2024 Dungeon Master's Guide (Scanned & Cleaned Up)
2024 Dungeon Master's Guide (Scanned & Cleaned Up)
2024 Dungeon Master's Guide (Scanned & Cleaned Up)
DUNGEONS DRAGONS
DUNGEON MASTER’S GUIDE
Credit s
Lead Designers: Christopher Perkins. James Wyatt Brian Valeza, Cyril Van Der Haegen, Randy Vargas. Richard
Designers: Jeremy Crawford. F. Wesley Schneider, Ray Winninger Whliters. Zuzanna Wuzyk. Kieran Yanner
Rules Developers: Jeremy Crawford (lead), Makenzie De Armas, Cartographers: Francesca Baerald, Dyson Logos, Mike Schley
Ben Petrisor Concept Art Director: Josh Herman
Editors: Adrian Ng (lead). Judy Bauer, Janica Carter Concept Artists: Even Amundsen, Carlo Arellano, Michael
Playtest Analysts: Ron Lundeen (lead), Dan Dillon. Patrick Renie Broussard, John Grello. Tyler Jacobson, SB Collective.
Noor Rahman
Art Directors: Kate Irwin (lead), Josh Herman
Graphic Designers: Trish Yochum (lead). Matt Cole Consultants: Zac Clay, Jennifer Kretchmer, James Mendez. Matthew
Cover Illustrators: Tyler Jacobson, Simen Meyer. Olena Richards Mercer. Jonathan Tom have. Alyssa Visscher, Deborah Ann Woll
Interior Illustrators: Helder Almeida. Joy Ang, David Astruga, Alfven Additional Consultation: Justice Ramm Arman, Kyle Brink, Amanda
Ato, Tom Babbey. Helge C. Balzer, Luca Bancone. Mark Behm, Hamon, Jay Jani, Carl Sibley, Emi Tanji, Jason Tondro
Eric Belisle, Olivier Bernard, Zoltan Boros, Bruce Brenneise.
Aleksi Bridot, Ekaterina Burmak, Filip Burburan, Paul Scott Producers: Dan Tovar (lead). Bill Benham, Siera Bruggeman,
Canavan, Dawn Carlos, Clint Cearley. Diana Cearley, Sidharth Robert Hawkey
Chaturvedi, David Rend Christensen, Conceptopolis, Harry Print Operations Engineers: Basil Hale, Scott West
Conway. CoupleOfKooks. Daarken, Kent Davis, Nikki Dawes. Axel Imaging Technicians: Daniel Corona, Meagan Kenreck. Kevin Yee
Defois, Alex Diaz, Simon Dominic. Olga Drebas, Wayne England, Prepress Specialist: Jefferson Dunlap
Aurore Folny. Jessica Fong, Vallez Gax, Justyna Gil, Use Gort,
Alexandre Honord. Ralph Horsley, Jason Juta. Sam Keiser, Julian Based on the Dungeon Master’s Guide (2014) by
Kok, Katerina Ladon. Abigail Larson. Oily Lawson, Linda Lithen. Jeremy Crawford (co-lead), Christopher Perkins (co-lead), James
Titus Lunter, Andrew Mar, Raluca Marinescu, Viko Menezes, Wyatt (co-lead), Peter Lee, Mike Mearls, Robert J. Schwalb,
Brynn Metheney. Robson Michel, Calder Moore, Martin Mottet, Rodney Thompson
Jodie Muir. Scott Murphy. David Auden Nash, Irina Nordsol, Building on the original game created by
William O'Connor. Robin Olausson, Claudio Pozas. Livia Prima. Gary Gygax and Dave Arneson and then developed by many
April Prime. Noor Rahman. Chris Rallis, Chris Seaman, Andrea others over the past 50 years
Sipl, Craig J Spearing, Chase Stone. Joel Thomas. Beth Trott.
620D3921000001 EN
ISBN: 978-0-7869-6984-5
First Printing: November 2024 C€S
987654321
DUNGEONS L DRAGONS, D&D, Wizards of she Coast the dragon ampersand. Dark Sun. Otagonlance. Ebcrron. Forgotten Realms. Greyhawk. Planewape, Ravenloft. Spefliamme
*.
Ptaycr't Handbook, Monter Monuat. Duflgaon Muter's Guide, Magic: The Gathering, a-l other Wizards of the Coast product names, the-r respective logos, and The Worlds Greatest
Roleplaying Game ate trademarks of Wizard
* of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards of the Coast. Ths ma-
terial s 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
The Basics
D
ung eons & Drag ons is a game in whic h Be Fair and Flexible. Treat your players in a fair,
you and your friends take on roles and tell impartial manner. The rules help you do this, but
a shared story. While the Player’s Handbook when you need to act as referee, try to make deci-
teaches you how to play the game and how to cre- sions that ensure everyone is having fun.
ate characters who are the heroes of the story, the Communicate with Your Players. Open commu-
Dungeon Master’s Guide is written for the player who nication is essential to a successful D&D game.
presides over the game and makes sure everyone is Many problems can be solved or even prevented
having fun. This player is the Dungeon Master, or with honest conversation. Ask questions and so-
DM. Being a Dungeon Master is a fun, empowering, licit feedback after or between sessions.
and rewarding experience, and this chapter walks It’s OK to Make Mistakes. If you overlook or mis-
you through the basics. represent something, correct yourself and move
on. No one expects you to memorize every rule or
What Does a DM Do? detail. Even if you don’t realize your mistake until
The DM gets to play many fun roles: after a game session is over, it's OK to acknowl-
edge the mistake at the start of the next session
Actor. The DM plays the monsters, choosing their and make adjustments moving forward.
actions and rolling dice for their attacks. The DM
also plays all the people the characters meet. What 's New in the 2024 Vers ion ?
Director. Like the director of a movie, the DM de- This is the 2024 version of the fifth edition Dun-
cides (and describes) what the players’ characters geon Master's Guide. Much of the book has been
encounter in the course of an adventure. The DM reorganized, expanded, and rewritten from the
is also responsible for the pace of a play session 2014 version, and the versions of things in this
and for creating situations that facilitate fun. book replace versions from older books. Here are
Improviser. A big part of being the DM is deciding a few highlights:
how to apply the rules as you go and imagining
the consequences of the characters’ actions in a Sound Advice. Every chapter (but especially chap-
way that will make the game fun for everyone. ters 1, 2, 4, and 5) has new advice for Dungeon
Referee. When it’s not clear what ought to happen Masters of all experience levels.
next, the DM decides how to apply the rules. Tracking Sheets. Helpful sheets throughout the
Storyteller. The DM crafts adventures, setting situ- book give you tools to plan your game and keep
ations in front of the characters that entice them track of your campaign. These sheets are also
to explore and interact with the game world. available on DnDBeyond.com.
Teacher. It's often the DM’s job to teach new players Encounter-Building Assistance. The rules for esti-
how to play the game. mating the difficulty of combat encounters have
Worldbuilder. The DM creates the world where the changed, as you’ll see in chapter 4.
game's adventures take place. Even if you’re using Ready-Made Elements. Sample adventures in
a published setting, you get to make it yours. chapter 4, a campaign setting in chapter 5, and
new maps in appendix B make it easier to run a
DM Ti ps game right away.
The most important part of being a good DM is Expanded and Revised Magic Items. Chapter 7 is
facilitating the fun of everyone at the table. Keep packed with new magic items and old ones that
these tips in mind to help things go smoothly. have been revised.
Bastions. Chapter 8 has rules that allow player
Embrace the Shared Story. D&D is about telling a characters to build, maintain, and enjoy their
story as a group, so let the other players contrib- own strongholds.
ute through the words and deeds of their charac- Lore Glossary. In appendix A, a helpful glossary
ters. Encourage players to engage by asking them explains many of the iconic people and loca-
what their characters are doing. tions found throughout the D&D multiverse.
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.
Jared: OK, you make your way upstream for about LURK NEAR THE
THE ADVENTURERS
stinkier the water becomes. Rounding a bend, you APPROACH,
DM NAME:
PLAYER NAME:
AT-THE-TABLEJZONCERNS
EXAMPLES: SHOUTING, SWEARING, ALCOHOL, SHARING DICE
JOYANG
TM & © 2024 Wizards of the Coast LLC. Permission is granted to photocopy this page for personal use.
Ensuring Fun for All DMs and players can have phobias or triggers that
others might not be aware of. Any in-game topic or
Ahead of the game, if you haven’t done so already, theme that makes a member of the gaming group
discuss with your players the experience you’re all feel unsafe (a hard limit) must be avoided. If a topic
hoping for, as well as topics, themes, and behavior or theme makes one or more players nervous but
that might spoil someone's enjoyment of the game. they consent to include it in-game (a soft limit),
Mutual Resp e ct ___________________ incorporate it with care, if at all, and be ready to
quickly veer away from it if needed.
Whether you’re playing with long-time friends or Common in-game limits apply to topics such
strangers, it's important to create a foundation as intraparty romance, sex. exploitation, racism,
of mutual trust. The best games happen when enslavement, and violence toward children and
everyone at the table feels safe enough to be them- animals. Limits can also apply to certain creatures,
selves, speak up, and get into character. such as spiders, snakes, rats, and demons. It's also
It's up to everyone to uphold the principles of re- important to discuss limits around what harm
spect. Difficult conversations often fall on the DM might befall characters, including mind-control
to lead, but they don’t have to. If one player’s behav- magic, helplessness, and death.
ior is interfering with everyone else’s enjoyment, That said, D&D is a game that has in-world con-
everyone has a stake in helping to resolve the issue. flicts and mayhem. Certain core elements of the
game are difficult to ignore. For example, taking
Sett ing Expec ta tio ns
damage isn’t a limit you can work around easily.
