (+2), or Very Rare (+3) (Requires Attunement by a Spellcaster)

While holding this wand, you gain a bonus to spell attack rolls determined by the wand’s rarity. In addition, you ignore Half Cover when making a spell
attack roll.

Wand of Web
Wand, Uncommon (Requires Attunement by a Spellcaster)

This wand has 7 charges. While holding it, you can expend 1 charge to cast Web (save DC 13) from it.

Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll 1d20. On a 1, the wand
crumbles into ashes and is destroyed.

Wand of Wonder
Wand, Rare (Requires Attunement)

This wand has 7 charges. While holding it, you can take a Magic action to expend 1 charge while choosing a point within 120 feet of yourself. That
location becomes the point of origin of a spell or other magical effect determined by rolling on the Wand of Wonder Effects table. Spells cast from the

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wand have a save DC of 15. If a spell’s maximum range is normally less than 120 feet, it becomes 120 feet when cast from the wand. If an effect has
multiple possible subjects, the DM determines randomly which among them are affected.

Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll 1d20. On a 1, the wand
crumbles into dust and is destroyed.

Wand of Wonder Effects

1d100 Effect

You cast a spell originating from the chosen point. Roll 1d10 to determine the spell: on a 1–2, Darkness; on a 3–4, Faerie Fire; on a 5–6,
01–20
Fireball; on a 7–8, Slow; on a 9–10, Stinking Cloud.

Nothing happens at the chosen point of origin. Instead, you have the Stunned condition until the start of your next turn, believing something
21–25
awesome just happened.

26–30 You cast Gust of Wind. The Line created by the spell extends from you to the chosen point of origin.

31–35 Nothing happens at the chosen point of origin. Instead, you take 1d6 Psychic damage.

Heavy rain falls for 1 minute in a 120-foot-high, 60-foot-radius Cylinder centered on the chosen point of origin. During that time, the area of
36–40
effect is Lightly Obscured.

A cloud of 600 oversized butterflies fills a 60-foot-high, 30-foot-radius Cylinder centered on the chosen point of origin. The butterflies remain for
41–45
10 minutes, during which time the area of effect is Heavily Obscured.

46–50 You cast Lightning Bolt. The Line created by the spell extends from you to the chosen point of origin.

The creature closest to the chosen point of origin is enlarged as if you had cast Enlarge/Reduce on it. If the target isn’t you and can’t be
51–55
affected by that spell, you become the target instead.

A magically formed creature appears in an unoccupied space as close to the chosen point of origin as possible. The creature isn’t under your
56–60 control, acts as it normally would, and disappears after 1 hour or when it drops to 0 Hit Points. Roll 1d4 to determine which creature appears.
On a 1, a Rhinoceros appears; on a 2, an Elephant appears; and on a 3–4, a Rat appears.

Grass covers a 60-foot-radius circle of ground, with the center of that circle as close to the chosen point of origin as possible. Grass that’s
61–64
already there grows to ten times its normal size and remains overgrown for 1 minute.

An object of the DM’s choice disappears into the Ethereal Plane. The object must be neither worn nor carried, within 120 feet of the chosen
65–68
point of origin, and no larger than 10 feet in any dimension. If there are no such objects in range, nothing happens.

Nothing happens at the chosen point of origin. Instead, you shrink as if you had cast Enlarge/Reduce on yourself and remain in that state for 1
69–72
minute.

73–77 Leaves grow from the creature nearest to the chosen point of origin. Unless they are picked off, the leaves turn brown and fall off after 24 hours.

Nothing happens at the chosen point of origin. Instead, a burst of colorful, shimmering light extends from you in a 30-foot Emanation. Each
78–82 creature in the area must succeed on a DC 15 Constitution saving throw or have the Blinded condition for 1 minute. A creature repeats the save
at the end of each of its turns, ending the effect on itself on a success.

83–87 Nothing happens at the chosen point of origin. Instead, you cast Invisibility on yourself.

Nothing happens at the chosen point of origin. Instead, a stream of 1d4 × 10 gems, each worth 1 GP, shoots from the wand’s tip in a Line 30
88–92 feet long and 5 feet wide toward the chosen point of origin. Each gem deals 1 Bludgeoning damage, and the total damage of the gems is
divided equally among all creatures in the Line.

You cast Polymorph, targeting the creature closest to the chosen point of origin. Roll 1d4 to determine the target’s new form. On a 1, the new
93–97
form is a Black Bear; on a 2, the new form is a Giant Wasp; on a 3–4, the new form is a Frog.

The creature closest to the chosen point of origin makes a DC 15 Constitution saving throw. On a failed save, the creature has the Restrained
condition and begins to turn to stone. While Restrained in this way, the creature repeats the save at the end of its next turn. On a successful
98–00
save, the effect ends. On a failed save, the creature has the Petrified condition instead of the Restrained condition. The petrification lasts until
the creature is freed by the Greater Restoration spell or similar magic.

ARTIST: WAYNE ENGLAND, CONCEPTOPOLIS

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WAND OF SECRETS, WAND OF THE WAR MAGE, WAND OF WEB, WAND OF WONDER

Wave
Weapon (Trident), Artifact (Requires Attunement)

Held in the dungeon of White Plume Mountain, Wave is engraved with images of waves, shells, and sea creatures.

You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. When you roll a 20 on the d20 for an attack roll with this weapon,
the target takes an extra 21 Necrotic damage.

While holding Wave, you gain the following benefits:

Combat Ready. You have Advantage on Initiative rolls.

Underwater Adaptation. A bubble of air forms around your head while you are underwater, allowing you to breathe normally in that environment.

Aquatic Command. Wave has 3 charges and regains 1d3 expended charges daily at dawn. While you carry it, you can expend 1 charge to cast
Dominate Beast (save DC 20) from it on a Beast that has a Swim Speed.

Globe of Invulnerability. While holding Wave, you can cast the level 9 version of Globe of Invulnerability from it. Once used, this property can’t be used
again until the next dawn.

Sentience. Wave is a sentient weapon of Neutral alignment, with an Intelligence of 14, a Wisdom of 10, and a Charisma of 18. It has hearing and
Darkvision out to 120 feet.

The weapon communicates telepathically with its wielder and speaks Aquan.

Personality. Wave zealously encourages mortals to worship sea gods and has a habit of humming sea chanteys. Conflict arises if the wielder fails to
further the weapon’s objectives in the world.

Destroying Wave. Wave can be destroyed only on the island of Thunderforge, where it was forged. The weapon must be melted down by a storm giant
or someone imbued with a storm giant’s strength. Destroying Wave angers a god of the sea, who sends powerful agents to attack the island and
punish the destroyers.

Weapon, +1, +2, or +3


Weapon (Any Simple or Martial), Uncommon (+1), Rare (+2), or Very Rare (+3)

You have a bonus to attack rolls and damage rolls made with this magic weapon. The bonus is determined by the weapon’s rarity.

Weapon of Warning
Weapon (Any Simple or Martial), Uncommon (Requires Attunement)

As long as this weapon is within your reach and you are attuned to it, you and allies within 30 feet of you gain the following benefits.

Alarm. The weapon magically awakens each subject who is sleeping naturally when combat begins. This benefit doesn’t wake a subject from
magically induced sleep.

Supernatural Readiness. Each subject has Advantage on its Initiative rolls.

Well of Many Worlds


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Wondrous Item, Legendary

This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter.

You can take a Magic action to unfold the Well of Many Worlds and place it on a solid surface, whereupon it forms a two-way, 6-foot-diameter, circular
portal to another world or plane of existence. Each time the item opens a portal, the DM decides where it leads. The portal remains open until a
creature within 5 feet of it takes a Magic action to close it by taking hold of the edges of the cloth and folding it up.

Once the Well of Many Worlds has opened a portal, it can’t do so again for 1d8 hours.

Whelm
Weapon (Warhammer), Artifact (Requires Attunement by a Dwarf or a Creature Attuned to a Belt of Dwarvenkind)

Whelm is a powerful weapon forged by dwarves and lost in the dungeon of White Plume Mountain.

You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon.

Hurl. Whelm has the Thrown property with a normal range of 60 feet and a long range of 180 feet. When you hit with a ranged attack roll using
Whelm, the target takes an extra 1d8 Force damage, or an extra 4d8 Force damage if the target is a Construct, an Elemental, or a Giant. Immediately
after hitting or missing, the weapon flies back to your hand.

Shock Wave. You can take a Magic action to strike the ground with Whelm and send a shock wave out from the point of impact. Each creature of your
choice on the ground within 60 feet of that point must succeed on a DC 20 Constitution saving throw or have the Stunned condition for 1 minute. A
creature repeats the save at the end of each of its turns, ending the effect on itself on a success. Once used, this property can’t be used again until
the next dawn.

Supernatural Awareness. While you are holding the weapon, it alerts you to the location of any secret or concealed doors within 30 feet of you. In
addition, you can cast Detect Evil and Good or Locate Object from the weapon. Once you cast either spell, you can’t cast it from the weapon again
until the next dawn.

Sentience. Whelm is a sentient, Lawful Neutral weapon with an Intelligence of 15, a Wisdom of 12, and a Charisma of 15. It has hearing and
Darkvision out to 120 feet.

The weapon communicates telepathically with its wielder and speaks Dwarvish, Giant, and Goblin.

Personality. Whelm has ties to the dwarf clan that created it, called the Dankil or the Mightyhammer clan. It longs to be returned to that clan. Whelm’s
purpose is to protect dwarves. Conflict arises if the wielder doesn’t share this goal.

Destroying Whelm. Whelm can be dissolved in the acidic bile of a recently slain ancient black dragon. It can also be melted down in the forges of the
Mightyhammer dwarf clan, but only by the rightful leader of that clan.
ARTIST: CONCEPTOPOLIS

WEAPON OF WARNING (TRIDENT), +1 WEAPON (WAR PICK), WIND FAN, WINGED BOOTS, WINGS OF FLYING

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Wind Fan
Wondrous Item, Uncommon

While holding this fan, you can cast Gust of Wind (save DC 13) from it. Each subsequent time the fan is used before the next dawn, it has a
cumulative 20 percent chance of not working; if the fan fails to work, it tears into useless, nonmagical tatters.

Winged Boots
Wondrous Item, Uncommon (Requires Attunement)

These boots have 4 charges and regain 1d4 expended charges daily at dawn. While wearing the boots, you can take a Magic action to expend 1
charge, gaining a Fly Speed of 30 feet for 1 hour. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land.

Wings of Flying
Wondrous Item, Rare (Requires Attunement)

While wearing this cloak, you can take a Magic action to turn the cloak into a pair of wings on your back. The wings lasts for 1 hour or until you end
the effect early as a Magic action. The wings give you a Fly Speed of 60 feet. If you are aloft when the wings disappear, you fall. When the wings
disappear, you can’t use them again for 1d12 hours.

Wraps of Unarmed Power


Wondrous Item, Uncommon (+1), Rare (+2), or Very Rare (+3)

While wearing these wraps, you have a bonus to attack rolls and damage rolls made with your Unarmed Strikes. The bonus is determined by the
wraps’ rarity, and those strikes deal your choice of Force damage or their normal damage type.

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MAGIC ITEMS A–Z CH. 8: BASTIONS

Random Magic Items


Use the tables in this section to randomly determine magic items the characters find in your adventures. The tables are sorted first by treasure theme
(as described in the Monster Manual), and then by item rarity. If an item isn’t associated with a theme, roll 1d4 to decide which table to roll on next: on
a 1, roll on the Arcana tables; on a 2, Armaments; on a 3, Implements; and on a 4, Relics.

Arcana Tables

Arcana—Common

1d100 Item

01–02 Bead of Nourishment

03–04 Bead of Refreshment

05–07 Candle of the Deep

08–10 Cloak of Billowing

11–13 Cloak of Many Fashions

14–15 Clothes of Mending

16–17 Dark Shard Amulet

18–19 Enduring Spellbook

20–21 Ersatz Eye

22–24 Hat of Vermin

25–27 Hat of Wizardry

28–29 Heward’s Handy Spice Pouch

30–31 Horn of Silent Alarm

32–33 Instrument of Illusions

34–35 Instrument of Scribing

36–37 Lock of Trickery

38–40 Mystery Key

41–42 Orb of Direction

43–44 Orb of Time

45–46 Perfume of Bewitching

47–49 Pipe of Smoke Monsters

50–52 Potion of Climbing

53–55 Potion of Comprehension

56–58 Pot of Awakening

59–60 Prosthetic Limb

61–64 Rival Coin

65–66 Rope of Mending

67–68 Ruby of the War Mage

69–82 Spell Scroll (cantrip or level 1 spell)

83–84 Staff of Adornment

85–86 Staff of Birdcalls

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1d100 Item

87–89 Staff of Flowers

90–92 Talking Doll

93–94 Tankard of Sobriety

95–97 Wand of Conducting

98–00 Wand of Pyrotechnics

Arcana—Uncommon

1d100 Item

01 Amulet of Proof against Detection and Location

02 Baba Yaga’s Dancing Broom

03–05 Bag of Holding

06–07 Bag of Tricks

08 Brooch of Shielding

09 Broom of Flying

10 Cap of Water Breathing

11 Circlet of Blasting

12–13 Cloak of Protection

14 Cloak of the Manta Ray

15 Decanter of Endless Water

16 Deck of Illusions

17–18 Driftglobe

19–20 Dust of Disappearance

21 Dust of Dryness

22 Dust of Sneezing and Choking

23–24 Elemental Gem

25 Enspelled Staff (cantrip or level 1 spell)

26 Eversmoking Bottle

27 Eyes of Charming

28 Eyes of Minute Seeing

29–30 Figurine of Wondrous Power (silver raven)

31 Gem of Brightness

32 Hag Eye

33 Hat of Disguise

34 Headband of Intellect

35 Helm of Comprehending Languages

36 Helm of Telepathy

37 Immovable Rod

38 Lantern of Revealing

39 Medallion of Thoughts

40 Mithral Armor

41–42 Necklace of Adaptation

43 Oil of Slipperiness

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1d100 Item

44 Pearl of Power

45 Periapt of Health

46–47 Philter of Love

48–49 Potion of Animal Friendship

50–51 Potion of Fire Breath

52–53 Potion of Giant Strength (hill)

54–55 Potion of Growth

56–57 Potion of Poison

58–59 Potion of Resistance

60–61 Potion of Water Breathing

62 Quaal’s Feather Token (anchor, fan, or tree)

63 Ring of Mind Shielding

64–65 Robe of Useful Items

66–67 Rod of the Pact Keeper

68–69 Rope of Climbing

70 Saddle of the Cavalier

71–72 Sending Stones

73–74 Slippers of Spider Climbing

75–82 Spell Scroll (level 2 or level 3 spell)

83 Staff of the Adder

84 Staff of the Python

85–88 Wand of Magic Detection

89–91 Wand of Magic Missiles

92–93 Wand of Secrets

94–95 Wand of the War Mage, +1

96–97 Wand of Web

98–99 Wind Fan

00 Winged Boots

Arcana—Rare

1d100 Item

01 Bag of Beans

02–03 Bead of Force

04 Bowl of Commanding Water Elementals

05–06 Bracers of Defense

07 Brazier of Commanding Fire Elementals

08–09 Cape of the Mountebank

10 Censer of Controlling Air Elementals

11–12 Chime of Opening

13–14 Cloak of Displacement

15–16 Cloak of the Bat

17 Cube of Force

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1d100 Item

18 Cube of Summoning

19 Daern’s Instant Fortress

20–21 Enspelled Staff (level 2 or 3 spell)

22–23 Figurine of Wondrous Power (bronze griffon, ebony fly, golden lions, ivory goats, marble elephant, onyx dog, or serpentine owl)

24–25 Folding Boat

26–27 Gem of Seeing

28 Helm of Teleportation

29–30 Heward’s Handy Haversack

31–32 Horseshoes of Speed

33–34 Ioun Stone (reserve)

35 Iron Bands of Bilarro

36 Mantle of Spell Resistance

37–38 Necklace of Fireballs

39 Oil of Etherealness

40 Portable Hole

41–42 Potion of Clairvoyance

43–44 Potion of Diminution

45–46 Potion of Gaseous Form

47 Potion of Giant Strength (fire)

48–49 Potion of Giant Strength (frost or stone)

50–51 Potion of Heroism

52–53 Potion of Invisibility

54–55 Potion of Invulnerability

56–57 Potion of Mind Reading

58–59 Quaal’s Feather Token (bird, swan boat, or whip)