Before you assemble a group around a game table,
Similarly, character death is something that hap-
pitch the adventures you’re thinking about running
pens from time to time, though the game has ways
to your prospective players. Note the in-world con-
to counteract or avoid it (see “Death" in chapter 3
flicts that might arise, the setting’s overall tone, and
for suggestions).
the themes you’d like to explore. (The “Every DM Is
Unique” section earlier in this chapter can help you
■■ ___ ■ -
Shifting Limits. Encourage players to bring any tool at your disposal to adjust how your shared
additional limits to you, privately or in the mo- story plays out.
ment, so you can add them to the list. Trust that
for any one of two or more proficiencies to apply Consider using group checks in situations such as
to a check. When deciding what check a character the following:
should make, be generous in determining if the Research Tasks. The characters are trying to learn
character’s Proficiency Bonus comes into play. You about an ancient prophecy from an archive. The
might specifically ask for an Intelligence (Arcana) characters can make a group Intelligence (Investi-
check, or you can ask for an Intelligence check and gation) check to find sources in the archive: char-
let the player negotiate with you to see if one of the acters who are knowledgeable about such topics
character’s skill or tool proficiencies applies. and about research methods in general can tell the
Tryin g Aga in other characters the most likely places to direct
Sometimes a character fails an ability check and their search. If the group check is successful, the
the player wants to try again. In many cases, fail- characters find enough different sources to paint
ing an ability check makes it impossible to attempt a clear picture of the prophecy; otherwise, their
the same thing again. For some tasks, however, information is incomplete.
the only consequence of failure is the time it takes Roped Together. The characters are tied together
to attempt the task again. For example, failing a as they scale a cliff or cross a rickety rope bridge.
Dexterity check to pick a lock on a treasure chest If one or two characters fail their checks, the suc-
doesn’t mean the character can't try again, but each cessful characters can stop their fall and prevent
attempt might take a minute. disaster, but if more than half the party fails, the
If failure has no consequences and a character can whole group falls. You could also apply this idea to
try and try again, you can skip the ability check and something like a long swim, where strong swim-
just tell the player how long the task takes. Alter- mers can help weaker ones.
natively, you can call for a single ability check and Social Situations. One character offends someone
use the result to determine how long it takes for the at a diplomatic event, and a noble demands the
character to complete the task. adventurers be escorted from the premises. The
characters can make a group Charisma (Persua-
Grou p Check s sion) check to avoid getting thrown out; they just
Group checks are a tool you can use when the party need a few convincing arguments and the ability
is trying to accomplish something together and the to smooth over any gaffes. You could apply this
most skilled characters can cover for characters same principle to other Charisma checks using
who are less adept at the task. To make a group abil- Deception, Intimidation, or Performance.
ity check, everyone in the group makes the ability
check. If at least half the group succeeds, the whole Pas sive Check s
group succeeds. Otherwise, the group fails. Ability checks normally represent a character’s
Group checks aren’t appropriate when one char- active effort to accomplish something, but occa-
acter’s failure would spell disaster for the whole sionally you need a passive measure of how good a
party, such as if the characters are creeping across character is at doing a thing. Passive Perception is
a castle courtyard while trying not to alert the the most common example. (See "Perception" later
guards. In that case, one noisy character will draw in this chapter.) You can extend the concept of a
the guards’ attention, and there’s not much that passive ability check to other abilities and skills.
stealthier characters can do about it, so relying on For example, if your game features a lot of social
individual checks makes more sense. Similarly, don’t interaction, you can record each character’s Passive
use a group check when a single successful check is Insight score, calculated in much the same way as
sufficient, as is the case when finding a hidden com- Passive Perception: 10 plus all modifiers that nor-
partment with a Wisdom (Perception) check. mally apply to a Wisdom (Insight) check.
Outdoor terrain determines the distance at which Jour ney s wit hou t Destinat ions
characters encounter other creatures. The Travel Sometimes, characters travel without a clear path
Terrain table (see “Travel" below) gives suggested to follow or a clear destination in mind. In such a
encounter distances for different types of terrain. case, use the grid of your map (squares or hexes)
Visibility at Sea. From a ship’s crow’s nest, a look- to define the stages of the journey, however many
out can see things up to 10 miles away, assuming miles each square or hex might be. (This style of
clear skies and a relatively calm sea. Overcast skies play is sometimes called “hex crawling.”)
reduce that distance by half. Lightly Obscured con- In this kind of wilderness exploration, you can
ditions reduce visibility just as they do on land. take one of two approaches to travel challenges:
Visibility Underwater. Visibility underwater de-
Sandbox Approach. Your map of the area deter-
pends on water clarity and the available light. Use
mines what characters find when they enter any
the Underwater Encounter Distance table to deter-
particular hex on the map. You might have en-
mine the encounter distances underwater.
counters or obstacles in place for every hex, or
Underw at er Enco unt er Dist an ce they could be spread farther apart.
Random Approach. Use tables to randomly deter-
Visibility Encounter Distance mine encounters or obstacles in each hex the
Clear water, Bright Light 60 feet characters enter.
Clear water. Dim Light 30 feet Whichever approach you use, running a journey
Murky water or Darkness 10 feet otherwise works the same as described in the rest
of the “Travel” section.
STAGE 1
START: END: O FAST __ ___ days/hrs
Qe LAPSEDTIME (DAYS/HRS)
STAGE 2
START: END: O FAST ____ _ days/hrs
STAGE 3
START: END: O FAST __ ___ days/hrs
TM & © 2024 Wizards of the Coast LLC. Permission is granted to photocopy this page for personal use.
encounter, an obstacle, a search for something hid- chapter 3 for the effects of extreme weather. Adding
den, or a chance of getting lost, as described under weather details to your descriptions of the charac-
"Journey Stage Challenges,” ters'journey can make it more memorable.
.Running'the Stages. For each stage of the journey,
follow these steps in order: Weat her
Step 1: Set the Pace. Have the players choose their ld20 Temperature
group's travel pace for the stage: Slow, Normal, or 1-14 Normal for the season
Fast (see “Travel Pace"). Based on the length of the 15-17 ld4 x 10 degrees Fahrenheit colder
stage (in miles) and the group's pace, determine
18-20 ld4 x 10 degrees Fahrenheit hotter
how long this stage takes to complete.
Step 2: Narrate the Travel. Describe what happens ld20 Wind Precipitation
as the characters complete this stage of their
1-12 None None
journey. Introduce and resolve any challenges (see
"Journey Stage Challenges"). 13-17 Light Light rain or light snowfall
Step 3: Track Food and Water Consumption. Each 18-20 Strong Heavy rain or heavy snowfall
creature in the party expends the appropriate
amount of food and water for the length of the Trav el Pac e
stage. If the party lacks enough food or water, the A group of characters can travel overland at a Nor-
characters risk dehydration and malnutrition. mal, Fast, or Slow pace, as described in the Player’s
Step 4: Track Progress. Track the party’s progress Handbook. During any journey stage, the predomi-
at the end of the stage. You might mark their po- nant terrain determines the characters' maximum
sition on a map of the region and note the elapsed travel pace, as shown in the Maximum Pace column
time on the Travel Planner. of the Travel Terrain table. Certain factors can af-
fect a group’s travel pace.
Depending on how you planned the stages, the end
Good Roads. The presence of a good road in-
of a stage might mean the characters arrive at a
creases the group's maximum pace by one step
landmark, a waystation, or an adventure location,
whether or not it's their final destination. (from Slow to Normal or from Normal to Fast).
Slower Travelers. The group must move at a Slow
Weat her pace if any group member’s Speed is reduced to half
During each stage of the characters’journey, you or less of normal.
can determine what the weather is like by rolling Extended Travel. Characters can push themselves
on the Weather table, adjusting for the terrain to travel for more than 8 hours per day, at the risk
and season as appropriate. Roll ld20 three times of tiring. At the end of each additional hour of
to determine the temperature, the wind, and the travel beyond 8 hours, each character must succeed
precipitation. on a Constitution saving throw or gain 1 Exhaustion
Weather has no significant game effect most level. The DC is 10 plus 1 for each hour past 8 hours.
of the time, but see “Environmental Effects” in Special Movement. If a party can travel at a high
Speed for an extended time, as with a spell such as
Travel Terrai n
Terrain Maximum Pace Encounter Distance Foraging DC Navigation DC Search DC
Arctic *
Fast 6d6 x 10 feet 20 10 10
Coastal Normal 2dl0x 10 feet 10 5 15
Desert Normal 6d6 x 10 feet 20 10 10
Forest Normal 2d8 x 10 feet 10 15 15
Grassland Fast 6d6 x 10 feet 15 5 15
Hill Normal 2dl0x 10 feet 15 10 15
Mountain Slow 4dl0 x 10 feet 20 15 20
Swamp Slow 2d 8 x 10 feet 10 15 20
Underdark Normal 2d6 x 10 feet 20 10 20
Urban Normal 2d 6 x 10 feet 20 15 15
Waterborne Special1 6d6 x 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."
character’s Wisdom modifier to determine how Do Pla yers Need to Track Rati ons ?
much food (in pounds) the character finds per day You might decide that tracking Rations is unnec-
of the journey stage, then repeat the roll for water essary in your game. Even if the characters are in
(in gallons). a desert, you can assume that a character with
Navigation. If the characters aren’t following an proficiency in the Survival skill can find enough
established path or traveling with a landmark in food and water to sustain the party. Make sure
sight, they risk getting lost. Here are some circum- you work that into your narration of the journey
stances that can cause a group to lose its way: so the player feels good about choosing that skill
proficiency. You can also assume the characters
• Branching passages underground can load their mounts with enough Rations for
- Horizon-obscuring terrain, such as dense forest their journey, or they can use magic (such as the
- Obscuring weather, such as heavy rain or fog Create Food and Water spell) to sustain them.