60–61 Ring of Feather Falling

62 Ring of Spell Storing

63 Ring of X-ray Vision

64–65 Robe of Eyes

66 Rod of Rulership

67–68 Rod of the Pact Keeper, +2

69–70 Scroll of Protection

71–75 Spell Scroll (level 4 or level 5 spell)

76–77 Staff of Charming

78–79 Staff of Swarming Insects

80–81 Staff of Withering

82 Stone of Controlling Earth Elementals

83–84 Wand of Binding

85–86 Wand of Fear

87–90 Wand of Fireballs

91–94 Wand of Lightning Bolts

95–96 Wand of the War Mage, +2

97–98 Wand of Wonder

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1d100 Item

99–00 Wings of Flying

Arcana—Very Rare

1d100 Item

01–02 Amulet of the Planes

03–04 Bag of Devouring

05–06 Carpet of Flying

07–08 Cauldron of Rebirth

09–10 Cloak of Arachnida

11–12 Crystal Ball

13 Dancing Sword

14 Efreeti Bottle

15–16 Enspelled Staff (level 4 or 5 spell)

17–18 Figurine of Wondrous Power (obsidian steed)

19–20 Hat of Many Spells

21–22 Helm of Brilliance

23–24 Horseshoes of a Zephyr

25–26 Ioun Stone (absorption, fortitude, intellect, or leadership)

27–28 Manual of Golems (clay, flesh, iron, or stone)

29 Mirror of Life Trapping

30–31 Nolzur’s Marvelous Pigments

32–34 Oil of Sharpness

35–38 Potion of Flying

39–42 Potion of Giant Strength (cloud)

43–46 Potion of Greater Invisibility

47–49 Potion of Longevity

50–53 Potion of Speed

54–57 Potion of Vitality

58–59 Ring of Regeneration

60–61 Ring of Shooting Stars

62–63 Ring of Telekinesis

64–65 Robe of Scintillating Colors

66–67 Robe of Stars

68–69 Rod of Absorption

70–71 Rod of Security

72–73 Rod of the Pact Keeper, +3

74–85 Spell Scroll (level 6, level 7, or level 8 spell)

86–87 Staff of Fire

88–89 Staff of Frost

90 Staff of Power

91–92 Staff of Thunder and Lightning

93–94 Tome of Clear Thought

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1d100 Item

95–97 Wand of Polymorph

98–00 Wand of the War Mage, +3

Arcana—Legendary

1d100 Item

01–04 Apparatus of Kwalish

05–08 Cloak of Invisibility

09–12 Crystal Ball of Mind Reading

13–16 Crystal Ball of Telepathy

17–20 Crystal Ball of True Seeing

21–22 Cubic Gate

23 Deck of Many Things

24–27 Enspelled Staff (level 6, 7, or 8 spell)

28–31 Ioun Stone (greater absorption, mastery, or regeneration)

32–33 Iron Flask

34–41 Potion of Storm Giant Strength (storm)

42–45 Ring of Djinni Summoning

46–49 Ring of Elemental Command (air, earth, fire, or water)

50–53 Ring of Invisibility

54–57 Ring of Spell Turning

58 Ring of Three Wishes

59 Robe of the Archmagi

60–61 Scroll of Titan Summoning

62–65 Sovereign Glue

66–83 Spell Scroll (level 9 spell)

84 Sphere of Annihilation

85 Staff of the Magi

86–88 Talisman of the Sphere

89–92 Tome of the Stilled Tongue

93–96 Universal Solvent

97–00 Well of Many Worlds

Armaments Tables

Armaments—Common

1d100 Item

01–10 Armor of Gleaming

11–20 Cast-Off Armor

21–30 Dread Helm

31–40 Moon-Touched Sword

41–50 Shield of Expression

51–60 Silvered Weapon

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1d100 Item

61–70 Smoldering Armor

71–80 Sylvan Talon

81–90 Veteran’s Cane

91–00 Walloping Ammunition

Armaments—Uncommon

1d100 Item

01–04 Adamantine Armor

05–08 Adamantine Weapon

09–13 Ammunition, +1

14–18 Bracers of Archery

19–23 Enspelled Armor (cantrip or level 1 spell)

24–28 Enspelled Weapon (cantrip or level 1 spell)

29–33 Gauntlets of Ogre Power

34–38 Javelin of Lightning

39–43 Mariner’s Armor

44–48 Mithral Armor

49–53 Potion of Giant Strength (hill)

54–58 Potion of Pugilism

59–62 Quiver of Ehlonna

63–66 Saddle of the Cavalier

67–71 Sentinel Shield

72–76 Shield, +1

77–81 Sword of Vengeance

82–85 Trident of Fish Command

86–90 Weapon, +1

91–95 Weapon of Warning

96–00 Wraps of Unarmed Power, +1

Armaments—Rare

1d100 Item

01–03 Ammunition, +2

04–07 Armor, +1

08–10 Armor of Resistance

11–13 Armor of Vulnerability

14–15 Arrow-Catching Shield

16–18 Belt of Giant Strength (hill)

19–20 Berserker Axe

21–22 Daern’s Instant Fortress

23–25 Dagger of Venom

26–28 Dragon Slayer

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1d100 Item

29–31 Elven Chain

32–34 Enspelled Armor (level 2 or 3 spell)

35–37 Enspelled Weapon (level 2 or 3 spell)

38–40 Flame Tongue

41–43 Giant Slayer

44–46 Horn of Blasting

47–48 Horn of Valhalla (brass or silver)

49–51 Ioun Stone (protection)

52–54 Mace of Disruption

55–57 Mace of Smiting

58–60 Mace of Terror

61–63 Potion of Giant Strength (fire)

64–66 Potion of Giant Strength (frost or stone)

67–69 Potion of Heroism

70–72 Potion of Invulnerability

73–75 Ring of Protection

76–78 Ring of the Ram

79–81 Shield, +2

82–84 Shield of Missile Attraction

85–86 Sun Blade

87–88 Sword of Life Stealing

89–90 Sword of Wounding

91–92 Tentacle Rod

93–94 Vicious Weapon

95–97 Weapon, +2

98–00 Wraps of Unarmed Power, +2

Armaments—Very Rare

1d100 Item

01–03 Ammunition, +3

04–06 Ammunition of Slaying

07–09 Animated Shield

10–12 Armor, +2

13–14 Belt of Giant Strength (fire)

15–17 Belt of Giant Strength (frost or stone)

18–19 Dancing Sword

20–22 Demon Armor

23–25 Dragon Scale Mail

26–28 Dwarven Plate

29–31 Dwarven Thrower

32–34 Energy Bow

35–37 Enspelled Armor (level 4 or 5 spell)

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1d100 Item

38–40 Enspelled Weapon (level 4 or 5 spell)

41–43 Executioner’s Axe

44–46 Frost Brand

47–49 Horn of Valhalla (bronze)

50–52 Ioun Stone (strength)

53–55 Lute of Thunderous Thumping

56–58 Manual of Gainful Exercise

59–61 Nine Lives Stealer

62–64 Oathbow

65–68 Oil of Sharpness

69–72 Potion of Giant Strength (cloud)

73–75 Quarterstaff of the Acrobat

76–78 Scimitar of Speed

79–82 Shield, +3

83–85 Shield of the Cavalier

86–88 Spellguard Shield

89–91 Sword of Sharpness

92–94 Thunderous Greatclub

95–97 Weapon, +3

98–00 Wraps of Unarmed Power, +3

Armaments—Legendary

1d100 Item

01–06 Armor, +3

07–12 Armor of Invulnerability

13–18 Belt of Giant Strength (cloud)

19–21 Belt of Giant Strength (storm)

22–27 Defender

28–33 Efreeti Chain

34–39 Enspelled Armor (level 6, 7, or 8 spell)

40–45 Enspelled Weapon (level 6, 7, or 8 spell)

46–51 Hammer of Thunderbolts

52–56 Holy Avenger

57–62 Horn of Valhalla (iron)

63–68 Luck Blade

69–72 Moonblade

73–78 Plate Armor of Etherealness

79–87 Potion of Giant Strength (storm)

88–90 Rod of Lordly Might

91–95 Sword of Answering

96–00 Vorpal Sword

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Implements Tables

Implements—Common

1d100 Item

01–02 Bead of Nourishment

03–04 Bead of Refreshment

05–06 Boots of False Tracks

07–08 Candle of the Deep

09–10 Charlatan’s Die

11–13 Cloak of Many Fashions

14–15 Clockwork Amulet

16–17 Ear Horn of Hearing

18–19 Ersatz Eye

20–21 Heward’s Handy Spice Pouch

22–23 Horn of Silent Alarm

24–25 Instrument of Illusions

26–27 Instrument of Scribing

28–29 Lock of Trickery

30–32 Moon-Touched Sword

33–34 Mystery Key

35–36 Orb of Direction

37–38 Orb of Time

39–40 Perfume of Bewitching

41–42 Pipe of Smoke Monsters

43–44 Pole of Angling

45–46 Pole of Collapsing

47–52 Potion of Climbing

53–58 Potion of Comprehension

59–74 Potion of Healing

75–76 Prosthetic Limb

77–78 Rope of Mending

79–80 Staff of Birdcalls

81–82 Sylvan Talon

83–84 Talking Doll

85–86 Tankard of Sobriety

87–90 Veteran’s Cane

91–92 Walloping Ammunition

93–94 Wand of Conducting

95–97 Wand of Enemy Detection

98–00 Wand of Pyrotechnics

Implements—Uncommon

1d100 Item

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1d100 Item

01–02 Alchemy Jug

03–06 Ammunition, +1

07–10 Bag of Holding

11–12 Boots of Elvenkind

13–14 Boots of Striding and Springing

15–16 Boots of the Winterlands

17–18 Broom of Flying

19–20 Cap of Water Breathing

21–22 Cloak of Elvenkind

23–24 Cloak of Protection

25–26 Cloak of the Manta Ray

27 Decanter of Endless Water

28–30 Driftglobe

31–32 Dust of Disappearance

33–34 Dust of Dryness

35–36 Dust of Sneezing and Choking

37–38 Enspelled Weapon (cantrip or level 1 spell)

39–40 Eyes of Minute Seeing

41–42 Eyes of the Eagle

43–44 Gloves of Missile Snaring

45–46 Gloves of Swimming and Climbing

47–48 Gloves of Thievery

49–50 Goggles of Night

51 Hag Eye

52–54 Helm of Comprehending Languages

55 Immovable Rod

56–57 Instrument of the Bards (Doss lute, Fochlucan bandore, or Mac-Fuirmidh cittern)

58–59 Lantern of Revealing

60–61 Nature’s Mantle

62–63 Oil of Slipperiness

64–65 Pipes of Haunting

66–67 Pipes of the Sewers

68–71 Potion of Growth

72–80 Potion of Healing (greater)

81–84 Potion of Water Breathing

85–86 Quaal’s Feather Token (anchor, fan, or tree)

87–88 Ring of Jumping

89–90 Ring of Swimming

91–92 Ring of Warmth

93–94 Robe of Useful Items

95–96 Rope of Climbing

97–98 Stone of Good Luck

99–00 Wand of Secrets

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Implements—Rare

1d100 Item

01–04 Ammunition, +2

05–08 Bag of Beans

09–12 Belt of Dwarvenkind

13–16 Boots of Levitation

17–20 Boots of Speed

21–24 Chime of Opening

25–28 Dimensional Shackles

29–32 Enspelled Weapon (level 2 or 3 spell)

33–36 Folding Boat

37–40 Glamoured Studded Leather

41–44 Heward’s Handy Haversack

45–48 Horseshoes of Speed

49–52 Instrument of the Bards (Canaith mandolin or Cli lyre)

53–56 Ioun Stone (awareness)

57–60 Portable Hole

61–64 Potion of Diminution

65–68 Potion of Gaseous Form

69–76 Potion of Healing (superior)

77–80 Quaal’s Feather Token (bird, swan boat, or whip)

81–84 Ring of Evasion

85–88 Ring of Free Action

89–92 Rope of Entanglement

93–96 Staff of Healing

97–00 Wand of Enemy Detection

Implements—Very Rare

1d100 Item

01–07 Ammunition, +3

08–14 Bag of Devouring

15–21 Carpet of Flying

22–28 Enspelled Weapon (level 4 or 5 spell)

29–35 Horseshoes of a Zephyr

36–42 Instrument of the Bards (Anstruth harp)

43–49 Ioun Stone (agility)

50–56 Lute of Thunderous Thumping

57–63 Manual of Quickness of Action

64–70 Nolzur’s Marvelous Pigments

71–77 Potion of Flying

78–86 Potion of Healing (supreme)

87–93 Potion of Speed

94–00 Tome of Leadership and Influence

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Implements—Legendary

1d100 Item

01–17 Enspelled Weapon (level 6, 7, or 8 spell)

18–34 Instrument of the Bards (Ollamh harp)

35–54 Sovereign Glue

55–70 Sphere of Annihilation

71–83 Talisman of the Sphere

84–00 Universal Solvent

Relics Tables

Relics—Common

1d100 Item

01–08 Ear Horn of Hearing

09–28 Potion of Healing

29–36 Pot of Awakening

37–44 Ruby of the War Mage

45–52 Shield of Expression

53–60 Smoldering Armor

61–80 Spell Scroll (cantrip or level 1 spell)

81–90 Staff of Adornment

91–00 Staff of Flowers

Relics—Uncommon

1d100 Item

01–05 Enspelled Staff (cantrip or level 1 spell)

06–10 Keoghtom’s Ointment

11–15 Mariner’s Armor

16–20 Nature’s Mantle

21–25 Pearl of Power

26–30 Periapt of Health

31–35 Periapt of Wound Closure

36–40 Potion of Animal Friendship

41–55 Potion of Healing (greater)

56–60 Potion of Resistance

61–65 Ring of Water Walking

66–70 Sending Stones

71–80 Spell Scroll (level 2 or level 3 spell)

81–85 Staff of the Adder

86–90 Staff of the Python

91–95 Wand of Magic Detection

96–00 Wand of the War Mage, +1

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Relics—Rare

1d100 Item

01–03 Amulet of Health

04–07 Armor, +1

08–09 Bowl of Commanding Water Elementals

10–11 Brazier of Commanding Fire Elementals

12–13 Censer of Controlling Air Elementals

14–16 Elixir of Health

17–19 Enspelled Staff (level 2 or 3 spell)

20–22 Horn of Blasting

23–25 Horn of Valhalla (brass or silver)

26–28 Ioun Stone (reserve or sustenance)

29–31 Mace of Disruption

32–34 Mace of Smiting

35–37 Mace of Terror

38–40 Necklace of Prayer Beads

41–43 Periapt of Proof against Poison

44–51 Potion of Healing (superior)

52–54 Ring of Animal Influence

55–58 Ring of Resistance

59–61 Ring of Spell Storing

62–65 Scroll of Protection

66–73 Spell Scroll (level 4 or level 5 spell)

74–76 Staff of Charming

77–79 Staff of Healing

80–82 Staff of Swarming Insects

83–85 Staff of the Woodlands

86–88 Staff of Withering

89–90 Stone of Controlling Earth Elementals

91–93 Tentacle Rod

94–96 Wand of Paralysis

97–00 Wand of the War Mage, +2

Relics—Very Rare

1d100 Item

01–05 Armor, +2

06–10 Candle of Invocation

11–15 Cauldron of Rebirth

16–20 Enspelled Staff (level 4 or 5 spell)

21–25 Horn of Valhalla (bronze)

26–30 Ioun Stone (insight)

31–35 Manual of Bodily Health

36–43 Potion of Healing (supreme)

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1d100 Item

44–50 Potion of Vitality

51–55 Rod of Alertness

56–65 Spell Scroll (level 6, level 7, or level 8 spell)

66–70 Spirit Board

71–75 Staff of Fire

76–80 Staff of Frost

81–85 Staff of Striking

86–90 Staff of Thunder and Lightning

91–95 Tome of Understanding

96–00 Wand of the War Mage, +3

Relics—Legendary

1d100 Item

01–08 Armor of Invulnerability

09–18 Armor, +3

19–27 Enspelled Staff (level 6, 7, or 8 spell)

28–36 Holy Avenger

37–45 Horn of Valhalla (iron)

46–54 Rod of Resurrection

55–63 Scarab of Protection

64–72 Scroll of Titan Summoning

73–80 Spell Scroll (level 9 spell)

81–90 Talisman of Pure Good

91–00 Talisman of Ultimate Evil

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RANDOM MAGIC ITEMS APPENDIX A: LORE GLOSSARY

Chapter 8: Bastions
ARTIST: NOOR RAHMAN

A BASTION BY THE SEA IS MORE THAN JUST AN ADVENTURER’S GETAWAY


A LOT CAN HAPPEN HERE TO FUEL STORIES IN THE CAMPAIGN

A Bastion is a location that belongs to a player character: a home, a stronghold, and a place of power that the character develops over the course of a
campaign. A Bastion offers a character temporary refuge from the dangerous world of adventuring, and it provides opportunities for a character to
craft magic items, conduct research, harvest poisons, build ships, and carry out a range of other activities.