- Traveling at night On the other hand, having players track Rations
- Traveling at sea while unable to see the sky or any seems appropriate for a more realistic campaign.
familiar land Characters in such a campaign should approach
Let the players know when the characters are at a long wilderness journey as a challenge in lo-
risk of getting lost, then have the characters choose gistics: how many pack animals do they need to
one of their number to make a Wisdom (Survival) carry the food for the journey, and how do they
check against a DC appropriate to the terrain, as feed the animals?
shown in the Navigation DC column of the Travel As always, communicate your expectations
Terrain table. Another member of the group can about these rules to the players ahead of time. If
take the Help action to assist this check as normal. you don’t plan on tracking Rations, tell your play-
If the check fails, the party goes off course. You ers that before they spend an hour purchasing
decide what this looks like: they might follow the supplies for their journey.
0^.3:27733
Sma ll or Medi um
A
Line of Sigh t If you want more accuracy, use the following rule:
To determine whether there is line of sight between the first diagonal square counts as 5 feet, but the
two spaces, pick a corner of one space and trace second diagonal square counts as 10 feet. This pat-
an imaginary line from that corner to any part of tern of 5 feet and then 10 feet continues whenever
another space. If you can trace a line that doesn’t you're counting diagonally, even if the creature
pass through or touch an object or effect that blocks moves straight between different bits of diagonal
vision—such as a stone wall, a thick curtain, or a movement. For example, a character might move 1
dense cloud of fog—then there is line of sight. square diagonally (5 feet), then 3 squares straight
(15 feet), and then another square diagonally (10
Cover feet) for a total movement of 30 feet.
The accompanying diagrams illustrate cover on
squares or hexes. To determine whether a target Tracking Posit ion at Long Range
has cover against an attack or other effect, choose If combat erupts between two groups that are hun-
a corner of the attacker's space or the point of ori- dreds of feet away from each other, try the follow-
gin of an area of effect. Then trace imaginary lines ing techniques to keep track of who’s where:
from that corner to every corner of any one square
the target occupies. If one or two of those lines are Note Paper. List all combatants on a piece of pa-
blocked by an obstacle (including a creature), the per, and keep a running tally of each creature’s
target has Half Cover, If three or four of those lines distance from the party’s starting point (the
are blocked but the attack or effect can still reach party starts at 0 feet). As the characters advance,
the target (such as when the target is behind an ar- increase their numbers; as the monsters advance
row slit), the target has Three-Quarters Cover. toward the characters, decrease their numbers.
On hexes, use the same procedure as above, draw- Adjust the Grid Scale. If you’re using a battle grid,
ing lines between the corners of the hexagons. The take a section of that grid and use it to track posi-
target has Half Cover if one, two. or three lines are tion, changing the scale so that each square is 30
blocked by an obstacle, and Three-Quarters Cover feet. You don't need to be precise about creatures'
if four or more lines are blocked but the attack or positions, just their distance from each other.
effect can still reach the target. Dice as Range Counters. Do away with the grid
and put miniatures in their relative positions, us-
Diag onal Moveme nt ing dice next to each miniature to show how far
The Player’s Handbook presents a simple method for they've traveled. You can use percentile dice (or
counting movement and measuring range on a grid three dlOs, with each die representing a digit in
of squares: count every square as 5 feet, even if the a three-digit number, if the encounter begins at a
creature is moving or counting diagonally. While range between 100 and 1,000 feet), or use one or
fast in play, this rule breaks the laws of geometry. more d20s to show how many 5-foot or 10-foot
squares the creature has advanced.
Loss of Hit Poi nts You can combine those narrative descriptions with
You can give players a sense of how well they're game rules: “Dispensing with attacks, your foe hur-
doing against a creature by describing, in narrative ries across the room, taking the Dash action.”
terms, how hurt the creature is. For example, if the
Monsters Casti ng Spel ls
creature is Bloodied, you might say the creature has
It’s important that players can tell when their
visible wounds and appears beaten down. Such in-
characters’ opponents are casting spells, giving the
formation gives the players a sense of progress and
characters the opportunity to cast Counterspell or
might spur them to press the attack. On the other
otherwise interfere with the spellcasting.
hand, if the characters aren’t damaging the creature
When a monster casts a spell, check the compo-
much, let the players know the creature doesn't look
nents it's using and describe its activity appropri-
hurt. That might encourage the players to change
ately. If the spell has Verbal components, the mon-
their plan.
ster might chant, boldly proclaim, or hiss the mystic
Abil it ies , Streng ths , and Weak nesses syllables of the spell. Somatic components involve
Share information with the players about the char- the monster moving its hands (or similar append-
acteristics of creatures they fight as those charac- ages) in graceful patterns, shaping them into angu-
teristics become apparent. For example, if a Wizard lar positions, or thrusting them sharply forward.
casts Fire Bolt against a Fire Elemental (a creature Finally, the monster might be holding a Spellcasting
that has Immunity to Fire damage), let the players Focus or some other Material component.
know the spell doesn’t seem to bother the creature ___________________________________________________________________________________ tote.
at all. Players might correctly guess that a creature Awardi ng Heroic Inspi ra tio n
made of fire probably wouldn't harmed by Fire Bolt; As discussed in the Player’s Handbook, Heroic
feel free to confirm their guesses. Inspiration is a reward you can give to characters
when their players make the game more fun, ex-
Act ions in Comb at citing, and memorable for everyone at the table.
When a monster takes an action in combat, the Any player who makes the whole table erupt in
players need to have some idea what’s going on both laughter, cheers, or howls of surprise probably
in the fictional reality of the game and in terms of deserves Heroic Inspiration.
the rules of the game. This means that when an You can also use Heroic Inspiration to reward
enemy with a Crossbow takes the Ready action to roleplaying, immersion in the game, and heroism.
cover the area in front of a door, the players should Use it to incentivize the kind of behavior you want
have a pretty good idea that if their characters to see in your game, such as acting in character,
move in front of that door, the enemy will shoot taking risks, thinking strategically, cooperating
them. A monster’s description in the Monster Manual well, or embracing the tropes of a particular
often explains what’s happening in the world while genre. Make sure your use of Heroic Inspiration
the monster is using its special actions. The Describ- is aligned with the expectations you set out at the
ing Actions table has descriptions you can use to start of your game (see “Ensuring Fun for All” in
explain what’s going on when a creature takes one chapter 1).
of the common actions available to all creatures.
DM’s Toolbox
W
HEREAS CHAPTERS I AND 2 TEACH THE When good- and evil-aligned adventurers coexist
essentials of being a Dungeon Master, in the same party, they're likely to have disagree-
this chapter provides advice on topics ments as the campaign unfolds. Many players enjoy
roleplaying such conflicts, but see “Ensuring Fun
that can surface as you prepare or run a D&D game
session, as well as rules for adventure elements for All " in chapter 1 if you run into trouble with evil
ranging from chases and doors to traps. It also in- characters played in a disruptive way.
cludes guidance on creating new backgrounds, crea-
tures, magic items, and spells to amuse your players. Plan es and Alig nment
The Outer Planes (described in chapter 6) are
Alignm ent realms where alignment manifests in reality. When
creatures explore the Outer Planes, they can expe-
As described in the Player’s Handbook, alignment rience those realms differently depending on their
is a roleplaying tool. It is a quick way to describe a alignment.
creature's moral and ethical orientation. Like other
elements of the game, it’s meant to be a tool to serve Monste r Alignm ent
you and your game, not a constraint or burden.
Alignment can help you determine how a creature
Alignment can help your game in three ways: as a
behaves in your game in two simple ways.
tool for player characters, as a descriptor of a crea-
ture's demeanor, and as a summary of an organiza- Start ing Att it ude
tion’s ethos. A creature’s alignment can help you determine the
creature’s attitude in an encounter. A Chaotic Evil
Charact er Alignm ent
monster is likely to be Hostile, while a Lawful Good
Some common misconceptions about alignment one is more likely to have a Friendly attitude, ready
can cause conflicts between players and DMs. The to help those in need.
following sections can help you navigate how player
characters interact with alignment. Personal it y
Chapter 2 of the Player’s Handbook offers a table of
Act ion s Indic at e Alig nment brief personality traits linked to alignment that can
A character might think they’re good and profess to inspire you in playing an NPC or another monster
believe that senseless slaughter is wrong, but if that in your game.
character repeatedly engages in senseless slaughter,
the character’s beliefs aren’t what they profess. ORGAN IZ ATION ETHOS
Alignment doesn’t limit the actions characters It can be useful to assign an alignment to an organi-
can take; rather, the actions they take indicate what zation—including a faction, a guild, or a nation—to
their alignment is. It’s OK to stray from the tenets of describe its ethos. This can help you decide how
one’s alignment now and then, and players can (and groups interact with each other.
should) change their characters’ alignments if these An organization's ethos doesn't dictate the align-
alignments no longer describe their characters. ment of its members or even the alignment of its
Good and Evil Can Coop erate
leaders. In fact, a stark difference between a soci-
ety’s ethos and the alignment of its leadership can
Good and evil characters can share common goals,
generate interesting material for adventure. For ex-
though they’ll likely use different tactics to pursue
ample, imagine a Neutral Good queen ascending to
those goals.
the throne of a Lawful Evil empire and struggling
Imagine two characters—one Lawful Good, the
to reform its institutions.
other Lawful Evil—who are both dedicated to stop-
ping 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.
chases more exciting. A chase participant can take the Dash action a num-
Know the capabilities of the characters in your ber of times equal to 3 plus its Constitution modifier
party before you make a chase an important feature (minimum of once). Each additional Dash action
of an adventure. A character with a high Speed or it takes during the chase requires the creature to
the right spell (such as Dimension Door, Fly, or Hold succeed on a DC 10 Constitution saving throw at
Monster) can often end a chase before it begins. the end of its turn or gain 1 Exhaustion level. A
participant drops out of the chase if its Speed is 0.