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As DM, you decide whether Bastions are available in a campaign. Bastions are best suited to campaigns that allow characters to return to their
Bastions during intervals when they’re not actively adventuring. Not every character needs to have a Bastion. It’s fine for some players in your
campaign to opt in to Bastion ownership and others to opt out.

There’s no need to choose between going on adventures and commanding a Bastion; a character can do both at once. A Bastion has special facilities
that generate benefits, and these facilities can also undertake projects while the character is otherwise occupied.

Most importantly, a Bastion is a creative playground for a player and a shared storytelling space in the campaign. Be as permissive as you can with
the stories players tell in their Bastions, but players should know their control might be limited by the campaign’s larger story, which you strive to
make fun for everyone.

Gaining a Bastion

If you allow Bastions in your campaign, characters acquire their Bastions when they reach level 5. You and the players can decide together how these
Bastions come into being. A character might inherit or receive a parcel of land on which to build their Bastion (see “Marks of Prestige” in chapter 3),
or they might take a preexisting structure and refurbish it. It’s fair to assume that work has been going on behind the scenes of the campaign during a
character’s early adventuring career, so the Bastion is ready when the character reaches level 5.

The shape, style, and function of a character’s Bastion are up to the player to determine. For example, a Wizard might build a tower, a Cleric might
establish a shrine, a Fighter might build a fortified keep or similar stronghold, and a Rogue might establish a guildhall or lodge. Characters of other
classes might choose one of these forms or combine them—a Paladin’s Bastion might be similar to a Cleric’s shrine but as fortified as a Fighter’s
stronghold. And multiple characters can combine their Bastions to form a single large structure (see “Bastion Map”).

Every Bastion has facilities that serve basic needs as well as special ones, such as libraries, menageries, and workshops (see “Basic Facilities” and
“Special Facilities”).

Bastion Turns

As time passes in the campaign, players take Bastion turns to reflect the activity occurring in their Bastions, whether or not the characters are
present. On a Bastion turn, a character can issue orders to the special facilities in their Bastion or issue the Maintain order to the entire Bastion (see
“Orders”).

Frequency of Bastion Turns

By default, a Bastion turn occurs every 7 days of in-game time. Here are common examples of players taking one or more Bastion turns:

The characters are on a long journey away from their Bastions. After the characters have been away for 7 days, you might say, “Time for a
Bastion turn. Since you’re not there, we’ll assume you issue the Maintain order for your Bastions.” Then roll for events as described in the
“Bastion Events” section in this chapter.
The characters spend 7 days or more in their Bastions between adventures. You might say, “You have six weeks to spend in your Bastions. Go
ahead and resolve six Bastion turns.”
The characters return to their Bastions in the midst of an adventure. You might say, “You have just enough time to take a Bastion turn before
you leave again in the morning.”
The characters are adventuring near their Bastions and resting in their Bastions at night. You might say, “It’s been a week since your last
Bastion turn, so you can take one now.”

You can slow the frequency of Bastion turns to better serve the needs of your players and your campaign. For example, if the characters have months
between adventures, you can call for a Bastion turn every month instead of every 7 days, so the characters aren’t issuing so many orders or reaping
too many benefits at once.

ARTIST: NOOR RAHMAN

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A ROGUE’S BASTION ON THE OUTSKIRTS OF TOWN CONTAINS A GUILDHALL, A PUB, AND MORE!

Bastion Map

Encourage players to create floor plans of their characters’ Bastions, configuring its facilities as they see fit and using the same techniques you use to
create dungeon maps (see “Dungeons” in chapter 3 and “Adventure Maps” in chapter 4).

In addition to basic and special facilities (described later in this chapter), a Bastion can have the following features:

Closets. A basic or special facility can have one or more closets, washrooms, or similar enclosures. The closets must be inside the facility and
can’t increase the facility’s area in squares. These features are free.
Corridors, Ramps, and Staircases. A facility can contain one or more corridors, ramps, or staircases leading to other facilities in the Bastion.
These features are free.
Defensive Walls. A character can add defensive walls around their Bastion. A defensive wall is 20 feet high and may include a walkway along its
top, with a means to access it (such as a ladder or lift). Each 5-foot square of defensive wall takes 10 days to build and costs 250 GP. If a
character’s Bastion is completely enclosed by defensive walls and it comes under attack (see “Bastion Events” at the end of this chapter),
reduce by 2 the number of dice rolled to determine how many Bastion Defenders are lost in the attack.
Doors and Windows. Each facility comes with one or more doors and shuttered windows, placed wherever the player sees fit. See “Doors” in
chapter 3 for kinds of doors to choose from, including locked doors, secret doors, and portcullises. These features are free.

Combining Bastions

Two or more players can combine their characters’ Bastions into a single structure. Doing so doesn’t change the number of special facilities each
Bastion can have, how those special facilities work, or who issues orders to each Bastion. Each Bastion retains its own hirelings, which can’t be sent
to or shared with another Bastion. Bastion Defenders are handled differently: if some event deprives one character’s Bastion of defenders, another
character can apply all or some of those losses to their Bastion instead, provided the two Bastions are combined.

Facility Space

The amount of space in a basic or special facility determines its maximum area in 5-foot squares, as shown in the Facility Space table. A player can
configure the squares of a facility as they please on their Bastion’s map. The squares can be stacked so that a facility’s area is distributed over
multiple levels or stories.

Facility Space

Space Maximum Area

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Space Maximum Area

Cramped 4 squares

Roomy 16 squares

Vast 36 squares

Basic Facilities

A character’s Bastion starts with two free basic facilities, which the character’s player chooses from the Basic Facilities list below. One of the chosen
facilities is Cramped, and the other is Roomy (see the Facility Space table). A Bastion can have more than one of each basic facility.

Basic Facilities

Bedroom
Dining Room
Parlor
Courtyard
Kitchen
Storage

A basic facility comes with nonmagical furnishings and decor appropriate for that facility.

Basic facilities don’t have any game effects, but they can inspire roleplaying opportunities and enhance a Bastion’s verisimilitude. A Bastion with a
kitchen is functionally the same as one without, but the former gives you and your players a fun setting to start game sessions, have in-character
discussions, or introduce new NPCs.

A character can add new basic facilities or enlarge existing ones by spending money and time, as discussed in the sections that follow. Any number
of basic facilities can be added or enlarged at the same time. A character doesn’t need to be in their Bastion while basic facilities are being added or
enlarged.

Adding Basic Facilities

A character can add a basic facility to their Bastion by spending money and time. The cost of adding a basic facility and the time required depend on
the facility’s space, as shown on the table below.

Facility Space Cost Time Required

Cramped 500 GP 20 days

Roomy 1,000 GP 45 days

Vast 3,000 GP 125 days

Enlarging Basic Facilities

There is no in-game benefit to enlarging a basic facility, but a character might enlarge a facility for cosmetic reasons or to increase the Bastion’s size.

A character can spend money and time to increase the space of a basic facility in their Bastion by one category, as shown on the table below.

Space Increase Cost Time Required

Cramped to Roomy 500 GP 25 days

Roomy to Vast 2,000 GP 80 days

Special Facilities

Special facilities are Bastion locations where certain activities yield game benefits. A character’s Bastion initially has two special facilities of the
character’s choice for which they qualify. Each special facility can be chosen only once unless its description says otherwise.

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Unlike basic facilities, special facilities can’t be bought; a character gains them through level advancement. At level 9, a character gains two additional
special facilities of their choice for which they qualify; they gain one additional facility at level 13 and another at level 17. The Special Facility
Acquisition table shows the total number of special facilities in a character’s Bastion. Each new special facility immediately becomes part of the
character’s Bastion when the character reaches the level.

Each time a character gains a level, that character can replace one of their Bastion’s special facilities with another for which the character qualifies.

Special Facility Acquisition

Level Special Facilities

5 2

9 4

13 5

17 6

Requirements

Each special facility has a level. A character must be that level or higher to gain that facility. A special facility might also have a prerequisite the
character must meet to gain that facility. For example, only a character who can use an Arcane Focus or a tool as a Spellcasting Focus can have an
Arcane Study.

Space

A special facility occupies a certain amount of space (see “Facility Space”). A player can configure the squares of a special facility as desired on the
Bastion’s map. A special facility can be enlarged to grant additional benefits if its description says so.

Hirelings

A special facility comes with one or more hirelings who work in the facility, maintain it, and execute Bastion orders there, as described in the next
section. A player can assign names and personalities to hirelings in their character’s Bastion using the same tools DMs use to create NPCs (see
chapter 3).

Each special facility in a Bastion generates enough income to pay the salary of its hirelings. Hirelings follow the orders they’re given and are loyal to
the Bastion’s owner.

Orders

On a Bastion turn, a character in their Bastion can issue special orders—called Bastion orders—to one or more of their Bastion’s special facilities. A
character needn’t issue orders to all the special facilities in their Bastion on a given Bastion turn.

The Maintain order is unusual; it is issued to the whole Bastion rather than to one or more special facilities. If a character isn’t in their Bastion on a
given Bastion turn, the Bastion acts as though it were issued the Maintain order on that turn unless the owner can communicate with the Bastion
hirelings using the Sending spell or similar magic.

The orders are as follows:

Craft
Hirelings in the special facility craft an item that can be made in that facility. During the time required to craft an item, the facility can’t be used to craft
anything else, even if a special ability allows the facility to carry out two orders at once. The hirelings have proficiencies with Artisan’s Tools as
specified in the facility’s description.

Empower
The special facility confers a temporary empowerment to you or someone else.

Harvest
Hirelings gather a resource produced in the special facility. During the time required to harvest a resource, the facility can’t be used to harvest
anything else, even if a special ability allows the facility to carry out two orders at once.

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Maintain
ARTIST: NOOR RAHMAN

A BASTION GROWS OVER TIME

All the Bastion’s hirelings focus on maintaining the Bastion rather than executing orders in special facilities. Issuing this order prohibits other orders
from being issued to the Bastion on the current Bastion turn. Each time the Maintain order is issued, the DM rolls once on the Bastion Events table at
the end of this chapter. Bastion events are resolved before the next Bastion turn.

Recruit
Hirelings recruit creatures to the Bastion. These creatures might include one or more Bastion Defenders, whose main purpose is to defend the
Bastion if it is attacked (see “Bastion Events” at the end of this chapter). The Bastion generates enough income to provide for the needs of its Bastion
Defenders.

Research
Hirelings in the special facility gather information.

Trade
Hirelings buy and sell goods or services stored or produced in this special facility.

Special Facility Descriptions

Special facilities are presented in alphabetical order. The Special Facilities table lists all the special facilities presented in this section, along with their
prerequisites and orders. Some facilities confer additional benefits, specified in their descriptions.

Special Facilities

Level Special Facility Prerequisite Order

5 Arcane Study Ability to use an Arcane Focus or a tool as a Spellcasting Focus Craft

5 Armory None Trade

5 Barrack None Recruit

5 Garden None Harvest

5 Library None Research

5 Sanctuary Ability to use a Holy Symbol or Druidic Focus as a Spellcasting Focus Craft

5 Smithy None Craft

5 Storehouse None Trade

5 Workshop None Craft

9 Gaming Hall None Trade

9 Greenhouse None Harvest

9 Laboratory None* Craft

9 Sacristy Ability to use a Holy Symbol or Druidic Focus as a Spellcasting Focus Craft

9 Scriptorium None* Craft

9 Stable None Trade

*Certain orders that can be issued to these facilities have additional prerequisites.

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Level Special Facility Prerequisite Order

9 Teleportation Circle None Recruit

9 Theater None Empower

9 Training Area None Empower

9 Trophy Room None Research

13 Archive None Research

13 Meditation Chamber None Empower

13 Menagerie None Recruit

13 Observatory Ability to use a Spellcasting Focus Empower

13 Pub None Research

13 Reliquary Ability to use a Holy Symbol or Druidic Focus as a Spellcasting Focus Harvest

17 Demiplane Ability to use an Arcane Focus or a tool as a Spellcasting Focus Empower

17 Guildhall Expertise in a skill Recruit

17 Sanctum Ability to use a Holy Symbol or Druidic Focus as a Spellcasting Focus Empower

17 War Room Fighting Style feature or Unarmored Defense feature Recruit

*Certain orders that can be issued to these facilities have additional prerequisites.

ARTIST: IRINA NORDSOL

Arcane Study
Level 5 Bastion Facility

Prerequisite: Ability to use an Arcane Focus or tool as a Spellcasting Focus


Space: Roomy
Hirelings: 1
Order: Craft

An Arcane Study is a place of quiet research that contains one or more desks and bookshelves.

Arcane Study Charm. After spending a Long Rest in your Bastion, you gain a magical Charm (see “Supernatural Gifts” in chapter 3) that lasts for 7
days or until you use it. The Charm allows you to cast Identify without expending a spell slot or using Material components. You can’t gain this Charm
again while you still have it.

Craft Options. When you issue the Craft order to this facility, choose one of the following options:

Craft: Arcane Focus. You commission the facility’s hireling to craft an Arcane Focus. The work takes 7 days and costs no money. The Arcane Focus
remains in your Bastion until you claim it.

Craft: Book. You commission the facility’s hireling to craft a blank book. The work takes 7 days and costs you 10 GP. The book remains in your
Bastion until you claim it.

Craft: Magic Item (Arcana). If you are level 9+, you can commission the facility’s hireling to craft a Common or an Uncommon magic item chosen by
you from the Arcana tables in chapter 7. The facility has the tool required to craft the item, and the hireling has proficiency with that tool as well as
proficiency in the Arcana skill. See the “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 facility’s hireling can assist), and you must have all those spells
prepared every day you spend crafting the item.

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Archive
Level 13 Bastion Facility

Prerequisite: None
Space: Roomy
Hirelings: 1
Order: Research

An Archive is a repository of valuable books, maps, and scrolls. It is usually attached to a Library behind a locked or secret door.

Research: Helpful Lore. When you issue the Research order to this facility, you commission the facility’s hireling to search the Archive for helpful lore.
The work takes 7 days. The hireling gains knowledge as if they had cast the Legend Lore spell, then shares this knowledge with you the next time you
speak with them.

Reference Book. Your Archive contains one copy of a rare and valuable reference book, which gives you a benefit while you and the book are in your
Bastion. You can choose one of the following options (your DM might make more options available):

Bigby’s Handy Arcana Codex. You have Advantage on any Intelligence (Arcana) check you make when you take the Study action to recall lore about
spells, magic items, eldritch symbols, magical traditions, and planes of existence.

The Chronepsis Chronicles. You have Advantage on any Intelligence (History) check you make when you take the Study action to recall lore about
historical events, legendary people, ancient kingdoms, past disputes, wars, and lost civilizations.

Investigations of the Inquisitive. You have Advantage on any Intelligence (Investigation) check you make when you take the Study action to make
deductions based on clues or evidence or to recall lore about traps, ciphers, riddles, and gadgetry.

Material Musings on the Nature of the World. You have Advantage on any Intelligence (Nature) check you make when you take the Study action to
recall lore about terrain, plants, animals, and the weather.

The Old Faith and Other Religions. You have Advantage on any Intelligence (Religion) check you make when you take the Study action to recall lore
about deities, rites and prayers, hierarchies, holy symbols, and the practices of secret cults.

Enlarging the Facility. You can enlarge your Archive to a Vast facility by spending 2,000 GP. If you do so, you gain two additional reference books
chosen from the list above.

Armory
Level 5 Bastion Facility

Prerequisite: None
Space: Roomy
Hirelings: 1
Order: Trade

An Armory contains mannequins for displaying armor, hooks for holding Shields, racks for storing weapons, and chests for holding ammunition.

Trade: Stock Armory. When you issue the Trade order to this facility, you commission the facility’s hireling to stock the Armory with armor, Shields,
weapons, and ammunition. This equipment costs you 100 GP plus an extra 100 GP for each Bastion Defender in your Bastion. If your Bastion has a
Smithy, the total cost is halved.

While your Armory is stocked, your Bastion Defenders are harder to kill. When any event causes you to roll dice to determine if your Bastion loses one
or more of its defenders (see “Bastion Events” at the end of this chapter), roll 1d8 in place of each d6 you would normally roll. When the event is over,
the equipment in your Armory is expended regardless of how many Bastion Defenders you have or how many you lost, leaving your Armory depleted
until you issue another Trade order to the facility and pay the cost to restock it.

Barrack
Level 5 Bastion Facility

Prerequisite: None

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Space: Roomy
Hirelings: 1
Order: Recruit

A Bastion can have more than one Barrack, each of which is furnished to serve as sleeping quarters for up to twelve Bastion Defenders.

Recruit: Bastion Defenders. Each time you issue the Recruit order to this facility, up to four Bastion Defenders are recruited to your Bastion and
assigned quarters in this Barrack. The recruitment costs no money. You can’t issue the Recruit order to this facility if it’s fully occupied.

Keep track of the Bastion Defenders housed in each of your Barracks. If you lose Bastion Defenders, deduct them from your roster. Assign names and
personalities to your Bastion Defenders as you see fit.

Enlarging the Facility. You can enlarge your Barrack to a Vast facility by spending 2,000 GP. A Vast Barrack can accommodate up to twenty-five
Bastion Defenders.

Demiplane
Level 17 Bastion Facility

Prerequisite: Ability to use an Arcane Focus or a tool as a Spellcasting Focus


Space: Vast
Hirelings: 1
Order: Empower

A door up to 5 feet wide and 10 feet tall appears on a flat, solid surface in one of the other facilities in your Bastion. You choose the location. If you
are in your Bastion during a Bastion turn, you can relocate this door to another facility in your Bastion.

Only you and your Bastion’s hirelings can open the door, which leads to a Demiplane that takes the form of a stone room. The Demiplane exists in an
extradimensional space and therefore isn’t attached physically to other locations in your Bastion. Neither the Demiplane nor its door can be dispelled.

Empower: Arcane Resilience. When you issue the Empower order to this facility, magical runes appear on the Demiplane’s walls and last for 7 days.
Until the runes disappear, you gain Temporary Hit Points equal to five times your level after spending an entire Long Rest in the Demiplane.

Fabrication. While in the Demiplane, you can take a Magic action to create a nonmagical object of your choice from nothing, causing it to appear in an
unoccupied space in the Demiplane. The object can be no bigger than 5 feet in any dimension; can’t have a value over 5 GP; and must be made of
wood, stone, clay, porcelain, glass, paper, nonprecious crystal, or nonprecious metal. You must finish a Long Rest before you can take this action
again.

Gaming Hall
Level 9 Bastion Facility

Prerequisite: None
Space: Vast
Hirelings: 4
Order: Trade

A Gaming Hall offers recreational activities like chess and games of darts, cards, or dice.

Trade: Gambling Hall. When you issue the Trade order to this facility, the facility’s hirelings turn the Gaming Hall into a gambling den for 7 days. At the
end of the seventh day, roll 1d100 and consult the following table to determine your portion of the house’s winnings.

1d100 Winnings

01–50 1d6 × 10 GP

51–85 2d6 × 10 GP

86–95 4d6 × 10 GP

96–00 10d6 × 10 GP

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Garden
Level 5 Bastion Facility

Prerequisite: None
Space: Roomy
Hirelings: 1
Order: Harvest

A Bastion can have more than one Garden. Each time you add a Garden to your Bastion, choose its type from the options in the Garden Types table.

While in your Bastion, you can instruct the facility’s hireling to change the Garden from one type to another. This work takes 21 days, during which
time no other activity can occur in this facility.

Harvest: Garden Growth. When you issue the Harvest order to this facility, you commission the facility’s hireling to collect items from the Garden as
noted in the Garden Types table. The work takes 7 days and costs no money.

Enlarging the Facility. You can enlarge your Garden to a Vast facility by spending 2,000 GP. A Vast Garden is equivalent to two Roomy Gardens and
can include two of the same type of Garden or two different types. When you issue the Harvest order to a Vast Garden, each component garden
produces its own harvest. A Vast Garden gains one additional hireling.

Garden Types

Garden Type Description Harvest

Ten exquisite floral bouquets (worth 5 GP each), ten vials of


Decorative Aesthetically pleasing garden full of flowers and topiaries.
Perfume, or ten Candles

Food Garden of delicious mushrooms or vegetables 100 days worth of Rations

Herbs that are used to create either ten Healer’s Kits or one
Herb Garden of rare herbs, some of which have medicinal uses
Potion of Healing

Garden stocked with plants and fungi from which poisons and Plants that are used to create either two vials of Antitoxin or one
Poison
antitoxin can be extracted vial of Basic Poison

Greenhouse
Level 9 Bastion Facility

Prerequisite: None
Space: Roomy
Hirelings: 1
Order: Harvest

A Greenhouse is an enclosure where rare plants and fungi are nurtured in a controlled climate.

Fruit of Restoration. One plant in your Greenhouse has three magical fruits growing on it. Any creature that eats one of these fruits gains the benefit
of a Lesser Restoration spell. Fruits that aren’t eaten within 24 hours of being picked lose their magic. The plant replaces all picked fruits daily at
dawn, and it can’t be transplanted without killing it.

Harvest Options. When you issue the Harvest order to this facility, choose one of the following options:

Harvest: Healing Herbs. You commission the facility’s hireling to create a Potion of Healing (greater) made from healing herbs. The work takes 7
days and costs no money.

Harvest: Poison. You commission the facility’s hireling to extract one application of a poison from rare plants or fungi. Choose the type of poison
from the following options: Assassin’s Blood, Malice, Pale Tincture, or Truth Serum. See “Poison” in chapter 3 for each poison’s effect. Once
harvested, the poison can be contained in a vial. The work takes 7 days and costs no money.

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Guildhall
Level 17 Bastion Facility

Prerequisite: Expertise in a skill


Space: Vast
Hirelings: 1
Order: Recruit

A Guildhall comes with a guild, for which you are the guild master. Choose the type of guild from the options in the Sample Guilds table, or work with
your DM to create a new guild. The facility is a meeting room where members of your guild can discuss important matters in your presence.

Your guild has roughly fifty members made up of skilled folk who live and work outside your Bastion, usually in nearby settlements.

Recruit: Guild Assignment. Each time you issue the Recruit order to this facility, you commission the facility’s hireling to recruit guild members to
perform a special assignment. Each guild in the Sample Guilds table specifies the nature of that assignment. With your DM’s permission and help, you
can create new assignments for guild members to complete.

Sample Guilds

Guild Symbol Assignment

You send adventurers to track down a Beast that has a Challenge Rating of 2 or lower and is
known to lair within 50 miles of your Bastion. The adventurers slay or capture the creature
(your choice) in 1d6 + 1 days. If the creature is slain and your Bastion has a Trophy Room,
Adventurers’ Guild Lit torch
you can add a trophy taken from the creature to that facility. If the creature is captured and
your Bastion has a Menagerie, you can add the creature to that facility, provided the facility
has space to house it.

You assign bakers to create baked goods for a prestigious event that occurs within the next 7
Bakers’ Guild Pastry days. You can receive payment in coin (500 GP) or in the form of a favor owed to you by the
event’s host, the details of which are left to you and the DM.

You assign brewers to deliver fifty 40-gallon barrels of ale (worth 10 GP each) to your Bastion
Brewers’ Guild Foaming mug
in 7 days.

You assign masons to add a defensive wall to your Bastion at no cost. Alternatively, you can
have the masons perform this work for another character’s Bastion, provided their Bastion is
Masons’ Guild Stone mask
within 1 mile of yours. Each 5-foot square of defensive wall takes 1 day to build instead of 10
(see “Bastion Map”).

You assign shipbuilders to build one of the vehicles in the Airborne and Waterborne Vehicles
Shipbuilders’ Guild Crossed oars table of the Player’s Handbook. You pay the full cost of the vehicle, and the work takes 1 day
per 1,000 GP of the vehicle’s cost (a Rowboat can be made in 1 day).

You assign thieves to infiltrate a location within 50 miles of your Bastion and steal a
nonmagical object from it. The object can be no bigger than 5 feet in any dimension and is
Thieves’ Guild White key
delivered to your Bastion in 1d6 + 1 days. The DM may decide this activity leaves you at risk
of retaliation from law enforcement or the victim.

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 concoctions.

Craft Options. When you issue the Craft order to this facility, choose one of the following options:

Craft: Alchemist’s Supplies. The facility’s hireling crafts anything that can be made with Alchemist’s Supplies using the rules in the Player’s Handbook
and chapter 7 of this book.

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Craft: Poison. You commission the facility’s hireling to craft a vial containing one application of a poison. The poison must be one of the following:
Burnt Othur Fumes, Essence of Ether, or Torpor. This work takes 7 days, and you must pay half the poison’s cost. See “Poison” in chapter 3 for
descriptions and costs of poisons.
ARTIST: MARK BEHM

A CAULDRON IS STANDARD EQUIPMENT IN A POTION BREWER’S LABORATORY

Library
Level 5 Bastion Facility

Prerequisite: None
Space: Roomy
Hirelings: 1
Order: Research

This Library contains a collection of books plus one or more desks and reading chairs.

Research: Topical Lore. When you issue the Research order to this facility, you commission the facility’s hireling to research a topic. The topic can be
a legend, a known event or location, a person of significance, a type of creature, or a famous object. The work takes 7 days. When the research
concludes, the hireling obtains up to three accurate pieces of information about the topic that were previously unknown to you and shares this
knowledge with you the next time you speak with them. The DM determines what information you learn.

Meditation Chamber
Level 13 Bastion Facility

Prerequisite: None
Space: Cramped
Hirelings: 1
Order: Empower

A Meditation Chamber is a relaxing space that helps align one’s mind, body, and spirit.

Empower: Inner Peace. When you issue the Empower order to this facility, your Bastion’s hirelings can use the Meditation Chamber to gain a measure
of inner peace. The next time you roll for a Bastion event, you can roll twice and choose either result.

Fortify Self. You can meditate in this facility over a period of 7 days. If you leave the Bastion during this time, you gain no benefit. Otherwise, at the
end of the seventh day, you gain Advantage on two kinds of saving throws for the next 7 days, determined randomly by rolling on the table below.
Reroll if you get a duplicate result.

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1d6 Saving Throw

1 Strength

2 Dexterity

3 Constitution

4 Intelligence

5 Wisdom

6 Charisma

ARTIST: OLGA DREBAS

THE BOOKS IN YOUR LIBRARY HOLD A WEALTH OF


LORE THAT YOU OR A HIRELING CAN RESEARCH

Menagerie
Level 13 Bastion Facility

Prerequisite: None
Space: Vast
Hirelings: 2
Order: Recruit

A Menagerie has enclosures big enough to contain up to four Large creatures. Four Small or Medium creatures can occupy the same space as one
Large creature there.

Recruit: Creature. When you issue the Recruit order to this facility, you commission the facility’s hirelings to add a creature from the Menagerie
Creatures table to your Menagerie. The recruitment takes 7 days and costs you the amount listed in the table. The hirelings look after the creature.

Creatures in your Menagerie count as Bastion Defenders. Deduct any you lose from your Bastion Defenders roster. You can choose not to count one
or more of these creatures as Bastion Defenders, in which case they can’t be called on to defend the Bastion. Instead, they act in accordance with
their nature and use their stat blocks in the Monster Manual.

Menagerie Creatures

Creature Size Cost

Ape Medium 500 GP

Black Bear Medium 500 GP

Brown Bear Large 1,000 GP

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Creature Size Cost

Constrictor Snake Large 250 GP

Crocodile Large 500 GP

Dire Wolf Large 1,000 GP

Giant Vulture Large 1,000 GP

Hyena Medium 50 GP

Jackal Small 50 GP

Lion Large 1,000 GP

Owlbear Large 3,500 GP

Panther Medium 250 GP

Tiger Large 1,000 GP

With the DM’s consent, you can add different creatures than those shown in the Menagerie Creatures table to your Menagerie. The cost of a creature
depends on its Challenge Rating, as shown on the Creature Costs by Challenge Rating table. Typically only Beasts and some Monstrosities can be
kept in a Menagerie, though the DM might allow other creatures.

Creature Costs by Challenge Rating

Challenge Rating Cost

0 or 1/8 50 GP

1/4 250 GP

1/2 500 GP

1 1,000 GP

2 2,000 GP

3 3,500 GP

Observatory
Level 13 Bastion Facility

Prerequisite: Ability to use a Spellcasting Focus


Space: Roomy
Hirelings: 1
Order: Empower

Situated atop your Bastion, your Observatory contains a telescope aimed at the night sky.

Observatory Charm. You can use your Observatory to peer into the far corners of Wildspace and the Astral Plane. After spending a Long Rest in your
Observatory, you gain a magical Charm (see “Supernatural Gifts” in chapter 3) that lasts for 7 days or until you use it. The Charm allows you to cast
Contact Other Plane without expending a spell slot. You can’t gain this Charm again while you still have it.

Empower: Eldritch Discovery. When you issue the Empower order to this facility, you enable yourself or the facility’s hireling to explore the eldritch
mysteries of the stars for 7 consecutive nights. At the end of that time, roll a die. If the number rolled is even, nothing is gained. If the number rolled is
odd, an unknown power bestows one of the following Charms on you or another creature of your choice that is on the same plane of existence as
you: Charm of Darkvision, Charm of Heroism, or Charm of Vitality (all described in chapter 3).

Pub
Level 13 Bastion Facility

Prerequisite: None

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Space: Roomy
Hirelings: 1
Order: Research

Folks come here to consume tasty beverages and socialize. Your Pub might be a bar, coffee shop, or tea room, and it might have a colorful name,
such as the Rusty Flagon or the Dragon’s Loft. The facility’s hireling, who serves as the bartender, maintains a network of spies scattered throughout
nearby communities. These spies are useful sources of information and frequent the Pub, often incognito.

Research: Information Gathering. When you issue the Research order to this facility, you commission the Pub’s bartender to gather information from
spies who are aware of all important events happening within 10 miles of your Bastion over the next 7 days. During that time, these spies can divulge
the location of any creature that is familiar to you, provided the creature is within 50 miles of your Bastion and not hidden by magic or confined to a
location that the DM deems is beyond the spy network’s ability to locate. If the spies learn the target’s location, they also learn where that creature
has been for the previous 7 days.

Pub Special. The Pub has one magical beverage on tap, chosen from the options below:

Bigby’s Burden. Drinking a pint of this beverage grants you the “enlarge” effect of an Enlarge/Reduce spell that has a duration of 24 hours (no saving
throw allowed).

Kiss of the Spider Queen. Drinking a pint of this beverage grants you the effect of a Spider Climb spell that has a duration of 24 hours.

Moonlight Serenade. Drinking a pint of this beverage gives you Darkvision out to 60 feet for 24 hours. If you already have Darkvision, its range is
extended by 60 feet for the same duration.

Positive Reinforcement. Drinking a pint of this beverage gives you Resistance to Necrotic damage for 24 hours.

Sterner Stuff. For 24 hours after drinking a pint of this beverage, you automatically succeed on saving throws to avoid or end the Frightened
condition.

At the start of a Bastion turn, you can switch to one of the other options. Your DM may create new options. A pint of this magical beverage loses its
magic 24 hours after it’s poured.

Enlarging the Facility. You can enlarge your Pub to a Vast facility by spending 2,000 GP. If you do so, the Pub can have two magical beverages from
the Pub Special list on tap at a time. A Vast Pub gains three additional hirelings, for a total of four. These new hirelings are servers. Assign names and
personalities to them as you see fit.

Reliquary
Level 13 Bastion Facility

Prerequisite: Ability to use a Holy Symbol or Druidic Focus as a Spellcasting Focus


Space: Cramped
Hirelings: 1
Order: Harvest

This vault holds sacred objects.

Reliquary Charm. After spending a Long Rest in your Bastion, you gain a magical Charm (see “Supernatural Gifts” in chapter 3) that lasts for 7 days or
until you use it. The Charm allows you to cast Greater Restoration once without expending a spell slot or using Material components. You can’t gain
this Charm again while you still have it.

Harvest: Talisman. When you issue the Harvest order to this facility, you commission its hireling to produce a specially prepared talisman for your
use. The talisman usually takes the form of an amulet, a rune-carved box, or a statuette, but it can be any Tiny, nonmagical object that has religious
significance. The work takes 7 days and costs no money. You can use this talisman in place of one spell’s Material components, provided the
components have a cost of 1,000 GP or less. If the spell normally consumes its components, the talisman isn’t consumed. After the talisman has
been used in this way, it can’t be used again until you return it to your Reliquary and use another Harvest order to prepare it.

Sacristy
Level 9 Bastion Facility

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Prerequisite: Ability to use a Holy Symbol or Druidic Focus as a Spellcasting Focus


Space: Roomy
Hirelings: 1
Order: Craft

A Sacristy serves as a preparation and storage room for the sacred items and religious vestments.