Beginning a Chase ____________
Spel ls and Att ack s
A chase requires at least one quarry and at least one A chase participant can make attacks and cast spells
pursuer. Any participants not already in Initiative against other creatures within range.
order must roll Initiative as the chase begins. As in Chase participants can’t normally make Oppor-
combat, each participant in the chase can take one tunity Attacks against each other, since they are all
action and move on its turn. assumed to be moving in the same direction at the
When a chase begins, determine the starting same time. However, participants can still be the
distance between the quarry and the pursuers. targets of Opportunity Attacks from creatures not
Track the distance between them, and designate the participating in the chase. For example, adventurers
pursuer closest to the quarry as the lead. The lead who chase a thief past a gang of ruffians might pro-
pursuer might change from round to round. voke Opportunity Attacks from the ruffians.
are credited with creating the first magical conta- Magical Contagion
gions. An outbreak of such a contagion can form Fouled potions and alchemical waste can give rise to
the basis of an adventure as characters search for a Sewer Plague, which incubates in sewers and refuse
cure and try to stop the contagion’s spread. heaps and is sometimes transmitted by creatures
that dwell in such areas, including otyughs and rats.
Rest and Rec upe rat ion Any Humanoid that is wounded by a creature that
If a creature infected with a magical contagion carries the contagion or that comes into contact
spends 3 days recuperating—engaging in no with contaminated filth or offal must succeed on a
activities that would interrupt a Long Rest—the DC 11 Constitution saving throw or become infected
creature makes a DC 15 Constitution saving throw with Sewer Plague. A creature suffers the following
at the end of the recuperation period. On a suc- effects ld4 days after infection:
cessful save, the creature has Advantage on saving
throws to fight off the magical contagion for the Fatigue. The creature gains 1 Exhaustion level.
next 24 hours. Weakness. While the creature has any Exhaustion
levels, it regains only half the normal number of
Examp le Conta gio ns Hit Points from spending Hit Point Dice.
The following examples show how magical conta- Restlessness. While the creature has any Exhaus-
gions can work. Feel free to alter the saving throw tion levels, finishing a Long Rest neither restores
DCs, effects, and other characteristics of these con- lost Hit Points nor reduces the creature’s Exhaus-
tagions to suit your campaign. tion level.
Fighting the Contagion. Daily at dawn, an infected
Cac kle Fever
creature makes a DC 11 Constitution saving throw.
On a failed save, the creature gains 1 Exhaustion
Magical Contagion
level as its fatigue worsens. On a successful save,
Cheaply made potions and elixirs are sometimes the creature’s Exhaustion level decreases by 1. If the
tainted by Cackle Fever, which affects Humanoids creature’s Exhaustion level is reduced to 0, the con-
only (gnomes are strangely immune). A creature tagion ends on the creature.
suffers the following effects ld4 days after infection:
Fever. The creature gains I Exhaustion level, which
lasts until the contagion ends on the creature. Sigh t Rot
Uncontrollable Laughter. While the creature has Magical Contagion
the Exhaustion condition, the creature makes Any Beast or Humanoid that drinks water tainted
a DC 13 Constitution saving throw each time it by Sight Rot must succeed on a DC 15 Constitution
takes damage other than Psychic damage. On a saving throw or have the Blinded condition until
failed save, the creature takes 5 (IdlO) Psychic the contagion ends.
damage and has the Incapacitated condition as Fighting the Contagion. Magic such as a Heal or
it laughs uncontrollably. At the end of each of its Lesser Restoration spell ends the contagion immedi-
turns, the creature repeats the save, ending the ately. A character who is proficient with an Herbal-
effect on itself on a success. After 1 minute, it suc- ism Kit can use it to create one dose of nonmagical
ceeds automatically. ointment, which takes 1 hour. When applied to the
eyes of a creature suffering from Sight Rot, the oint-
Fighting the Contagion. At the end of each Long
ment suppresses the contagion on that creature for
Rest, an infected creature makes a DC 13 Constitu-
24 hours. If the contagion is suppressed in this way
tion saving throw. After the creature succeeds on
for a total of 72 hours (requiring three doses and
three of these saves, the contagion ends on it, and
applications of the ointment), the contagion ends on
the creature is immune to Cackle Fever for 1 year.
the creature.
Spreading the Contagion. Any Humanoid (other
Spreading the Contagion. Any Humanoid that
than a gnome) that starts its turn within a 10-foot
Emanation originating from a creature infected makes skin contact with a creature infected with
Sight Rot must succeed on a DC 15 Constitution
with Cackle Fever must succeed on a DC 10 Consti-
saving throw or also become infected with the con-
tution saving throw or also become infected with
tagion. On a successful save, the Humanoid can’t
the contagion. On a successful save, the Humanoid
catch the contagion from that particular infected
can't catch the contagion from that particular in-
creature for the next 24 hours.
fected creature for the next 24 hours.
On a Successful Death Save. A memory that The dead characters wake up in Hades (see chapter
inspires hope and courage. A beloved person 6) and must find a way to escape the grim under-
who would urge the character to cling to life. A world and return to the world of the living.
thought of something to live for. A favorite child- Impris oned
hood memory. The characters wake up in cells, kept alive and im-
On a Failed Death Save. A memory that stirs up prisoned by their foes for some purpose.
shame or grief. A beloved person who is already
dead, beckoning the character to join them. An Rai sed by Anot her
experience of weariness or despair. A powerful individual finds the adventurers' bodies
You can also reward a player who describes a mem- and has them raised from the dead, putting the ad-
ory or something else occupying the dying charac- venturers in the debt of their rescuer. What if the
ter's thoughts with Advantage on the Death Save. adventurers wake up decades after their death, re-
When a character dies, either from failed Death turned to life by a Resurrection spell cast by someone
Saves or from an effect that kills the character out- who believed they had an important role to play in
right, consider giving the player some ownership this future era?
over the character’s final moments by asking what Rescu e Mission
the character’s last words are or how the character The players create new, temporary characters who
greets death. are tasked with retrieving the bodies of the fallen
Dealin g w ith Death heroes, so they can be raised from the dead or given
proper burials. If the dead characters have Bastions
When a character dies, consult with the players to (see chapter 8), the stand-in party could consist of
decide what happens next. Some players are per- hirelings from those Bastions.
fectly 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 sim-
ilar value.
Divination school have similar effects. As the Com- Stories about the gods explore their relationships
mune spell description states, gods aren't necessarily with each other, with the natural world, and with
omniscient. But they are tremendously knowledge- the realm of mortals. Myths might describe familial
able. particularly with regard to their particular relationships among the gods, deeds of creation,
areas of influence. A sea god can be reasonably ex- past interactions with mortals, or battles between
pected to know anything that has happened in or on gods and other cosmic forces. Given the incompre-
a sea, for example, and a martial god knows details hensible nature of the gods, these myths might not
about wars. Gods can reliably predict the future, at actually reveal anything about the gods, but they
least in the short term (hence their ability to answer certainly describe people's understanding of their
spells such as Augury and Divination). And some own place in relation to the gods.
gods might be unwilling to reveal their ignorance, Reli gio us Prac tice
choosing to give an unclear answer rather than ad- People honor multiple gods of a pantheon in differ-
mit that they don't know the truth. ent circumstances. A person might burn incense
Divine Inter ventio n to a hearth or family deity at a kitchen altar in the
morning, pray to a deity of the hunt while hunting
In some campaigns, gods are fond of meddling in in the afternoon, and join a communal harvest feast
mortal affairs, and heroes sometimes call on the at the temple of an agricultural deity in the evening.
gods for aid beyond what divine magic ordinarily Cities and large towns can host numerous tem-
provides. The gods sometimes also send dreams, ples dedicated to individual gods important to the
omens, or emissaries to direct mortals along a community, while smaller settlements might have
certain path. Keep these two principles in mind a single shrine devoted to any gods the locals re-
to guide your use of divine intervention in your vere. Temples and shrines outside settlements often
campaign: mark places where a god (or the manifestation of
Don’t Eliminate Character Choice. The gods can a god) appeared or caused a miracle. These sites
tell characters to do things and even threaten to can become the focus of pilgrims who travel long
punish them if they don’t do things, but the gods distances to partake in the holy power assumed to
can’t control mortal actions. linger there.
Don’t Eliminate Risk and Danger. The interven-
tion of a god should never guarantee success or
Appeara nce
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 charac-
ter's appearance.
ldl2 Feature
1 Distinctive jewelry
2 Flamboyant, outlandish, formal, or ragged
clothes
3 Uses an elegant mobility device (wheelchair,
brace, or cane)
4 Pronounced scar
5 Unusual eye color (or two different colors)
6 Tattoos or piercings
7 Birthmark
8 Unusual hair color
9 Baid, or braided beard or hair
10 Distinctive nose (large, bulbous, angular,
small)
11 Distinctive posture (stooped or rigid)
12 Exceptionally beautiful or ugly
Sec ret
Describe a secret the NPC is trying to hide or pro-
tect. The NPC Secrets table provides several ideas.
NPC NAME:
ALIGNMENT A
PERSONALITY
APPEARANCE
SECRET
CRAIG J SPEARING, JOY ANG
TM & © 2024 Wizards of the Coast LLC. Permission is granted to photocopy this page for personal use.
NPC Secret s NPCs as Par ty Membe rs
IdlO Secret NPCs might join the adventuring party because
1 The NPC is in disguise, concealing their they want a share of the loot and are willing to
identity or some aspect of their appearance. accept an equal share of the risk, or they might fol-
2 The NPC is currently planning, executing, or low the adventurers because of a bond of loyalty,
gratitude, or love. You can delegate decisions about
covering up a crime.
an NPCs actions to one of the players, especially in
3 The NPC (or their family) has been threat- combat, but you can override the player’s decisions
ened with harm unless the NPC does to reflect the NPC’s motivations.
something. When you choose a stat block from the Monster
4 The NPC is under a magical compulsion Manual for an NPC party member, make sure the
(perhaps a Ceas spell or some kind of curse) NPC doesn’t overshadow the player characters. Use
to behave in a certain way. a stat block whose Challenge Rating is no higher
than half the characters’ level. These NPCs don’t
5 The NPC is seriously ill or in terrible pain. amass Experience Points and don’t become more
6 The NPC feels responsible for someone’s powerful.
death or ill fortune. Here are some NPC archetypes that work well as
7 The NPC is on the brink of financial ruin. supporting characters in an adventuring party:
8 The NPC is desperately lonely or harboring Comic Relief. A comic relief NPC helps lighten the
an unrequited passion. mood of an adventure or game session, perhaps
9 The NPC nurses a powerful ambition. with an occasional display of ineptness or a gift
for puns.
10 The NPC is deeply dissatisfied or unhappy. Curmudgeon. A curmudgeon NPC is quick to com-
plain humorously about the characters’ terrible
Recur ring NPCs choices and bad planning. You can occasionally
NPCs who keep showing up over the course of a use this NPC to suggest legitimate courses of ac-
campaign build the sense that the world of the game tion or share insights.
is a living, breathing place. Whether these NPCs are Dutiful Assistant. A dutiful assistant NPC is good
allies, patrons, friends, or villains, they can deepen at carrying equipment and looking after the par-
players’ investment in the world. ty's horses and other belongings. Such an NPC
You can use different stat blocks in the Monster might be entirely devoted to their duty, or they
Manual, perhaps with some tweaks, to reflect the might be using this easily overlooked position to
same NPC at different times as they grow over the pursue goals of their own.
course of a campaign. For example, characters on Milquetoast Healer. Absent a healer of their own,
their very first adventure might face a villain who the characters might love an NPC healer whose
uses the stat block of a Mage Apprentice, only to personality matters less than the healer’s devotion
have that villain escape and return many adven- to the party and ability to cast Cure Wounds or Re-
tures later to haunt them as a Mage. Still later, the vivify when needed.
same villain might reappear as an Archmage. Of Walking Textbook. A walking textbook NPC is
course, the trick here is making sure that the vil- knowledgeable about a particular field of exper-
lain survives from one adventure to the next, or at tise and can be a useful source of information, but
least coming up with a plausible way for the villain they can’t be relied on to make wise decisions or
to return from death. After all, death is rarely the hold up their end in battle.
final word for adventurers, so it needn't be for their Wallflower Warrior. A wallflower warrior NPC
opponents. is good at fading into the background, doesn’t
___________________________________________________________________________________________________________ tk. usually chat or engage unless approached, and ea-
Don ’t Go Overb oa rd gerly avoids the spotlight. Their primary purpose
Developing nonplayer characters can be fun. That is to give monsters another target to attack.
said, use your time wisely. Beware of writing three Even useful NPCs can slow down the game or over-
pages of backstory for an NPC whose interactions stay their welcome. Consider having NPC party
with the adventurers will be over in three min- members stick around for no more than a few game
utes. The advice in this section is meant to help sessions or a single adventure before making their
you create an interesting character quickly while exit. NPCs can benefit from time away from the
providing just enough detail. characters now and then.
that characters can visit. The characters might even ld20 Trait
adopt one of these settlements as a home base, in or 1-2 Fortified outer wall
near which they can build their Bastions when they
are of high enough level to do so (see chapter 8). 3-4 Lots of gardens, parks, and greenery
The Settlements by Size table provides population 5-6 Lots of mud, filth, and litter
ranges for villages, towns, and cities as well as the 7-8 Sprawling cemetery
value of the most expensive item the settlement is
likely to have for sale. Adjust these numbers as you 9-10 Lingering fog
wish to account for special circumstances. For ex- 11-12 Noise and smoke from smithies and forges
ample, a Potion of Healing (which costs 50 GP) is too 13 Canals and bridges
expensive an item to purchase in most villages, but
a village that happens to have an alchemist, an herb- 14 Cliffs on one or more sides
alist, or a potion brewer might have one or more 15-16 Clean streets and well-maintained buildings
such potions for sale. 17-18 Ancient ruins within the settlement
Set tl emen ts by Size 19-20 Impressive structure (such as a keep, tem-
ple, circle of standing stones, or ziggurat)
Settlement Population Range Max. GP Value
Village Up to 500 20 CP
Do I Need a Set tl eme nt Map ?
Town 501-5,000 2,000 GP A settlement doesn’t always require a map. Sim-
City 5,001 and higher 200,000 GP ply describing the settlement to your players is
usually sufficient. But if it’s important for the
Sett lem ent Tables and Track er
players to know where certain buildings or other
locations are in the settlement, having a map is
The following tables allow you to flesh out details helpful.
about a settlement. You can use the accompanying For an example of a settlement map, see the
Settlement Tracker to record important informa- Crossroads Village map in appendix B.
tion about a village, town, or city in your campaign.
G SETTLEMENT NAME:
O VILLAGE (POP. UPTO 500) O TOWN (POP. 501-5,000) O CITY (POP. 5,001+)
DEFINING TRAIT
CLAIM TO FAME
CURRENT CALAMITY
LOCAL LEADER
Bal li sta
Large Object
Armor Class: 15 Hit Points: 50
Ballista Bolt (Requires Load and Aim). Ranged Attack
Roll: +6. range 120/480 ft. Hit: 16 (3dl0) Piercing
damage.
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.
Can non
Large Object
Armor Class: 19 Hit Points: 75
Cannonball (Requires Load and Aim). Ranged Attack
Roll: +6, range 600/2,400 ft. Hit: 44 (8dl0) Blud-
geoning damage.
A Cannon uses gunpowder or arcane power to pro-
pel 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
Keg Lau ncher
crew member can take the Cannonball action.
Large Object
Armor Class: 15 Hit Points: 30
Fla methr ower Coac h Toxic Keg (Requires Load and Aim). Constitution Sav-
Large Object ing Throw: DC 15, each creature in a 20-foot-radius
Armor Class: 19 Hit Points: 100 Sphere centered on a point 30 to 300 feet from the
Flamethrower. Dexterity Saving Throw: DC 15, each launcher. Failure: 14 (4d6) Poison damage. Success:
creature in a 60-foot-long, 5-foot-wide Line. Failure: Half damage.
14 (4d6) Fire damage, and the creature starts burn- A back-mounted, wooden catapult flings small kegs
ing. Success: Half damage only. of toxic gas. Loading a Keg Launcher requires the
Powered by magic, this iron coach has a flame- Utilize action, and aiming it requires another Utilize
thrower turret mounted atop it. action. Then a crew member can take the Toxic Keg
The coach can accommodate up to two Medium action.
creatures. An iron hatch in the vehicle’s underbelly
grants access. Narrow slits in the front, sides, and
Lig htni ng Cann on
back of the coach allow its occupants to see outside.
A creature in the coach has Three-Quarters Cover Medium Object
against attacks and other effects that originate out- Armor Class: 19 Hit Points: 30
side it Lightning Ball (Requires Aim). Ranged Attack Roll: +6,
The coach is designed for a crew of two: a driver range 300/1.200 ft. Hit: 22 (4dl0) Lightning dam-
and a gunner. The driver can take the Utilize action age.
to move and turn the coach, which has a Speed of
A Lightning Cannon is a small, bronze cannon in-
30 feet, using levers and pedals inside. The gunner
laid with arcane runes and mounted on a heavy tri-
can use the Flamethrower action to aim and fire it.
pod device. It launches balls of crackling electricity.
Siege Towe r
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 ef-
fects that originate outside it.
Creating Adventures
W
HETHER YOU’RE CREATING YOUR OWN defeat that villain. Otherwise, players can feel as if
adventures or using published ones, this they’ve been railroaded—set onto a course that has
chapter helps you create fun and memo- only one destination or outcome, no matter how
rable experiences for your players. hard they try to change it.
Creating an adventure involves blending scenes You might find it helpful to think about an adven-
of exploration, social interaction, and combat into a ture not as a narrative that arcs from beginning
unified whole that meets the needs of your players to end with little chance for deviation, but more in
and your campaign. The basic elements of good terms of situations that you are presenting to the
storytelling should guide you throughout this pro- characters. The adventure unfolds organically from
cess, joining the encounters into a coherent story. the players’ responses to the situations you present.
claiming ownership of the treasure left behind in When you’re preparing an adventure to run for
the dungeon by their ancestors. your friends, you don’t need to write hundreds
If you're stuck, browse through the Monster Man- of pages describing each location in exhaustive
ual until you find a monster that inspires you. detail. You can run a game with no more written
notes than you'll find in one of the short adven-
tures at the end of this chapter.
large group of monsters, use the CR of the monster Monster Treas ure Pref ere nces
that leads the group. Each row includes average
The Monster Manual gives treasure preferences for
results for monetary treasure, which you can use
monsters in that book These preferences are cate-
instead of rolling. To create a hoard for a monster
gorized as follows:
that is particularly fond of amassing treasure (such
as a dragon), you can roll twice on the table or roll Any. The monster has a treasure hoard, the con-
once and double the total. tents of which you can determine by rolling on
As a rough benchmark, aim to roll on the Random the Random Treasure Hoard table. Monetary
Treasure Hoard table about once per game session. treasure can take the form of coins, trade bars,
Use the guidelines in chapter 7 to determine which trade goods, gems, or art objects (all described in
magic items are in the hoard (see “Awarding Magic chapter 7). Magic items can belong to any trea-
Items” and “Random Magic Items' ). sure theme or category (see “Treasure Themes"
and “Magic Item Categories" in chapter 7).