Craft Options. When you issue the Craft order to this facility, choose one of the following options:

Craft: Holy Water. You commission the facility’s hireling to craft a flask of Holy Water. The work takes 7 days and costs no money. You can spend GP
during the creation process to increase the potency of the Holy Water. For every 100 GP you spend, up to a maximum of 500 GP, the damage dealt by
the Holy Water increases by 1d8.

Craft: Magic Item (Relic). You commission the facility’s hireling to craft a Common or an Uncommon magic item chosen by you from the Relics
tables in chapter 7. The facility has the tool required to craft the item, and the hireling has proficiency with that tool as well as proficiency in the
Arcana skill. See the “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 facility’s hireling can assist), and you must have all those spells prepared every
day you spend crafting the item.

Spell Refreshment. Having a Sacristy allows you to regain one expended spell slot of level 5 or lower after spending an entire Short Rest in your
Bastion. You can’t gain this benefit again until you finish a Long Rest.

Sanctuary
Level 5 Bastion Facility

Prerequisite: Ability to use a Holy Symbol or Druidic Focus as a Spellcasting Focus


Space: Roomy
Hirelings: 1
Order: Craft

Icons of your religion are displayed in this facility, which includes a quiet place for worship.

Sanctuary Charm. After spending a Long Rest in your Bastion, you gain a magical Charm (see “Supernatural Gifts” in chapter 3) that lasts for 7 days
or until you use it. The Charm allows you to cast Healing Word once without expending a spell slot. You can’t gain this Charm again while you still
have it.

Craft: Sacred Focus. When you issue the Craft order to this facility, you commission the facility’s hireling to craft a Druidic Focus (wooden staff) or a
Holy Symbol. The work takes 7 days and costs no money. The item remains in your Bastion until you claim it.

ARTIST: NOOR RAHMAN

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THE ADDITION OF AN OBSERVATORY CAN LEAD TO THE DISCOVERY OF ELDRITCH SECRETS LOST AMONG THE STARS

Sanctum
Level 17 Bastion Facility

Prerequisite: Ability to use a Holy Symbol or Druidic Focus as a Spellcasting Focus


Space: Roomy
Hirelings: 4
Order: Empower

A Sanctum is a place of solace and healing.

Sanctum Charm. After spending a Long Rest in your Bastion, you gain a magical Charm (see “Supernatural Gifts” in chapter 3) that lasts for 7 days or
until you use it. The Charm allows you to cast Heal once without expending a spell slot. You can’t gain this Charm again while you still have it.

Empower: Fortifying Rites. When you issue the Empower order to this facility, you inspire its hirelings to perform daily rites that benefit you or another
character you name. The beneficiary doesn’t need to be in the Bastion when the rites are performed to gain their benefit. Each time the beneficiary
finishes a Long Rest, they gain Temporary Hit Points equal to your level. This effect lasts for 7 days.

Sanctum Recall. While the Sanctum exists, you always have the Word of Recall spell prepared. When you cast Word of Recall, you can make your
Sanctum the destination of the spell instead of another place you have previously designated. In addition, one creature of your choice that arrives in
the Sanctum via this spell gains the benefit of a Heal spell.

Scriptorium
Level 9 Bastion Facility

Prerequisite: None
Space: Roomy
Hirelings: 1
Order: Craft

A Scriptorium contains desks and writing supplies.

Craft Options. When you issue the Craft order to this facility, choose one of the following options:

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Craft: Book Replica. You commission the facility’s hireling to make a copy of a nonmagical Book. Doing so requires a blank book. The work takes 7
days.

Craft: Spell Scroll. You commission the facility’s hireling to scribe a Spell Scroll containing one Cleric or Wizard spell of level 3 or lower. The facility
has the necessary Calligrapher’s Supplies, and the hireling meets all the prerequisites needed to scribe the scroll. The “Crafting Equipment” section in
the Player’s Handbook specifies the time needed to scribe the scroll and the cost of the scroll, which you must pay.

Craft: Paperwork. You commission the facility’s hireling to create up to fifty copies of a broadsheet, a pamphlet, or another loose-leaf paper product.
The work takes 7 days and costs you 1 GP per copy. At no additional cost in time or money, the facility’s hireling can distribute the paperwork to one
or more locations within 50 miles of your Bastion.
ARTIST: NIKKI DAWES

A SCRIPTORIUM HAS DESKS AND SUPPLIES FOR


CRAFTING BOOKS, SCROLLS, AND OTHER PAPERWORK

Smithy
Level 5 Bastion Facility

Prerequisite: None
Space: Roomy
Hirelings: 2
Order: Craft

This Smithy contains a forge, an anvil, and other tools needed to craft weapons, armor, and other equipment.

Craft Options. When you issue the Craft order to this facility, choose one of the following options:

Craft: Smith’s Tools. The facility’s hirelings craft anything that can be made with Smith’s 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 you from the Armaments tables in chapter 7. 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 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 facility’s hirelings can assist), and you must have all
those spells prepared every day you spend crafting the item.

Stable
Level 9 Bastion Facility

Prerequisite: None
Space: Roomy
Hirelings: 1
Order: Trade

A Bastion can have more than one Stable. Each Stable you add to your Bastion comes with one Riding Horse or Camel and two Ponies or Mules; see
the Player’s Handbook or the Monster Manual for these creatures’ stat blocks. The facility is big enough to house three Large animals. Two Medium

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creatures occupy the same amount of space as one Large creature there. The facility’s hireling looks after these creatures.

After a Beast that can serve as a mount spends at least 14 days in this facility, all Wisdom (Animal Handling) checks made with respect to it have
Advantage.

Trade: Animals. When you issue the Trade order to this facility, you commission the facility’s hireling to buy or sell one or more mounts at normal
cost, keeping the ones you buy in your Stable. The work takes 7 days, and the DM decides what types of animals are available for purchase—horses,
ponies, and mules being the most common. The Mounts and Other Animals table in the Player’s Handbook gives standard prices for various mounts.
You bear the total cost of any purchases.

When you sell a mount from your Stable, the buyer pays you 20 percent more than the standard price; this profit increases to 50 percent when you
reach level 13 and 100 percent when you reach level 17.

Enlarging the Facility. You can enlarge your Stable to a Vast facility by spending 2,000 GP. If you do so, the Stable is large enough to house six Large
animals.

Storehouse
Level 5 Bastion Facility

Prerequisite: None
Space: Roomy
Hirelings: 1
Order: Trade

A Storehouse is a cool, dark space meant to contain trade goods objects from the Trade Goods table in chapter 7 and from chapter 6 of the Player's
Handbook.

Trade: Goods. When you issue the Trade order to this facility, its hireling spends the next 7 days procuring nonmagical items that have a total value of
500 GP or less and stores them in the Storehouse, or the hireling uses those 7 days to sell goods in the Storehouse. You bear the total cost of any
purchases, and the maximum value of the items purchased increases to 2,000 GP when you reach level 9 and 5,000 GP when you reach level 13.

When you sell goods from your Storehouse, the buyer pays you 10 percent more than the standard price; this profit increases to 20 percent when you
reach level 9, 50 percent when you reach level 13, and 100 percent when you reach level 17.

Teleportation Circle
Level 9 Bastion Facility

Prerequisite: None
Space: Roomy
Hirelings: 1
Order: Recruit

Inscribed on the floor of this room is a permanent teleportation circle created by the Teleportation Circle spell.

Recruit: Spellcaster. Each time you issue the Recruit order to this facility, its hireling extends an invitation to a Friendly NPC spellcaster. Roll any die. If
the number rolled is odd, the invitee declines the invitation, and you gain no benefit from having issued the order. If the number rolled is even, the
invitee accepts the invitation and arrives in your Bastion via your Teleportation Circle.

While you are in your Bastion, you can ask the spellcaster to cast one Wizard spell of level 4 or lower; if you are level 17+, the spell’s maximum level
increases to 8. The spellcaster is assumed to have the spell prepared. If the spell has one or more Material components that cost money, you must
pay for them before the spell can be cast.

The spellcaster stays for 14 days or until they cast a spell for you. The spellcaster won’t defend your Bastion and departs immediately if the Bastion is
attacked (see “Bastion Events” at the end of the chapter).

Theater

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Level 9 Bastion Facility

Prerequisite: None
Space: Vast
Hirelings: 4
Order: Empower

The Theater contains a stage, a backstage area where props and sets are kept, and a seating area for a small audience.

Empower: Theatrical Event. When you issue the Empower order to this facility, its hirelings begin work on a theatrical production or concert.
Rehearsals and other preparations take 14 days, followed by at least 7 days of performances. The performances can continue indefinitely until a new
production gets underway.

You or another character can contribute to a production in the following ways:

Composer/Writer. A character can compose music or write a script for a concert or production that hasn’t started rehearsals yet. This effort takes 14
days.

Conductor/Director. A character who remains in the Bastion for the entirety of the production can serve as the concert’s conductor or the production’s
director.

Performer. A character who remains in the Bastion for the entirety of the rehearsal period can be a star performer in one or more of the
performances; one of the Theater’s hirelings can serve as an understudy for additional performances.

At the end of a rehearsal period, each character who contributed to the concert or production can make a DC 15 Charisma (Performance) check. If
more of these checks succeed than fail, you and any other character who contributed to the concert or production each gain a Theater die, a d6. This
die changes to a d8 when you reach level 13 and a d10 when you reach level 17. At any point after the rehearsals end, a character can expend their
Theater die to roll it and add the number rolled to one D20 Test they make, immediately after rolling the d20. If a character hasn’t expended their
Theater die before gaining another, their first die is lost.

Training Area
Level 9 Bastion Facility

Prerequisite: None
Space: Vast
Hirelings: 4
Order: Empower

A Bastion can have more than one Training Area. A Training Area might be an open courtyard, a gymnasium, a music or dance hall, or a cleverly built
gauntlet of traps and hazards. It might contain inanimate targets (for weapon practice), padded mats, and other equipment. One of the facility’s
hirelings is an expert trainer; the others serve as training partners.

When a Training Area becomes part of your Bastion, choose one trainer from the Expert Trainers table. On each Bastion turn, you can replace that
trainer with another one from the table.

Expert Trainers

Trainer Type Empower Effect

When you take damage from an attack made with an Unarmed Strike or a weapon, you can take a Reaction to reduce this damage
Battle Expert
by 1d4.

Skills Expert You gain proficiency in one of the following skills of your choice: Acrobatics, Athletics, Performance, Sleight of Hand, or Stealth.

Tools Expert You gain proficiency with one tool of your choice.

Unarmed Combat Expert When you hit with your Unarmed Strike and deal damage, the attack deals an extra 1d4 Bludgeoning damage.

Choose a kind of Simple or Martial weapon, such as Spear or Longbow. If you aren’t proficient with the weapon, you gain
Weapon Expert
proficiency with it. If you already have proficiency with the weapon, you can use its mastery property.

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Empower: Training. When you issue the Empower order to this facility, the facility’s hirelings conduct training exercises for the next 7 days. Any
character who trains here for at least 8 hours on each of those days gains a benefit at the end of the training period. The benefit depends on which
trainer is present in the facility, as noted in the Expert Trainers table. The benefit lasts for 7 days.

Trophy Room
Level 9 Bastion Facility

Prerequisite: None
Space: Roomy
Hirelings: 1
Order: Research

This room houses a collection of mementos, such as weapons from old battles, the mounted heads of slain creatures, trinkets plucked from
dungeons and ruins, and trophies passed down from ancestors.

Research Options. When you issue the Research order to this facility, choose one of the following options:

Research: Lore. You commission the facility’s hireling to research a topic of your choice. The topic can be a legend, any kind of creature, or a famous
object. The topic need not be directly related to items on display in the room, as the trophies provide clues to research a wide variety of other
subjects. The work takes 7 days. When the research concludes, the hireling obtains up to three accurate pieces of information about the topic that
were previously unknown to you and shares this knowledge with you the next time you speak with them. The DM determines what information is
learned.

Research: Trinket Trophy. You commission the facility’s hireling to search for a trinket that might be of use to you. The work takes 7 days. When the
research concludes, roll any die. If the number rolled is odd, the hireling finds nothing useful. If the number rolled is even, the hireling finds a magic
item. Roll on the Implements—Common table in chapter 7 to determine what it is.

War Room
Level 17 Bastion Facility

Prerequisite: Fighting Style feature or Unarmored Defense feature


Space: Vast
Hirelings: 2+ (see below)
Order: Recruit

The War Room is where you plan military actions in consultation with an inner circle of loyal lieutenants, each one a battle-hardened Veteran Warrior
(see the Monster Manual) whose alignment matches yours. You start with two lieutenants but can add more, as described below. If your Bastion
lacks facilities to house your lieutenants, they secure accommodations in the inn or settlement closest to your Bastion. Lieutenants are hirelings, not
Bastion Defenders; however, if your Bastion is attacked (see “Bastion Events” at the end of this chapter), each lieutenant housed in your Bastion
reduces by 1 the number of dice you roll to determine how many Bastion Defenders are lost in the attack.

The War Room contains war memorabilia plus a large table surrounded by enough chairs for you and your lieutenants.

Recruit Options. When you issue the Recruit order to this facility, choose one of the following options:

Recruit: Lieutenant. You gain one new lieutenant. You can have up to ten lieutenants at any time. Assign names and personalities to them as you see
fit.

Recruit: Soldiers. You commission one or more of your lieutenants to assemble a small army. Each lieutenant can muster one hundred Guards (see
the Monster Manual) in 7 days to fight for your cause. Reduce that number to twenty if you want them to be mounted on Riding Horses (see the
Monster Manual). It costs you 1 GP per day to feed each guard and each horse in your army. Wherever the army goes, it must be led by you or at least
one of your lieutenants, or else it disbands immediately. The army also disbands if it goes 1 day without being fed. Otherwise, the army remains until
it is destroyed or you command it to disband. You can’t issue this Recruit order again until your current army disbands or is destroyed.

Workshop

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Level 5 Bastion Facility

Prerequisite: None
Space: Roomy
Hirelings: 3
Order: Craft

This Workshop is a creative space where useful items can be crafted.

Artisan’s Tools. The Workshop comes equipped with six different kinds of Artisan’s Tools, chosen from the following list:

Carpenter’s Tools

Cobbler’s Tools

Glassblower’s Tools

Jeweler’s Tools

Leatherworker’s Tools

Mason’s Tools

Painter’s Tools

Potter’s Tools

Tinker’s Tools

Weaver’s Tools

Woodcarver’s Tools

Craft Options. When you issue the Craft order to this facility, choose one of the following options:

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 Handbook.

Craft: Magic Item (Implement). If you are level 9+, you can commission the facility’s hirelings to craft a Common or an Uncommon magic item
chosen by you from the Implements tables in chapter 7. 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 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 facility’s hirelings can assist), and you must have all
those spells prepared every day you spend crafting the item.

Source of Inspiration. After spending an entire Short Rest in your Workshop, you gain Heroic Inspiration. You can’t gain this benefit again until you
finish a Long Rest.

Enlarging the Facility. You can enlarge your Workshop to a Vast facility by spending 2,000 GP. If you do so, the Workshop gains two additional
hirelings and three additional Artisan’s Tools (chosen from the list above).

Bastion Events

Immediately after a character issues the Maintain order to their Bastion, the DM rolls once on the Bastion Events table to determine what event, if any,
befalls the Bastion before the next Bastion Turn. If an event occurs, the DM reads the event aloud to the player whose character controls that Bastion.
(All the events are described in the sections following the table.) The event is resolved immediately, with the player and DM working together to
expand story details as needed. If multiple characters issue the Maintain order on the same Bastion turn, roll once on the table for each of them,
resolving each event separately even if the Bastions are combined.

Bastion events occur only when a Bastion is operating under the Maintain order, which often means that the Bastion’s owner isn’t present in the
Bastion at the time. That means these events can be opportunities for the player to take on the role of the Bastion’s hirelings and roleplay their
reactions to these events. The DM can even turn a Bastion event into a cutscene where each player takes on the role of one of the Bastion’s hirelings
(under the guidance of the player whose character owns the Bastion).

Bastion Events

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1d100 Event

01–50 All Is Well

51–55 Attack

56–58 Criminal Hireling

59–63 Extraordinary Opportunity

64–72 Friendly Visitors

73–76 Guest

77–79 Lost Hirelings

80–83 Magical Discovery

84–91 Refugees

92–98 Request for Aid

99–00 Treasure

Event Descriptions

The events from the Bastion Events table are detailed here in alphabetical order.

All Is Well

Nothing significant happens. Roll on the following table, fleshing out the details as you see fit.