Rando m Trea sure Hoard Individual. The monster doesn’t have a treasure
CR Monetary Treasure Magic Items hoard; however, it might have monetary treasure,
which you can determine by rolling on the Ran-
0-4 2d4 x 100 (500) GP ld4 - 1
dom Individual Treasure table. This treasure can
5-10 8dl0 x 100 (4,400) GP ld3 take the form of coins, trade bars, trade goods,
11-16 8d8x 10,000 (36,000) GP 164 gems, or art objects (all described in chapter 7).
Treasure Theme (Arcana, Armaments, Imple-
17+ 6dl0 x 10,000 (330,000) GP 166
ments, or Relics). The monster has a treasure
hoard skewed toward a particular theme (see
Quest Re ward s ___________ “Treasure Themes” in chapter 7). You can deter-
Sometimes, characters are paid for completing a mine the size of the hoard by rolling on the Ran-
quest. To determine a suitable quest reward, roll dom Treasure Hoard table. If the hoard contains
once on the Random Treasure Hoard table, using magic items, use the guidelines and tables in chap-
the characters’ level for the Challenge Rating (CR). ter 7 to determine each one.
Creating Campaigns
\ V
F ENCOUNTERS ARE THE BUILDING BLOCKS campaign journal, a collection of notes from past
of a D&D adventure, then adventures are sessions. Use your journal to refresh your memory
the building blocks of a D&D campaign, for a on events that transpired early in the campaign and
campaign is what you get when you string two or bring closure to unresolved conflicts and mysteries.
more adventures together. A campaign setting is
the world in which those adventures take place— Kee ping a Journal _______ ________
both a backdrop for your adventures and a hotbed A campaign journal documents the progression of
of conflicts and personalities that can inspire and your campaign, from the first game session to the
drive adventures. last. Your journal can take whatever form works
best for you. It might be a physical notebook; a
Step -by -Step Campaig ns binder of loose notes, maps, and tracking sheets; a
Follow these steps to create a campaign: wiki; or a collection of files on your computer. Jour-
nal entries are best organized by date or game ses-
Step 1: Lay Out the Premise. Consider the core sion. (Some DMs prefer the term “episode” to "game
conflicts driving the campaign, and choose a session," but the terms are interchangeable.)
setting that reinforces the themes and tone you A sample Campaign Journal page is provided.
hope to evoke. Make copies of it, or use it as inspiration for your
Step 2: Draw In the Players. Start your campaign own journal pages.
in a memorable way. Determine how the charac-
ters get drawn into events and how the characters’ Using Your Journal
goals and ambitions might come into play. Use your journal to plan out your next game session
Step 3: Plan Adventures. Consider the smaller
(see “Preparing a Session" in chapter 1). Then, when
conflicts that make up the larger conflicts of the the game session is over, use the journal to capture
campaign, and devise fun quests that help drive
anything else of importance that might have bear-
the story. Flesh out the antagonists, the important
ing on future sessions, such as the name of an NPC
locations, and the elements that link the adven-
you created on the fly or a critical piece of informa-
tures together.
tion the characters learned.
Step 4: Bring It to an End. Think about how the
During a game session, you can use your cam-
campaign might end and what level you expect
paign journal to quickly recall a piece of infor-
the characters to be when the campaign wraps up.
mation you’ve forgotten (such as the name of a
You might have noticed that these steps are similar character’s mule) or to jot down things you want to
to the "Step-by-Step Adventures” list at the start remember later (such as the name of a tavern). In
of chapter 4. In many ways, a campaign is just an this way, the journal becomes a living chronicle of
adventure writ large. In an ongoing campaign, one the campaign in flight.
adventure flows naturally into the next.
Later sections of this chapter offer inspiration and Foresha dowi ng
advice for each of these four steps. The chapter con- Foreshadowing is a storytelling technique that
cludes with a campaign example. never goes out of style. Players love it when some-
thing happens in a game session that hearkens to
Your Campai gn Journa l some event from an earlier session.
Foreshadowing is about planting seeds early so
At the start of any campaign, there's a buzz of you can reap the rewards later. Having an up-to-
excitement as you and your players look forward to date campaign journal makes foreshadowing easier
creating a new world together—one full of adven- because you can reread your notes from earlier
ture and promise. Every game session is a chance game sessions and identify things that could re-
for you to show off more of the campaign setting surface in upcoming sessions, giving past events
and deepen your players’ investment in it. greater weight or a bigger payoff. Consider the fol-
If your campaign lasts for months or years, sus- lowing example.
taining that high level of excitement—yours as well The characters find the dead body of an unidenti-
as your players’—takes effort. An important tool fied halfling adventurer. A search of the body yields
to help you keep interest in the campaign high is a
SESSION/ADVENTURE TITLE:
Important events from earlier sessions that might have bearing on this game session:
[Enter events]
[Enter summary]
Additional notes:
[Additional notes]
JOYANG
TM & © 2024 Wizards of the Coast LLC. Permission is granted to photocopy this page for personal use.
a cameo necklace containing the portrait of another Direct Input. Ask your players what they want to
halfling. A character decides to keep the cameo, do in a campaign. Regularly inquire about how
which was intended as a bit of embellishment. You they think the campaign is going, what they’d like
make a note of it in your journal. Months later, to experience more of, and what elements they'd
while planning a future session, you flip through like to explore further. After a session concludes
the journal and are reminded of the cameo. It in- and between sessions are great times to ask play-
spires you to plan a chance encounter with another ers for thoughts about the campaign.
halfling, whom the characters might recognize as Indirect Input. The choices a player makes, starting
the one depicted in the cameo. What happens if the at character creation, can indicate what they w ant
characters return the cameo to this halfling? This to see in the game. For example, a Rogue player
halfling could be tied to a bigger plot or have infor- likely wants opportunities for subtlety or skul-
mation that could help the characters resolve some duggery, while a Barbarian player likely craves
conflict. Suddenly, a minor trinket foreshadows combat. Take note of what encounters players are
bigger events to come. enthusiastic about, and seek ways to help the play-
ers’ characters shine.
Adventu re Stoc kpile
Besides tracking each session of your campaign, Cha rac ter Arcs
keep a list of adventure ideas. Even if you don’t end Like most protagonists in film and literature, D&D
up using every adventure idea, having a stockpile adventurers face challenges and change through the
will keep you ready for whatever your players experience of overcoming them. By incorporating
throw at you. and you can even borrow pieces of each character’s motivations into your adventures
various ideas to incorporate into future adventures. and setting higher stakes through play, you'll help
Not every adventure needs to build on earlier plots; characters grow in exciting ways. You can use the
a good stand-alone adventure tucked in the middle DM’s Character Tracker sheet to keep track of key
of a serialized campaign can be a welcome change information about each character. See “Getting
of pace for you and your players. Players Invested" in this chapter for more ideas.
Character Motivations. For each character, think
Campaign Premi se about what motivates them to adventure. Motiva-
Everything outlined about the story of an adven- tions generally fall into the following categories:
ture in chapter 4 is true of a campaign’s story as Goal. A character’s goal is a short-term reason for
well: a campaign is like a series of comics or TV the character to adventure. At the start of a cam-
shows, where each adventure (like an issue of a paign, this might be a desire for treasure, a thirst
comic or a TV episode) tells a self-contained story for excitement, or some need from a character's
that contributes to the larger story. Just like with an backstory. As characters continue to adventure,
adventure, a campaign’s story isn’t predetermined, they’ll find different goals to pursue, such as find-
because the actions of the players’ characters will ing a lost relic, honoring an ancestor, avenging a
influence how the story plays out. fallen mentor, or defeating a villain.
Ambition. A character’s ambition is a broad, per-
Camp aign Characte rs ____ sonal aspiration the character hopes to achieve
The characters are the focus of every D&D through a lifetime of adventuring. A character
adventure, and their players are your partners in might dream of becoming a legendary knight
developing their characters’ epic journeys. or bringing peace to their homeland. Ambitions
By working with your players to understand might be unrelated to the character's current goal.
what excites them most, you can craft stories they Quirks and Whims. Quirks and whims are a char-
want to see their characters star in. You can also acter's preferences, impulses, or other traits. They
more effectively draw players into adventure plots often emerge during play, such as a character’s
(see “Draw In the Players” in chapter 4) if you tendency to one-up a rude innkeeper or their
understand what motivates both them and their oft-expressed fondness for displacer beast fur.
characters. Players often reveal their characters’ motivations
Pla yer Input through play. If you’re uncertain or a character’s
It’s not up to you to create every aspect of a D&D motivations seem to have changed, it’s OK to ask
campaign. Players contribute through their char- players for clarification.
acters' actions and by directly sharing what they Family, Friends, and Foes. A character’s origin
want to see in a campaign. You can learn about your (species and background) implies some amount
players’ preferences in two ways: of backstory, suggesting the character's family
and what the character did before becoming an
CHARACTER’S NAME:
PLAYER’S NAME:
PLAYER MOTIVATION
CHARACTER DETAILS
JOYANG
TM & © 2024 Wizards of the Coast LLC. Permission is granted to photocopy this page for personal use.
adventurer. Take note of specific background char- Campaign Conflic ts ______
acters—friends, foes, family members, and others—
who might appear in the campaign. One way to ensure your campaign's longevity is to
Should these background characters become im- come up with three compelling conflicts you can
portant to the campaign, work with the player to create adventures around. Introduce these conflicts
develop them in detail. Revealing a character’s lost early in the campaign. As the campaign unfolds,
sibling or childhood rival midcampaign should be focus adventures on different conflicts to keep the
handled carefully to avoid straining credulity. Make players' excitement high.