1d8 Details

1 Accident reports are way down.

2 The leak in the roof has been fixed.

3 No vermin infestations to report.

4 You-Know-Who lost their spectacles again.

5 One of your hirelings adopted a stray dog.

6 You received a lovely letter from a friend.

7 Some practical joker has been putting rotten eggs in people’s boots.

8 Someone thought they saw a ghost.

Attack

A hostile force attacks your Bastion but is defeated.

Roll 6d6; for each die that rolls a 1, one Bastion Defender dies. Remove these Bastion Defenders from your Bastion’s roster. If the Bastion has zero
Bastion Defenders, one of the Bastion’s special facilities (determined randomly) is damaged and forced to shut down.

A special facility that shuts down can’t be used on your next Bastion turn, after which it is repaired and made operational again at no cost to you.

Criminal Hireling

One of your Bastion’s hirelings has a criminal past that comes to light when officials or bounty hunters visit your Bastion with a warrant for the
hireling’s arrest. You can retain the hireling by paying a bribe of 1d6 × 100 GP. Otherwise, the hireling is arrested and taken away. If this loss leaves

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one of your facilities without any hirelings, that facility can’t be used on your next Bastion turn. The hireling is then replaced at no cost to you.

Extraordinary Opportunity
ARTIST: RALPH HORSLEY

A HERO’S BASTION HOSTS A SPRING FESTIVAL TO WHICH EVERYONE IS INVITED

Your Bastion is given the opportunity to host an important festival or celebration, fund the research of a powerful spellcaster, or appease a
domineering noble. Work with the DM to determine the details.

If you seize the opportunity, you must pay 500 GP to cover costs. In return, your Bastion gains a sudden influx of recognition or attention, prompting
the DM to roll again on the Bastion Events table (rerolling this result if it comes up again).

If you decline the opportunity, you don’t pay the money and nothing else happens.

Friendly Visitors

Friendly visitors come to your Bastion, seeking to use one of your special facilities. They offer 1d6 × 100 GP for the brief use of that facility. For
example, a knight might want your Smithy to replace a horseshoe or repair a damaged weapon or suit of armor, or sages might need your Arcane
Study to help them settle a dispute. Their use of the facility doesn’t interrupt any orders you’ve issued to it.

Guest

A Friendly guest comes to stay at your Bastion. Determine the guest by rolling on the following table, and work with your DM to flesh out the details.

1d4 Guest

The guest is an individual of great renown who stays for 7 days. At the end of their stay, the guest gives you a letter of recommendation (see
1
“Marks of Prestige” in chapter 3).

The guest requests sanctuary while avoiding persecution for their beliefs or crimes. They depart 7 days later, but not before offering you a gift
2
of 1d6 × 100 GP.

The guest is a mercenary, giving you one additional Bastion Defender. The guest doesn’t require a facility to house them, and they stay until you
3
send them away or they’re killed.

The guest is a Friendly monster, such as a brass dragon or a treant. If your Bastion is attacked while this monster is your guest, it defends your
4
Bastion, and you lose no Bastion Defenders. The monster leaves after it defends your Bastion once or when you send it away.

Lost Hirelings

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One of your Bastion’s special facilities (determined randomly) loses its hirelings. The cause of their departure is up to you. The facility can’t be used
on your next Bastion turn, but the hirelings are replaced at no cost to you at that point.

Magical Discovery

Your hirelings discover or accidentally create an Uncommon magic item of your choice at no cost to you. The magic item must be a Potion or Scroll.

Refugees

A group of 2d4 refugees fleeing from a monster attack, a natural disaster, or some other calamity seeks refuge in your Bastion. If your Bastion lacks a
basic facility large enough to house them, the refugees camp right outside the Bastion. The refugees offer you 1d6 × 100 GP as payment for your
hospitality and protection. They stay until you find them a new home or a hostile force attacks your Bastion.

Request for Aid

Your Bastion is called on to help a local leader. Perhaps there’s a search on for a missing person, or brigands are plaguing the area. If you help, you
must dispatch one or more Bastion Defenders. Roll 1d6 for each Bastion Defender you send. If the total is 10 or higher, the problem is solved and you
earn a reward of 1d6 × 100 GP. If the total is less than 10, the problem is still solved, but the reward is halved and one of your Bastion Defenders is
killed. Remove that Bastion Defender from your Bastion’s roster.

Treasure

Your Bastion acquires an art object or a magic item determined by rolling on the table below and then rolling on the specified table in chapter 7. How
the Bastion acquires this treasure is up to you. It might represent an inheritance, a gift from a guest or an admirer, a theft, or a fortunate discovery. If
you’re in the Bastion, you can claim the treasure immediately; otherwise, it is placed in storage until you can claim it.

1d100 Treasure

01–40 Roll on the 25 GP Art Objects table.

41–63 Roll on the 250 GP Art Objects table.

64–73 Roll on the 750 GP Art Objects table.

74–75 Roll on the 2,500 GP Art Objects table.

76–90 Roll on a Common Magic Items table of your choice (Arcana, Armaments, Implements, or Relics).

91–98 Roll on an Uncommon Magic Items table of your choice (Arcana, Armaments, Implements, or Relics).

99–00 Roll on a Rare Magic Items table of your choice (Arcana, Armaments, Implements, or Relics).

Fall of a Bastion

A player character can lose their Bastion in the following ways:

Divestiture. A character can give up their Bastion anytime, releasing the Bastion’s hirelings and abandoning the location. The divested Bastion is
quickly vacated, is eventually looted, and might even be burned to the ground.

Neglect. If a character issues no orders to their Bastion for a number of consecutive Bastion turns equal to the character’s level (typically because the
character is dead or otherwise out of commission), the hirelings abandon the Bastion and the site is eventually looted. If the character returns later,
they can start a new Bastion, perhaps building it amid the ruins of the old one.

Ruination. Drawing the Ruin card from the Deck of Many Things (as described in chapter 7) instantly deprives a character of their Bastion. When such
an event occurs, the player can decide what terrible fate befalls the Bastion. The Bastion might be sacked by enemies or destroyed by an earthquake,
for example.

Regardless of how the Bastion falls, the player can work with the DM to establish a new Bastion and determine how it comes into being. Use the
Special Facility Acquisition table to determine how many special facilities come with it. The new Bastion also starts with two basic facilities (one
Cramped and one Roomy) of the player’s choice.

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CH. 8: BASTIONS APPENDIX B: MAPS

Appendix A: Lore Glossary


This appendix provides brief descriptions for many of the D&D game’s most famous heroes, villains, creatures, locations, and materials. The entries
are presented in alphabetical order.
ARTIST: ALEXANDRE HONORÉ
Acererak

Acererak (ah-SAIR-er-rack) is a powerful lich who travels between worlds and takes
pleasure in devouring the souls of adventurers, whom he lures into trap-ridden dungeons
to suffer horrible deaths. The most famous of such dungeons is the Tomb of Horrors,
hidden in the Vast Swamp in the Greyhawk setting (see “Greyhawk Gazetteer” in chapter
5); another lies under the lost city of Omu in the jungles of Chult in the Forgotten Realms
setting (described in the adventure Tomb of Annihilation).

Adamantine

Adamantine is one of the hardest substances in existence, a dark metal found in


meteorites and extraordinary mineral veins. (See the Adamantine Armor and Adamantine
Weapon magic items in chapter 7.)

ACERERAK

Alustriel Silverhand

Alustriel (ah-LOOSE-tree-ell) Silverhand is the second of seven daughters of Mystra, a deity of magic in the Forgotten Realms. (Laeral Silverhand is
Alustriel’s younger sister.) She ruled the city of Silverymoon for centuries but stepped down from that position a little over a century ago to promote
goodness and compassion in the multiverse. She has befriended adventurers such as Drizzt Do’Urden and worked alongside the Harpers in pursuit of
these aims.

Ashardalon

The terrible red dragon Ashardalon (ah-SHAR-duh-lawn) is legendary across the multiverse for his rampages, which turned lush grasslands into ashen
plains and caused mighty citadels to be swallowed into the earth. As he grew aware of worlds beyond his home, he recruited a balor demon named
Ammet, the Eater of Souls, to help him extend his reach and increase his power. When an adventurer dealt a mortal blow to Ashardalon’s heart, the
dragon replaced the injured organ with the balor. Ashardalon’s features then took on a fiendish cast, and his eyes now glow with demonic flame. A
secretive cult of Ashardalon’s followers and spawn serves him on the Material Plane, furthering the dragon’s schemes to attain godhood.

Baba Yaga

Baba Yaga (BAH-bah YAH-gah) is an arch-hag known as the Mother of All Witches. She is also the adoptive mother of Iggwilv. Baba Yaga is famous
for her chicken-legged hut, in which she travels across the planes of the multiverse. This impatient, foul-tempered hag is a font of knowledge about all
things magical.

Bahamut

Bahamut (ba-HA-mutt) is one of the primordial dragons who (along with Tiamat) is said to have created the First World. For practical purposes, he is a
god—ageless and immortal—who has dwelled in Mount Celestia (see chapter 6) since the destruction of the First World. In the Dragonlance setting,

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where he is called Paladine (PAL-a-deen), he is the greatest of the gods of good. On other worlds, he is revered as a god of justice and nobility and is
favored by Paladins.

To metallic dragons, Bahamut is more like a king than a god. Individual dragons might owe Bahamut allegiance, respect him, pay tribute to him, and
strive to emulate him, but they don’t worship him.

Baldur’s Gate

The city of Baldur’s Gate (BAWL-durz GATE), in the Forgotten Realms setting, is a teeming metropolis haunted by the lingering influence of three evil
gods (Bane, Bhaal, and Myrkul) who refuse to stay dead. It’s a place where a sword for hire can find a rich patron, join a secret guild, pursue killers for
a bounty, or aid desperate citizens. The city offers opportunities for good-hearted champions to fight against corruption and bring murderers to
justice, while less moral mercenaries find a good price for their services. Baldur’s Gate hosts the most reliable and ruthless market on the Sword
Coast. Information, treasures, secrets, and souls can be bought or sold for the right price.

Barovia

Barovia (buh-ROVE-ee-ah) is a Domain of Dread sequestered in the Shadowfell (see chapter 6)—a sort of spiritual prison for Strahd von Zarovich in his
Castle Ravenloft. It’s also the name of a village in that domain.

Bigby

Bigby (BIG-bee) is a former apprentice of Mordenkainen. Though he began his career determined to use magic to dominate and control others, Bigby
eventually changed his ways and has worked hard to make amends for his past villainy. Mordenkainen welcomed Bigby into the adventuring company
known as the Citadel of Eight (which later became the Circle of Eight, described in chapter 5). Shy and soft-spoken, Bigby was often eclipsed by his
mentor, who taught Bigby how to control his ambitions. After years of adventuring, Bigby crafted a handful of spells that gained him widespread
renown. Of these spells, Bigby’s Hand is his undisputed magnum opus.

A recent misadventure led to Bigby’s untimely demise. After he was crushed to death by a frost giant’s boulder, Bigby was the target of a Reincarnate
spell. The spell transformed Bigby from a human into a gnome. Before setting off on his next adventure, Bigby was overheard saying how curious he
was to experience the multiverse from a gnome’s perspective.

Boo

Boo is a hamster. More precisely, he is a miniature giant space hamster, a species native to Wildspace (see chapter 6) that is both sapient and
telepathic. Boo’s adventures with Minsc, as well as the hamster’s ferocity, have given Boo legendary status, particularly in the city of Baldur’s Gate.

Castle Ravenloft

Castle Ravenloft (RAY-ven-loft) is the heart of the domain of Barovia and the home of the vampire Strahd von Zarovich. Ravenloft is also one of the
most famous dungeon adventures in the history of the D&D game, providing a horror-themed experience that inspired the creation of the Ravenloft
setting and the adventure Curse of Strahd.

Companions of the Hall, The

Named for the dwarf stronghold of Mithral Hall in the Forgotten Realms setting, the Companions of the Hall is a group of heroic adventurers whose
exploits have spanned centuries and even crossed the bounds of death. Drizzt Do’Urden is the central figure in this party; all his companions have
died and been reincarnated in new forms in recent years. These other companions are Drizzt’s wife, Cattie-Brie; his adoptive father, Bruenor
Battlehammer; and his friends Wulfgar and Regis.

Company of Seven, The

The Company of Seven was a group of adventurers active hundreds of years ago in the Greyhawk setting. Its members included Heward, Keoghtom,
Murlynd, Nolzur, Quaal, Tasha (see Iggwilv), and Zagig (see Zagyg). Some of these adventurers achieved near-divine status, and most of them are
remembered for magic items that carry their names. The group inspired the formation of the Circle of Eight (described in chapter 5).

Corellon

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At the dawn of the multiverse, Corellon (core-ELL-on or CORE-eh-lawn) danced from world to world and plane to plane. A being of consummate
mutability and infinite grace, Corellon is a whimsical shape-shifter, able to take the form of a chuckling stream, a teasing breeze, an incandescent
beam, a school of fish, or a flock of birds. Corellon’s flamboyant, mercurial personality infuses every form the god adopts. Corellon loves
wholeheartedly and takes pleasure from every encounter with other divine beings of the multiverse.

According to legend, the first elves emerged from Corellon’s shed blood, and they shared the god’s changeable and audacious nature. Many elves,
along with members of other species, worship Corellon.

Delina

Delina (dell-EEN-ah) is a young elf Sorcerer who wields the unpredictable power of wild magic. Finding herself in trouble in the city of Baldur’s Gate,
she accidentally reawakened the ancient hero of the city, Minsc, and got thrown into further adventures pursuing her lost twin brother.

Diancastra

Diancastra (DIE-ann-CAST-rah) is a demigod and a daughter of the divine ancestor of giants, Annam. She is a trickster, an adventurer, and a scholar of
magic who enjoys wandering the Material Plane in search of new curiosities and spells to learn. She longs to see the descendants of Annam—storm,
cloud, fire, frost, stone, and hill giants—restored to the position of honor and respect they held in ancient times.

Drizzt Do’Urden

Drizzt Do’Urden (DRIZT doh-UR-den) is a drow exile from the city of Menzoberranzan and a fugitive from the wrath of Lolth (see chapter 6) and her
priests. He wandered the surface world and gathered a circle of friends who became known as the Companions of the Hall.

Elder Evils

The Elder Evils are a variety of entities whose existence dates to the beginnings of the multiverse—or possibly predates it. Some Elder Evils are
creatures of the Far Realm (see chapter 6), while others are akin to gods or primordial beings of the Elemental Planes. Some are thought to be
imprisoned, while others are said to be slumbering until they awaken in some apocalyptic cataclysm.

The names given to these terrible entities include such strange descriptions as Atropus, the World Born Dead; Dendar, the Night Serpent; Hadar, the
Dark Hunger; Haemnathuun, the Blood Lord; Ityak-Ortheel, the Elf-Eater; Kezef, the Chaos Hound; Kyuss, the Worm That Walks; the Queen of Chaos;
Tharizdun, the Chained God; Tyranthraxus, the Flamed One; and Zargon, the Returner. They are all forces of corruption and evil. Nothing good can
come from their influence. Bargains made with them end in catastrophe or death.

Elminster

Elminster (el-MIN-ster) is a powerful and ancient archmage in the Forgotten Realms setting. As one of Mystra’s Chosen, divinely called and
empowered by a deity of magic, Elminster fosters magic and protects the fabric of magic in the world. Though this responsibility demands a certain
amount of neutrality and dispassionate judgment, Elminster has a fundamentally kind and compassionate heart.

Euryale

One card in the Deck of Many Things (see chapter 7) bears a person’s proper name, and the card’s namesake, Euryale (YUR-ee-ale or yur-EYE-a-lee), is
the subject of much speculation. Often assumed to be a fearsome demigod (perhaps the first medusa) or the wielder of a destructive curse, Euryale
is actually a key part of the story of the magical deck’s creation. After befriending a princess named Asteria and spending many years in her dear
friend’s company, Euryale was captured and sentenced to death by Asteria’s father. Asteria pleaded with the gods to save her friend, and Istus (a god
from the Greyhawk setting; see chapter 5) intervened to help the pair rewrite their story, creating the Deck of Many Things. The magic of the deck
helped the two escape, and they adventured together across the multiverse. Eventually, Euryale—having become an ancient, wise, and powerful Druid
—settled in the Outlands (see chapter 6), where she still sometimes acts as a patron, mentor, or ally for adventurers.