sure a player is comfortable with new developments Use the Campaign Conflicts tracking sheet to re-
about their character before introducing them. cord your campaign's conflicts (with room to add
Character-Focused Adventures. Adventures should details or notes). A conflict can be as big or as small
occasionally highlight character motivations or as you like, and it's nice to have at least one conflict
elements of their backstory. Here are a few exam- that can be resolved quickly. Each conflict should
ples of character-focused adventures: involve the adventurers against some antagonistic
force, though you can also create conflicts between
• A rival from a character's past shows up to settle two powerful forces without necessarily knowing
a grudge. which force (if either) the adventurers will align
• A sneaky character puts their skills to the test by themselves with. The "Flavors of Fantasy" section
leading the rest of the party to conduct a heist. below provides examples of conflicts that reinforce
• A character learns the location of a magic item particular themes.
needed to save their hometown. If a conflict reaches a satisfying end before the
- A spellcasting character must undertake a trial to end of the campaign, create a new conflict to
join an exclusive group of spellcasters. replace it. You can also replace conflicts that don't
Any adventure that focuses on a single character resonate with your players as well as conflicts
should incentivize the whole party to participate— you're having trouble building adventures around.
even if just to help their companion. Avoid focusing Conf li ct Arcs
adventures on one character too often, and look for
In the same way you think about character arcs
opportunities to have character-focused adventures
over the course of a campaign, think about how
for each character from time to time.
each conflict might manifest over the course of the
Setting New Goals. Characters can change their
campaign. How do the characters first encounter
goals whenever they please, but you can encourage
the conflict? How does the conflict develop over
them to do so by giving them significant victories
time? What might a climactic ending to that con-
roughly every 5 levels. When characters accomplish
flict look like?
their goals, consider the following questions:
One helpful way to structure a conflict arc is to
• How does completing this goal create a new use the tiers of play described in chapter 4. Lev-
challenge? els 5,11, and 17 represent milestones in character
- How is this victory only part of what the charac- power and capabilities, and they can also be story
ter wants to achieve? milestones in the arc of your campaign. The shift
• Who might be upset by the character completing from one tier to another is an ideal time to wrap up
this goal? a campaign conflict and introduce a new one that
- What is a reward the character will be excited has a broader reach and represents a greater threat.
to receive that also moves them closer to their The threshold of a new tier can also be an opportu-
ambition? nity for characters to realize the scale of a conflict
they’ve been dealing with—to realize, for example,
Use the answers to these questions to develop new
character goals and to inspire further adventures. that the bandits they fought throughout their first
four levels are merely puppets of an enemy nation
Building on the Characters’ Actions. Sometimes
they must confront in the second tier.
it can be fun to let the players steer the campaign
The “Greyhawk" section in this chapter has
by having their characters' actions dictate future
examples of conflict arcs.
adventures. For example, if the characters buy a
tavern using the treasure they've amassed, you can Flavors of Fantasy ___________
adjust the campaign so that the tavern has a role in
future adventures. One adventure might involve a Your D&D campaign might be inspired by a par-
competitor trying to put the characters’ tavern out ticular flavor of fantasy, several of which are dis-
of business. Another might use the tavern as the cussed in the sections that follow. Any of these
setting for a murder mystery. fantastical subgenres can be informed and inspired
Adventurers vs.
[Enter notes]
1
CONFLICT
Adventurers vs.
[Enter notes]
CONFLICT 2
Adventurers vs.
[Enter notes]_______________________________________________________________
CONFLICT 3
TM & © 2024 Wizards of the Coast LLC. Permission is granted to photocopy this page for personal use.
by the cultures, myths, legends, and fantasies of Sword and Sorc ery
any culture: an epic fantasy campaign could draw A sword-and-sorcery campaign features a grim
on French romances or Chinese wuxia stories, a world of evil spellcasters and decadent cities, where
mythic fantasy campaign could be based on Greek the protagonists are often motivated more by greed
myth or the Epic of Gilgamesh, and so on. and self-interest than by altruistic virtue.
Sword-and-Sorcery Conflicts. In this flavor of cam-
Heroi c Fant asy paign, magic-users often symbolize the decadence
Heroic fantasy features adventurers bringing magic and corruption of civilization, and mages are the
to bear against monstrous threats—the default sub- classic villains of these settings. Magic items are
genre presented in the core D&D rulebooks. therefore rare and often dangerous. Consider con-
Heroic Fantasy Conflicts. Heroic fantasy cam- flicts like these to drive the campaign:
paigns often revolve around delving into ancient
dungeons in search of treasure or to destroy mon- Evil Adventurers. An evil band of experienced ad-
sters or villains. Consider conflicts like these to venturers wields power and influence to oppress
drive the action of a campaign: hapless folk.
Evil Weapon. A knight under the influence of a
Evil Cult. Wicked cultists infiltrate a peaceful sentient, evil weapon terrorizes a peaceful realm.
realm to free an ancient evil entity trapped in a Cultists worship and protect this weapon, which
dungeon. Releasing the entity would surely spell must be seized and destroyed to end the threat.
the realm’s doom. Forgotten Dynasty. The long-lost seat of a forgot-
Fungal Plague. To protect a primeval forest from ten dynasty rises from the sea or the desert sands,
the encroachment of hunters and settlers, druids and its people launch a campaign of conquest.
unleash a fungal plague that quickly gets out of
hand. Epic Fant asy
Old Enemy. An elusive villain who plagued the An epic fantasy campaign emphasizes the conflict
characters years ago resurfaces, giving the char- between good and evil, with the adventurers on the
acters a chance to finally bring the villain to side of good. These heroic characters are driven
justice. by a higher purpose than selfish gain or ambition.
Characters might struggle with moral quandaries,
fighting the evil tendencies within themselves as Supernatural Horror Conflicts. A supernatural
well as the evil that threatens the world. And the horror campaign often features Undead or demonic
stories of these campaigns often include an element foes whose evil transcends the merely mortal. Con-
of romance: tragic affairs between star-crossed lov- sider conflicts like these to drive the campaign:
ers, passion that transcends even death, and chaste The Faceless Lord. Juiblex, the Faceless Lord, oozes
adoration between knights and nobles. out of the Abyss and into the Underdark. The
Epic Fantasy Conflicts. Conflicts like these high- characters hear from subterranean folk who need
light the themes of an epic fantasy campaign:
help defeating the demon lord and its minions.
Apocalypse. A prophecy predicts the end of the School of Necromancy. Vampires open a college of
world unless the adventurers intervene. Apoca- necromancy, attracting evil necromancers who
lypse cultists oppose the characters at every turn. need fresh corpses for their studies. An order of
Dragon Tyrant. An evil and powerful dragon vampire hunters seeks the characters’ help.
moves into the region, upsetting the ecology and Undying Monarch. A venerable monarch clings to
demanding tribute from nearby settlements. power by worshiping Orcus and becoming a lich.
The Foe Time Forgot. An evil foe believed long
dead emerges from the Feywild, alive and well Intri gu e
after being lost in time. This foe seeks revenge Political intrigue, espionage, sabotage, and similar
against the descendants of long-dead enemies. cloak-and-dagger activities can provide the basis
for an exciting campaign. In this kind of game, the
Myth ic Fant asy characters might care more about skill proficien-
A mythic fantasy campaign draws on the themes cies and making friends in high places than about
and stories of ancient myth and legend, from Gil- attack spells and magic weapons. Social interaction
gamesh to Cu Chulainn. Adventurers attempt takes on greater importance than combat. Make
mighty feats of legend, aided or hindered by the sure your players know ahead of time that you want
gods or their agents—and the characters might to run this kind of campaign. Otherwise, a player
have divine ancestry themselves. The monsters and might create a combat-focused character, only to
villains they face might have a similar origin. The feel out of place among diplomats and spies.
chimera in the dungeon isn’t just a random beast Intrigue Conflicts. Conflicts like these are ripe for
but the product of a divine curse. an intrigue campaign:
Mythic Fantasy Conflicts. Conflicts like these high-
Feuding Fiefs. Two fiefs or settlements have been
light the themes of a mythic fantasy campaign: feuding for years. The characters are drawn into
Divine Trials. Seeking a gift or favor from the gods, the ongoing feud after helping one side.
the adventurers undertake a series of trials that Royal Rivals. The sudden death of a sovereign
lead them to the realms of the gods, where the plunges a kingdom into chaos when the rightful
adventurers can plead their case. heir is challenged and threatened by rivals.
Divine Wrath. After a temple is sacked, a vengeful Scheming Adviser. After a monarch takes an inter-
god sends an escalating series of woes upon a est in the characters, they become targets of the
kingdom until the temple’s relics are returned. monarch's most trusted adviser, who is scheming
Giants. An enormous castle on a cloud settles over to become the true power in the realm.
the land. The characters can battle the giants liv-
ing there or try to broker a lasting peace. Myst ery
A mystery-themed campaign puts the characters
Supernat ura l Horro r in the role of investigators, perhaps traveling from
If you want to put a horror spin on your campaign, town to town to crack tough cases that local au-
the Monster Manual is full of creatures that suit a thorities can't handle. Such a campaign emphasizes
storyline of supernatural horror. An essential ele- puzzles and problem-solving in addition to combat
ment of such a campaign is an atmosphere of dread, prowess. An adventure composed of nothing but
created through careful pacing and evocative de- puzzles can become frustrating, so be sure to mix
scription, Your players contribute too; they must be up the kinds of encounters you present.
willing to embrace the mood. Mystery Conflicts. A mystery might set the stage
Whether you want to run a full-fledged horror for the whole campaign. The characters might un-
campaign or a single creepy adventure, discuss your cover clues to this mystery from time to time, while
plans with the players ahead of time. Horror can be individual adventures might be only tangentially
intense and personal, and not everyone is comfort- related to it. Consider conflicts like these for a mys-
able with such a game. (The advice on discussing tery campaign:
limits under "Ensuring Fun for All” in chapter 1 is
Criminal Syndicate. A many-headed criminal syn-
particularly important for a horror game.)
dicate seeks economic and political power. The
46 CHAPTER 5 | GREYHAWK
Advent ure rs and Organ iza tio ns
the north spur of Hepmonaland report dense rain-
forests, severe tropical storms, steamy wetlands,
Factions and organizations aimed at player char-
and a fetid swamp (called the Pelisso Swamp). Ad-
acters can connect adventurers to your world,
venturers are sometimes lured into Hepmonaland’s
providing ties to key NPCs and a clear agenda be-
rainforests by ancient ruins, including tombs and
yond individual gain. In the same way, villainous
shrines left behind by an ancient civilization of bat-
organizations create an ongoing sense of menace
like humanoids whose history is largely forgotten.
beyond the threat of solitary foes.