Fallbacks, The

Tessalynde is a young elf Rogue who dreams of leading the foremost adventuring party of the Forgotten Realms setting. While the crew she’s
gathered isn’t the stuff of legend yet, she’s confident her guidance can get them there. Called the Fallbacks, the team includes Anson, a human Fighter
too stubborn to stay down; Cazrin, a self-taught, human Wizard determined to test her theoretical mettle against the real world; Baldric, a dwarf Cleric

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who refuses to tie himself to a single deity when he can trade favors with them all; Lark, a tiefling Bard with as many secrets as songs; and Uggie, a
pet otyugh.

First World, The

Scholars speak of a primordial state, a single reality they call the First World, which preceded the Material Plane. Many of the peoples and monsters
that inhabit the worlds on the Material Plane originated there. After the First World was shattered by a great cataclysm—giving birth to the worlds that
came in its wake—the progeny of the first elves, dwarves, beholders, and other iconic creatures took root on world after world, like seeds scattered by
a cosmic wind. If the musings of these great sages are true, every world of the Material Plane is a reflection—or, in some cases, a distortion—of the
First World.

Fizban

In the Dragonlance setting, Bahamut—who is known there as Paladine—dwelled among mortals in human guise for a time, aiding the forces of good
against Takhisis (see Tiamat). He appeared as a bumbling old mage named Fizban (FIZZ-ban) the Fabulous.

Great Modron March, The

When the gears of the plane of Mechanus (see chapter 6) complete seventeen cycles—once every 289 years—the modron (MOE-dron) leader, Primus,
sends a vast army of modrons across the Outer Planes. The purpose of this march is unclear. Most believe it to be a data-gathering mission meant to
ascertain the current state of the cosmos, but some see it as reconnaissance aimed at some future act of conquest. The march is long and
dangerous, and only a small number of modrons returns to Mechanus.
ARTIST: ZUZANNA WUZYK

THE GREAT MODRON MARCH

Gruumsh

Gruumsh (GROOMSH) is a warring god who is often described as the creator or patron of the orc people. Some orcs attribute their tenacity and
toughness to Gruumsh’s lingering influence. Some myths describe a primeval conflict between Gruumsh and Corellon, which resulted in Gruumsh
losing one eye and Corellon’s spilled blood becoming the first elves.

Hadar

Hadar (HAY-dar or ha-DARR), the Dark Hunger, is an ancient stellar entity originating from the Far Realm (see chapter 6). It appears as a cinder-red
dying star, barely visible in the night sky, and it siphons life from its minions to avert its own demise. Two widely used Warlock spells invoke Hadar’s
power (see the Arms of Hadar and Hunger of Hadar spells in the Player’s Handbook), and a few Warlocks claim this Elder Evil as their Great Old One
patron.

Harpers, The

The Harpers is a scattered network of spellcasters and spies in the Forgotten Realms setting. Its members advocate equality and covertly oppose the
abuse of power, magical or otherwise.

The Harpers has risen, been shattered, and risen again several times. The faction’s longevity and resilience are largely due to its decentralized,
grassroots, secretive nature and the autonomy of its members. It has small cells and lone operatives throughout the Forgotten Realms, although they

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interact and share information with one another as the need arises. The Harpers’ ideology is noble, and members pride themselves on their ingenuity
and incorruptibility. Harpers don’t seek power or glory, only fair treatment for all.

Heroes of the Lance, The

The adventurers known as the Heroes of the Lance, whose deeds helped prevent Takhisis (see Tiamat) and her evil dragons from conquering the
world of the Dragonlance setting, began as a small group of young adventurers and their aging dwarf mentor. This original group (known as the
Innfellows) consisted of Tanis Half-Elven, the brothers Raistlin and Caramon Majere, Sturm Brightblade, a kender (similar to a halfling) named
Tasslehoff Burrfoot, the dwarf Flint Fireforge, and Kitiara Uth Matar, Raistlin and Caramon’s older half-sister. While Kitiara eventually joined Takhisis’s
service, the heroes were joined by others: Riverwind and Goldmoon, from the nomadic peoples of the plains; Gilthanas and Laurana, elf friends from
Tanis’s childhood; and Tika Waylan, a young barmaid whom the original Innfellows remembered as just a kid.

Heroes of the Realm, The

The so-called “heroes of the Realm” are a group of young adventurers—Bobby, Diana, Eric, Hank, Presto, and Sheila—who traveled from Earth in the
1980s into a world in the D&D multiverse. Equipped with powerful magic items, they foiled the schemes of foes such as Venger and Tiamat while
seeking some means to return home. Eventually, as the heroes’ mastery of adventuring skills increased, they discovered the secrets of traveling
between worlds, though they still haven’t found a way home.

The heroes of the Realm weren’t the only kids transported from Earth to the worlds of D&D. Other young adventurers, including Niko the Cleric, are still
exploring the vast D&D multiverse.

Icewind Dale

Icewind Dale is the northernmost settled region of the Forgotten Realms setting. Freezing wind sweeps across the tundra, finding its way through
every crack and draining any hint of warmth. Between the ice cliffs of the eastern glacier, the snowcapped peaks of the mountains to the south, and
the Sea of Moving Ice to the north and west, ten small towns cluster around three icy lakes.

Iggwilv
ARTIST: JODIE MUIR

THE WIZARD TASHA, BEFORE SHE


BECAME IGGWILV THE WITCH QUEEN

Before she changed her name and conquered enough of Eastern Oerik (the Greyhawk setting) to rightfully call herself the Witch Queen of Perrenland,
Iggwilv (IGG-wilv) was known as Tasha, a human mage who began her career as the apprentice of Zagig Yragerne (see Zagyg). Later, as an
adventurer, she created several new spells, including Tasha’s Hideous Laughter and Tasha’s Bubbling Cauldron, leaning on the teachings of her
adoptive mother, the arch-hag Baba Yaga. As Tasha grew in power and made powerful enemies, she changed her name to Iggwilv. In this guise, she

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became enchanted with the power of the Abyss and wrote the definitive treatise on demonkind: the Demonomicon of Iggwilv (see chapter 7). She
also bound and trapped the demon lord Graz’zt (see chapter 6).

Iggwilv ruled Perrenland as a tyrant. When Graz’zt escaped his magical prison, Iggwilv went into hiding. Iggwilv’s current location is unknown, but she
left behind a cambion son (Iuz), who has his mother’s tyrannical bent, and a daughter (Drelnza), who is now a vampire and lairs in the Lost Caverns of
Tsojcanth (see “Greyhawk Gazetteer” in chapter 5), not far from her mother’s old haunts.

Iuz

Iuz (EYE-ooze or eye-OOZE) is a cambion and the son of Iggwilv and Graz’zt (see chapter 6). He is every bit as evil as his father and as bent on
conquest as his mother at her very worst. He rules a significant portion of Eastern Oerik (in the Greyhawk setting), and some fear that he aspires to
conquer even more territory. See “Greyhawk’s Premise” in chapter 5.

Jallarzi Sallavarian

The youngest and most recently appointed member of the Circle of Eight (see chapter 5), Jallarzi Sallavarian (juh-LAR-zee sal-ah-VAIR-ee-en) is a
Warlock with a celestial patron. She is more inclined toward good than the more neutral members of the Circle of Eight and enjoys wandering the Free
City of Greyhawk (see chapter 5) in disguise, monitoring sinister elements of society there.

Kas the Betrayer

Kas (KOSS) is a vampire, legendary swordfighter, and ruthless warlord. He once served as the leader of Vecna’s armies and the lich’s most trusted
lieutenant, and he wielded a sword made for him (the Sword of Kas, described in chapter 7) by his liege. But the evil sword convinced Kas to betray
Vecna, and now Kas is driven primarily by his hatred for his former lord.
ARTIST: HELGE C. BALZER
Keraptis

According to legend, Keraptis (kuh-RAP-tiss) was an evil archmage who long


ago seized power as a petty tyrant somewhere in the northern mountains of
the Greyhawk setting. When his demands on the local populace became too
extreme, a revolt drove him into hiding. He disappeared into the tunnels
beneath White Plume Mountain (see “Greyhawk’s Premise” in chapter 5). It’s
conceivable that he became a lich as the grim climax of his magical research.

Kyuss

Variously identified as an Elder Evil, as a demigod, or as a mortal priest of the


demon lord Orcus (see chapter 6), Kyuss (KYE-uss) is a mysterious figure best
known as the Worm That Walks. Kyuss manifests on the Material Plane as a
colossal mass of maggots and worms animated by a single evil will.

KYUSS

Laeral Silverhand

Laeral (LAIR-ull) Silverhand is the fifth of seven daughters of Mystra, a deity of magic in the Forgotten Realms setting. (Alustriel Silverhand is Laeral’s
older sister.) She is over 700 years old, and after a period of withdrawal from public life, she now serves as the Open Lord of Waterdeep—the only one
of the twenty or so Lords of Waterdeep whose identity is publicly known. Though her power has waxed and waned depending on Mystra’s
involvement with the world and has declined significantly in recent years, Laeral remains one of the most formidable spellcasters in a world known for
powerful spellcasters.

League of Malevolence, The

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The League of Malevolence is an odious assemblage of villains united in one purpose: the accumulation of power. Its founding member, Kelek the
Sorcerer, expects his confederates to work together for their mutual benefit, but he also encourages them to pursue their own evil schemes. Other
members include the remorseless killer for hire Warduke, the assassin Zarak, and the evil Zargash, a servant of Orcus. Skylla, a Warlock whose power
derives from a pact with Baba Yaga, maintains a tenuous alliance with the league but despises Kelek.

Lord Soth

Lord Soth is a death knight in the Dragonlance setting—a former Paladin who allowed his pride to lead him into evil. Offered an opportunity to redeem
himself by averting a cataclysmic event, his pride again led him to abandon his quest and allow the devastation of his world. His mortal life ended in
that cataclysm, but he rose from the ashes into undeath and retreated to his cursed castle, Dargaard Keep. He ignored the outside world for many
centuries until the Dragon Queen Takhisis (see Tiamat) called him forth to serve her in the War of the Lance.

Menzoberranzan

The Underdark city of Menzoberranzan (men-zoh-buh-RAN-zan), lying far beneath the Sword Coast region of the Forgotten Realms, is ruled by
tyrannical priests of the Demon Queen of Spiders, Lolth (see chapter 6). Most of its people are drow, whose noble houses are locked in a constant
struggle for Lolth’s favor and the power that comes with it.

Minsc

Minsc (MINSK) is a heroic Ranger from the land of Rashemen in the Forgotten Realms setting. Known for his good cheer, his hearty optimism, and his
pet miniature giant space hamster, Boo, Minsc is particularly adored in the city of Baldur’s Gate.

Mithral

Mithral (MITH-ral) is a light, flexible metal that resembles silver but is much more durable. Its most common use is for crafting lightweight armor that
provides excellent protection without bulk or burden (see the Mithral Armor magic item in chapter 7).

Moradin

Myths told on many worlds describe Moradin (MORE-ah-din) crafting all the peoples of the Material Plane in his great workshop in Mount Celestia
(see chapter 6), causing them to spring to life from inert metal when he cooled the heated castings with his breath. These myths are the source of
Moradin’s appellation, “All-Father.” Many peoples across the multiverse, including many dwarves, worship Moradin.

Mordenkainen

Mordenkainen (mor-den-KIGH-nen or mor-den-KAY-nen) is a human archmage who maintains a residence in the Free City of Greyhawk and another
hidden somewhere in the Yatil Mountains between Perrenland and Ket (see chapter 5). He is the founder and leader of the Circle of Eight, which he
created to implement his philosophy of balance in the world. Among Mordenkainen’s celebrated accomplishments are several name-branded spells,
including ones that create extradimensional mansions, swords of spectral force, and phantom watchdogs (detailed in the Player’s Handbook).

Mordenkainen has visited numerous worlds and planes of existence, making friends and fomenting rivalries on many of them. He maintains a close
friendship with his former apprentice Bigby and the famous archmage Elminster of Shadowdale. Mordenkainen’s greatest rival is Iggwilv, a former
adventuring companion.

Neverwinter

Once known in the Forgotten Realms setting as the Jewel of the North, the city of Neverwinter was badly damaged when a nearby volcano erupted
about fifty years ago. Now, its people work furiously to rebuild. Some of its outer walls still lie in ruins, and several of its neighborhoods remain
abandoned.

Dagult Neverember is the Lord Protector of Neverwinter, ruling in the absence of a true heir to the crown. His dream is to see Neverwinter eclipse
nearby Waterdeep in wealth and prosperity.

Otiluke

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Otiluke (AW-teh-luke) is an impulsive, aggressive Wizard who is the main agent of the Circle of Eight in the Free City of Greyhawk (see chapter 5). He
holds a position of political power and keeps his membership in the Circle of Eight secret. He is best known for his spells that create magical spheres
(detailed in the Player’s Handbook).

Otto

Otto (AW-toe) is an affable dwarf Bard with a taste for fine food, good music, and expensively tailored clothes. His sociable and outgoing personality
masks the fact that he’s also a member of the Circle of Eight (see chapter 5) and committed to the goals of that organization. He is well-known
across the multiverse for his creation of the Otto’s Irresistible Dance spell.

Phandalin

The frontier town of Phandalin (FAN-duh-lin or fan-DAY-lin) in the Sword Coast region of the Forgotten Realms setting is built on the ruins of a much
older settlement. Hundreds of years ago, old Phandalin was a thriving town until it was sacked by bandits and lay abandoned for centuries.
ARTIST: BRIAN VALEZA
In the past few years, hardy folk from the cities of Neverwinter and Waterdeep have begun settling atop
the ruins of old Phandalin. It’s now home to farmers, woodcutters, fur traders, and prospectors drawn
by stories of gold and platinum in the foothills of the Sword Mountains—as well as more than a few
ruffians and bandits.

Prince of Frost, The

The Prince of Frost is a son of Titania, the Summer Queen. He was once known as the Sun Prince, but
his heart grew cold when he was spurned by the fey noble he loved. He is now a creature of wrath and
winter, ruling from his Fortress of Frozen Tears in the Vale of Long Night in the Feywild (see chapter 6).
He detests mortals of the Material Plane and dreams of covering their many worlds with perpetual
winter.

THE PRINCE OF FROST

Queen of Air and Darkness, The

The mysterious Queen of Air and Darkness is the archfey ruler of the Gloaming Court in the Feywild (see chapter 6). Though she is often described as
malicious and evil, her motivations are as obscure and whimsical as any other archfey’s. She gives supernatural boons and terrible curses with equal
whimsy, with little regard for the elaborate customs surrounding gifts and favors in other courts of the Feywild. Though she is said to have a spectral
form resembling a terrifying elf, to the unaided eye she appears as a strange, black diamond, hovering in the air like the slitted pupil of an unseen cat.

Raven Queen, The

The Raven Queen is a being of mystery. Those who claim to have encountered her have described an array of disturbing images: a terrible shadow
that clawed at their innermost thoughts, a pale and regal elf who exploded into an untold number of ravens, a shambling tangle of slick roots and
sticks that overwhelmed them with dread, or an unknown presence that pulled them screaming into the gloom.

Despite all attempts to demystify her, the Raven Queen has remained enigmatic and aloof. She rules from her Raven Throne within the Fortress of
Memories, a mazelike castle deep within the bleakness of the Shadowfell (see chapter 6). From there she sends out her raven servants to find
interesting souls she can pluck from the planes of existence. Once these souls are in the Shadowfell, she watches as they attempt to unravel the
mystery of their being.

ARTIST: DIANA CEARLEY

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THE RAVEN QUEEN

Rock of Bral, The

Bral is a city built on an asteroid that drifts through Wildspace (see chapter 6). Its inhabitants, who hail from many worlds across the Material Plane,
typically refer to Bral as the Rock. There is no other place quite like it in Wildspace—a teeming hive of business that spans the breadth of the Astral
Sea.

Bral is populated by an outlandish collection of traders, scoundrels, mercenaries, pirates, nobles, and entrepreneurs. Generally, law enforcement is
sporadic, which means that order is elusive. Most folks who call the Rock home adhere to two principles: mind your own business whenever possible,
and enough gold can fix anything.

Rudolph van Richten

A scholar and monster hunter, Rudolph van Richten has traveled to dozens of Domains of Dread in the Shadowfell (see chapter 6), investigating
reports of monstrous beings and documenting them in a series of published guides, the best known of which is Van Richten’s Guide to Vampires.

In kinder days, Rudolph lived with his wife, Ingrid, and son, Erasmus, but he lost them both to a wicked vampire. In the process of hunting the vampire,
Rudolph came under a terrible curse: “Live you always among monsters, and see everyone you love die beneath their claws.”

In the decades since, van Richten has hunted monsters and armed others with the knowledge they need to confront evil. Though he’s made many
devoted allies, he keeps them at arm’s length, fearing the threat of his curse.

Van Richten is closely associated with other heroes who prowl the Domains of Dread, including the detective Alanik Ray and his partner Arthur
Sedgwick, the explorer Ez d’Avenir, and the twins Gennifer and Laurie Weathermay-Foxgrove.

Strahd von Zarovich

A brilliant thinker and capable warrior in life, Strahd von Zarovich (STRAWD von zuh-ROH-vitch or ZAR-oh-vitch) fought in countless battles for his
people. After a long life of warfare and slaughter, he settled in the remote valley of Barovia and built a castle on a towering pinnacle. His brother
Sergei came to live with him in Castle Ravenloft, becoming Strahd’s adviser and constant companion.

In his brother, Strahd saw everything he was not. Resentment colored their relationship and eventually turned into hatred. Strahd’s beloved, Tatyana,
spurned Strahd for Sergei, whom she pledged to marry.

In a desperate attempt to regain Tatyana’s love, Strahd forged a pact with dark powers that made him immortal. Strahd confronted his brother at
Sergei and Tatyana’s wedding and killed him. Tatyana fled and flung herself from Ravenloft’s walls. Guards shot Strahd with arrows, but he didn’t die.
He became a vampire—the first vampire, according to many sages.

In the centuries since his transformation, Strahd’s lust for life has grown. He broods in his castle, cursing the living for all he has lost and never
admitting to his role in the tragedy.

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Summer Queen, The


ARTIST: KATERINA LADON

Titania, the Summer Queen, is the regal and charismatic ruler of the Summer Court in the Feywild (see
chapter 6). Perhaps the mightiest of the archfey, she can ripen a crop with a smile and summon
wildfires with the merest crinkling of her brow.

Sword Coast, The

The Sword Coast is the western edge of the continent of the Forgotten Realms setting, running along
the Sea of Swords. It’s a narrow band of territory dominated by several major city-states, from
Neverwinter in the north to Baldur’s Gate in the south, with Waterdeep in between.

THE SUMMER QUEEN

Szass Tam

Szass Tam (ZASS TAM) is a powerful lich and necromancer in the Forgotten Realms setting. As leader of the Red Wizards of Thay, he has countless
spies, assassins, and other agents at his service, and his schemes span centuries and reach to the ends of the world.

Tasha

See Iggwilv.

Tharizdun

For a being known as the Chained God, the Elder Evil Tharizdun (thuh-RIZZ-dun or thair-izz-DOON) has managed to extend his baleful influence from
the Greyhawk setting through many worlds of the Material Plane. He is an ancient force of entropy, the end of all things and the extinction of life. His
worshipers are nihilists who seek to end all worlds by liberating their god. Tharizdun is often linked to cults of Elemental Evil (see chapter 5).

Tiamat

Tiamat (TEE-a-mat) is one of the primordial dragons who (along with Bahamut) is said to have created the First World. Since the destruction of the
First World, she has made her home in the Nine Hells (see chapter 6), where she is served by devils and enjoys the worship of mortals across the
multiverse. In the Dragonlance setting, where she is known as Takhisis (ta-KEE-sis), she is the greatest of the gods of evil. On many worlds, she is
known as a god of greed, wealth, and vengeance.

Chromatic dragons might fear, respect, envy, and appease Tiamat as a sovereign, but they don’t worship her. Their devotion to her rarely supersedes
their devotion to their own goals.

Underdark, The

The Underdark is a vast subterranean realm of natural caverns and passages extending far beneath the surface of most D&D worlds. Many creatures
inhabit the Underdark, including drow, duergar, svirfneblin, and other species that have adapted to the world below the surface.

Undermountain

Undermountain is the largest, deepest dungeon in the Forgotten Realms setting. It’s a series of interconnected dungeon levels sprawling far beneath
the city of Waterdeep. Its tunnels connect to preexisting mithral mines and natural caverns of the Underdark. The best-known entrance to
Undermountain is through the Yawning Portal tavern in Waterdeep, but other routes also exist. A reclusive and cantankerous archmage named
Halaster Blackcloak claims Undermountain as his domain, although his overlordship isn’t widely acknowledged by the dungeon’s other denizens.

Vajra Safahr

Vajra Safahr (VAWJ-rah sah-FAR) is a human Wizard in her midthirties, making her the youngest person ever to hold the position of Blackstaff—the
chief mage of Waterdeep and the head of Blackstaff Academy, a school for mages. Several of the older and more seasoned mages of Waterdeep

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consider Vajra an upstart, but they are smart enough not to challenge her. As the badge of her office, she carries the Blackstaff, an Artifact that holds
the spirits of all her predecessors.

Valor’s Call

The noble adventuring party known as Valor’s Call was founded by Strongheart, a resolute human Paladin committed to destroying evil wherever it
rears its head. Strongheart alone determines who can become a member of this prestigious group, and he is always looking for courageous heroes
willing to devote themselves to a good cause.

Only good-aligned characters can join Valor’s Call. The group enjoys the patronage of Yolande, the queen of Celene, and carries out missions on her
behalf both in the Greyhawk setting (see chapter 5) and in the Feywild (see chapter 6).
ARTIST: OLIVIER BERNARD
Prominent members of Valor’s Call include the dwarf Fighter Elkhorn, the human Cleric Mercion,
the human Rogue Molliver, and the human Wizard Ringlerun.

Vecna

Vecna (VECK-nah) had humble beginnings in the Greyhawk setting, where an order of Wizards
used him as a bootblack and scribe. He studied magic in secret until he amassed enough power
to slaughter the order, and then he turned his efforts toward scribing the Book of Vile Darkness
(described in chapter 7). Armed with that dread tome, he forged a kingdom to rule, with the
vampire Kas as his lieutenant. But Kas betrayed and killed him, leaving only one hand and one
eye intact (the Eye and Hand of Vecna are described in chapter 7).

Vecna’s evil will was so great that he persisted beyond death and eventually became a demigod
of secrets and evil magic. His ambition drives him to pursue greater divine power across the
multiverse.

VECNA

Venger

Venger (VEN-jur) was once both human and good-hearted, but some fiendish force transformed him into a winged, one-horned villain. His schemes
have spanned centuries and worlds, as he seeks to seize ever-increasing magical power. He has a particular loathing for Tiamat and longs to
overthrow her. He is often seen astride a flying black steed, his shadowy adviser in tow.

Vi

Vi (VYE) is a gnome artificer, entrepreneur, and traveler of many worlds who originally hails from Eberron. After helping to create terribly destructive
weapons during the Last War, Vi sought to atone for this guilt by establishing the Fixers, an organization dedicated to solving apparently hopeless
problems. From the Fixers’ headquarters in Sigil, Vi has brought her genius, warm heart, and love for a stiff drink to many worlds across the
multiverse.

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Vlaakith
ARTIST: JASON JUTA

Vlaakith (VLAH-kith) is the lich-queen of the githyanki city of Tu’narath, adrift in the Astral Plane
(see chapter 6). She is ancient, having fought alongside a leader named Gith to win her people’s
freedom from the mind flayers that enslaved them. Githyanki of Tu’narath swear unquestioning
obedience to the lich-queen, and she promises access to paradise to those who serve her
loyally. In truth, she feasts on the souls of any subjects who grow powerful enough to dream of
challenging her.

Waterdeep

Waterdeep is the most famous and cosmopolitan city in the Forgotten Realms setting. It’s a
center of wealth and influence where people come to make their dreams come true. The city is
home to the Yawning Portal, the best-known point of access to the sprawling dungeon of
Undermountain.

Xanathar

Xanathar (ZAN-a-thar) is an eccentric beholder crime lord dwelling beneath Waterdeep. Desiring
to know all there is to know, Xanathar collects knowledge from across the multiverse, but its
most prized possession is its goldfish, Sylgar.

XANATHAR IS A TYRANNICAL CRIME


LORD AS WELL AS A BEHOLDER

Yawning Portal, The

The Yawning Portal is a tavern in Waterdeep, built around an entrance to the infamous dungeon of Undermountain. Adventurers throughout the
Forgotten Realms setting and elsewhere in the multiverse visit the Yawning Portal to exchange knowledge about Undermountain and other dungeons.
Most visitors are content to swap stories by the hearth, but some adventurers pay the toll for entry into Undermountain (collected by the mysterious
owner and bartender, Durnan).

Yolande

Yolande (yoh-LAWND), known as the Faerie Queen, is the benevolent and beloved elf monarch of Celene (see chapter 5). Raised in the court of the
Summer Queen, Yolande had no wish to rule. She preferred the life of an adventuring magic-user. She built her reputation on triumphs, such as her
capture of the fomorian brigand Solgna and the theft of the Prince of Frost’s sentient sword, Winterflash. Yolande was among the first elves to
migrate from the Feywild to the Greyhawk setting.

Zagyg

The archmage Zagig Yragerne (ZAG-igg EE-rag-airn) was an adventurer in the Greyhawk setting and a member of the Company of Seven. At the
climax of a long and prosperous adventuring career, he built a fortress known as Castle Greyhawk outside the Free City of Greyhawk (see chapter 5).
From this stronghold, he took an increasingly powerful role in the politics of the city, contributing to its reputation as “the Gem of the Flanaess.” He
obsessively delved deeper under his castle and withdrew from the outside world until he managed to entrap nine demigods in magical prisons and
claim a fragment of their divine power. He ascended to a minor form of godhood, took the name Zagyg, and took a place in the court of Boccob, a god
of magic.

Zargon

Zargon (ZAR-gawn) is an Elder Evil—an undying abomination from eons past with an insatiable appetite. A tentacled, slime-covered horror with a
cyclopic red eye and an indestructible horn, Zargon corrupts creatures it doesn’t devour, transforming its victims into amorphous servants. Zargon is
imprisoned on the Material Plane in a prison deep in the earth. This prison is described in the Quests from the Infinite Staircase adventure anthology.

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APPENDIX A: LORE GLOSSARY APPENDIX C: TRACKING SHEETS

Appendix B: Maps

Barrow Crypt
ARTIST: DYSON LOGOS

BARROW CRYPT

VIEW PLAYER VERSION

Caravan Encampment

ARTIST: DYSON LOGOS

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CARAVAN ENCAMPMENT

Crossroads Village

ARTIST: DYSON LOGOS

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CROSSROADS VILLAGE

Dragon’s Lair

ARTIST: DYSON LOGOS

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DRAGON’S LAIR

VIEW PLAYER VERSION

Dungeon Hideout

ARTIST: DYSON LOGOS

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DUNGEON HIDEOUT

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Farmstead

ARTIST: DYSON LOGOS

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FARMSTEAD

Keep

ARTIST: DYSON LOGOS

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KEEP

VIEW PLAYER VERSION

Manor

ARTIST: DYSON LOGOS

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MANOR

VIEW PLAYER VERSION

Mine

ARTIST: DYSON LOGOS

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MINE

VIEW PLAYER VERSION

Roadside Inn

ARTIST: DYSON LOGOS

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ROADSIDE INN

VIEW PLAYER VERSION

Ship

ARTIST: DYSON LOGOS

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SHIP

VIEW PLAYER VERSION

Spooky House

ARTIST: DYSON LOGOS

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SPOOKY HOUSE

VIEW PLAYER VERSION

Underdark Warren

ARTIST: DYSON LOGOS

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UNDERDARK WARREN

VIEW PLAYER VERSION

Volcanic Caves

ARTIST: DYSON LOGOS

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VOLCANIC CAVES

VIEW PLAYER VERSION

Wizard’s Tower

ARTIST: DYSON LOGOS

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WIZARD’S TOWER

VIEW PLAYER VERSION

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PRIVACY POLICY TERMS OF SERVICE
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APPENDIX B: MAPS CREDITS

Appendix C: Tracking Sheets


You can find all the tracking sheets found throughout the Dungeon Master’s Guide below.

DOWNLOAD COMBINED SHEET DOWNLOAD ALL SHEETS

Game Expectations

DOWNLOADABLE PDF

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Travel Planner

DOWNLOADABLE PDF

NPC Tracker

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DOWNLOADABLE PDF

Settlement Tracker

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DOWNLOADABLE PDF

Campaign Journal

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DOWNLOADABLE PDF

DM’s Character Tracker

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DOWNLOADABLE PDF

Campaign Conflicts

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DOWNLOADABLE PDF

Magic Item Tracker

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DOWNLOADABLE PDF

Bastion Tracker

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DOWNLOADABLE PDF

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APPENDIX C: TRACKING SHEETS NEXT CHAPTER

Credits
Lead Designers: Christopher Perkins, James Wyatt Cartographers: Francesca Baerald, Dyson Logos, Mike Schley

Designers: Jeremy Crawford, F. Wesley Schneider, Ray Winninger Concept Art Director: Josh Herman

Rules Developers: Jeremy Crawford (lead), Makenzie De Armas, Ben Concept Artists: Even Amundsen, Carlo Arellano, Michael Broussard,
Petrisor John Grello, Tyler Jacobson, 9B Collective, Noor Rahman
Consultants: Zac Clay, Jennifer Kretchmer, James Mendez, Matthew
Editors: Adrian Ng (lead), Judy Bauer, Janica Carter
Mercer, Jonathan Tomhave, Alyssa Visscher, Deborah Ann Woll
Playtest Analysts: Ron Lundeen (lead), Dan Dillon, Patrick Renie
Additional Consultation: Justice Ramin Arman, Kyle Brink, Amanda
Art Directors: Kate Irwin (lead), Josh Herman Hamon, Jay Jani, Carl Sibley, Emi Tanji, Jason Tondro

Graphic Designers: Trish Yochum (lead), Matt Cole Producers: Dan Tovar (lead), Bill Benham, Siera Bruggeman, Robert
Hawkey
Cover Illustrators: Tyler Jacobson, Simen Meyer, Olena Richards
Print Operations Engineers: Basil Hale, Scott West
Interior Illustrators: Helder Almeida, Joy Ang, David Astruga, Alfven Ato,
Tom Babbey, Helge C. Balzer, Luca Bancone, Mark Behm, Eric Belisle, Imaging Technicians: Daniel Corona, Meagan Kenreck, Kevin Yee

Olivier Bernard, Zoltan Boros, Bruce Brenneise, Aleksi Briclot, Prepress Specialist: Jefferson Dunlap
Ekaterina Burmak, Filip Burburan, Paul Scott Canavan, Dawn Carlos, Based on the Dungeon Master’s Guide (2014) by Jeremy Crawford (co-
Clint Cearley, Diana Cearley, Sidharth Chaturvedi, David René lead), Christopher Perkins (co-lead), James Wyatt (co-lead), Peter Lee,
Christensen, Conceptopolis, Harry Conway, CoupleOfKooks, Daarken, Mike Mearls, Robert J. Schwalb, Rodney Thompson
Kent Davis, Nikki Dawes, Axel Defois, Alex Diaz, Simon Dominic, Olga
Building on the original game created by Gary Gygax and Dave Arneson
Drebas, Wayne England, Aurore Folny, Jessica Fong, Vallez Gax,
and then developed by many others over the past 50 years
Justyna Gil, Ilse Gort, Alexandre Honoré, Ralph Horsley, Jason Juta,
Sam Keiser, Julian Kok, Katerina Ladon, Abigail Larson, Olly Lawson,
Linda Lithen, Titus Lunter, Andrew Mar, Raluca Marinescu, Viko
Menezes, Brynn Metheney, Robson Michel, Calder Moore, Martin
Mottet, Jodie Muir, Scott Murphy, David Auden Nash, Irina Nordsol,
William O’Connor, Robin Olausson, Claudio Pozas, Livia Prima, April
Prime, Noor Rahman, Chris Rallis, Chris Seaman, Andrea Sipl, Craig J
Spearing, Chase Stone, Joel Thomas, Beth Trott, Brian Valeza, Randy
Vargas, Richard Whitters, Kieran Yanner, Zuzanna Wuzyk

ARTIST: DAARKEN

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ON THE COVER ON THE ALT-COVER

Tyler Jacobson illustrates the archvillain Venger, his evil cohorts Skylla Lolth, the Demon Queen of Spiders, spins a tangled web of schemes and
and Warduke, and a legion of skeletal minions. snares in this illustration by Olena Richards.

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, the dragon ampersand, Dark Sun, Dragonlance, Eberron, Forgotten Realms, Greyhawk, Planescape, Ravenloft,
Spelljammer, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, Magic: The Gathering, all other Wizards of the Coast product names, their respective
logos, and The World’s Greatest Roleplaying Game are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive
likenesses are property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or
unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast.

Printed in the USA. ©2024 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by: Hasbro SA, Rue Emile-Boéchat 31, 2800
Delémont. CH.

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