Devastating Magic. Almost a thousand years ago,
Having different characters tied to different
the war between the Baklunish and Suloise empires
factions can create interesting situations at the
came to a horrific end. The Baklunish people who
gaming table, as long as those factions have
lived in what is now the Dry Steppes called down
similar goals and don't work in opposition to one
a rain of colorless fire that burned all living things,
another all the time. Adventurers representing
ignited the landscape, and reduced the Suloise lands
different factions might have competing interests
to ashes, creating the Sea of Dust. In retaliation,
or priorities while they pursue the same goals.
Suloise survivors invoked their own magic to dev-
Adventurer organizations are also a great source
astate the Baklunish lands. What magic was respon-
of special rewards beyond Experience Points and
sible for the Rain of Colorless Fire and the Invoked
treasure. Increased standing in an organization
Devastation? What would happen if such magic fell
might come with concrete benefits such as ac-
into the wrong hands today?
cess to an organization's information, equipment,
A central portion of the Dry Steppes, where the
magic, and other resources. See “Renown" in
seat of the Baklunish empire stood, is said to remain
chapter 3 for rules you can use to track charac-
pleasant and rich, roamed by Baklunish nomads.
ters' standing in an organization.
The former Suloise capital, by contrast, in the heart
of the Sea of Dust, is beset by howling winds, terri-
Mag ic in Greyha wk ble dust storms, and rains of volcanic ash and cin-
In the world of Greyhawk, as in most D&D worlds, ders from the nearby Hellfurnaces.
magic is widespread but still wondrous and some- Land of Black Ice. Those who have ventured far
times frightening. People everywhere know about north of the Burneal Forest tell of a strange phe-
magic, and most people see evidence of it at some nomenon. Instead of normal stark-white snow and
point in their lives. Magic permeates the cosmos and translucent blue-white ice, there is an endless land-
moves through the ancient possessions of legendary scape of deep-blue ice partially covered in snow.
heroes, the mysterious ruins of fallen empires, those Strange arctic monsters prowl these fields of dark
touched by the gods, creatures born with supernat- ice. Stranger still, a verdant land is rumored to exist
ural power, and individuals who study the secrets of beyond the ice, where the sun never sets.
the multiverse. Histories and fireside tales are filled Riches of the Bright Desert. The Bright Desert,
with the exploits of those who wield magic. walled off from the rest of the Flanaess by the
What normal folk know of magic depends on monster-infested hills of the Abbor-Alz and the
where they live and whether they know people who aptly named Gnatmarsh, is supposedly filled with
practice magic. Citizens of an isolated hamlet might copper, silver, gold, and precious stones. The harsh
not have seen true magic used for generations ex- climate, wildly varying temperatures, and hostile
cept the strange powers of the old hermit living in inhabitants discourage exploration. Expeditions
the nearby woods, which they regard with suspicion have attempted to penetrate the Bright Desert and
and mention only in whispers. extract its riches, but none have ever returned.
By contrast, magic is common enough in the Riftcanyon. Between the Bandit Kingdoms and
Free City of Greyhawk that the Guild of Wizardry the Shield Lands stretches a deep canyon, ten miles
teaches magic and sells spellcasting services. Exten- wide at the ends, thirty miles wide at its midsec-
sive codes of law govern the use and abuse of magic. tion, and 180 miles long. The Riftcanyon, which is
The law treats magical coercion as a major crime, more than a mile deep, is home to at least one blue
and punishes the public use of magic in situations dragon and has tunnels near its base that lead to the
that could harm people or property. Underdark.
White Plume Mountain. Situated just south of the
Myster ies of Greyhawk
Riftcanyon, the ever-smoking White Plume Moun-
Eastern Oerik is a realm of many mysteries, several tain has always been a subject of superstitious awe
of which are described below. to the neighboring villagers. People still travel many
Bat-Folk of Hepmonaland. Separated from Eastern
miles to gaze upon this natural wonder, though
Oerik by the Tilva Strait. Hepmonaland is a rela-
few dare to approach it closely, as it is reputed to
tively small continent that few people of the Flan- be the haunt of demons and devils. The occasional
aess known much about. Those who have explored
tan River. The river flows south from the Nyr Dy v There are ample places within the city and on
(the Lake of Unknown Depths) down to Woolly Bay the city’s outskirts where adventurers can build
and remains easily navigable for its entire length. Bastions (see chapter 8).
Once a frontier hub of the Great Kingdom of Key Confl ict s
Aerdy, Greyhawk proclaimed itself free and inde- Two of the three central conflicts of the Greyhawk
pendent seventy-eight years ago, claiming the Selin- setting—the threats of Elemental Evil and luz—are
tan basin as its territory. Adventurers drawn to the the source of major tension and intrigue in the Free
nearby ruins of Castle Greyhawk have provided a City of Greyhawk. The third conflict, involving evil
steady influx of cash to the city in the years since. dragons, is a looming threat nearby, particularly in
Throughout this section, if a creature’s name the Mistmarsh, the hills of the Abbor-Alz, and the
appears in bold type, you’ll find that creature’s stat Bright Desert.
block in the Monster Manual. If a creature's align-
ment isn’t specified, you can decide what it is. Loc al Hurl y -Burly
Greyhawk has a frontier spirit atypical for a settle-
Star t Here ment of its size. The locals are a tough and rowdy
The City of Greyhawk is a great starting point for lot. Adventurers seeking action don't need to look
a D&D campaign for many reasons, as discussed in far, as the city contains more than its fair share of
the sections that follow. troublemakers.
Advent ure Hook s Nearb y Attra cti ons
The city contains plenty of rumors, local legends, North of the city are the Cairn Hills, which are
and quest givers, any of which could point char- known to have tombs and dungeons hidden among
acters to their next adventure. The sample adven- them. Nearby are a forest, a swamp, and a desert.
tures in chapter 4 can all begin in the Free City of The monsters that haunt these areas tend to be
Greyhawk. weak—perfect for testing the mettle of low-level
adventurers.
/y£*2High>Tower,inffl
■Temple of the RadianGSuA
Ri ver&Quardefl^
Unearthed'Arcana ,
. -• A
Wrffisansi\QuanterA - T**.
^uanteri
A many-towered fortress looms above all quar- The front of this building is a grand sweep of
ters of the city from its position atop a low rise. granite walls and tali columns. A wide ramp
Its outer walls, darkened by soot and smoke, leads to a pair of massive doors flanked by stone
could use a good scrubbing. carved dragons. Inside, it’s cool and musty.
The grand edifice at the northern end of the High Weapons and armor aren’t permitted in the Great
Quarter, simply called "the Citadel" by the city’s Library. If anyone wearing armor or carrying a vis-
inhabitants, contains barracks for the City Watch, ible weapon tries to enter the library, or if a thief is
the offices of the captain-general, the city's trea- spotted trying to leave the library with one or more
sury, and a large store of armaments for the emer- stolen books, the stone-carved bronze dragons
gency citizen militia. The Citadel also contains a flanking the entrance animate and attack. These
prison where the city’s most hardened criminals are statues are Stone Golems.
incarcerated. Abra Saghast, a crusty and irascible dragonborn
The captain-general of the City Watch is Sental sage, serves as the head librarian. Abra, an Arch-
Hu rev, a tall, human Veteran Warrior (Neutral mage (Chaotic Good), has bright-green eyes, and
Good) with thinning blond hair and a mustache. her bronze scales are tinged with aquamarine blue.
Sental is usually incorruptible, but he is under great She typically wears a patchwork robe.
stress. The rulers of Stoink, a fortified town in the Abra sits behind a high desk in the main hall. Six
Bandit Kingdoms, have captured Sentai's brother open archways lead from the main hall to wings
Sarek and are forcing the captain general to provide where the bulk of the library’s books are shelved,
information about Greyhawk’s defenses and local free for visitors to peruse (but not remove from the
politicians. Sental gives this information to a human library). The library has several sages and scribes
Spy (Chaotic Evil) who stays at the Black Dragon under contract to write books, mostly detailing
Inn under the false name Skanda Drond. Sental is current affairs in the city.
unaware that the bandit lords of Stoink are pawns An iron door leads to a hallway behind the head
of luz, whose dreams of conquest extend to the Free librarian’s desk. Three scribes (Mages) labor here
City of Greyhawk and far beyond. and act as sentries, for next to their desks are three
The city's constable—who serves as second-in- locked, iron doors to the library’s vaults. Arcane
command to the captain-general, manager to the Lock spells seal these doors, beyond which are re-
members of the watch, and a member of the Di- positories for the library's most valuable or scandal-
recting Oligarchy—is a compassionate Priest of ous works. Next to each scribe's desk is a pull cord
Pelor named Derider Fanshen (Neutral Good). Her hanging through a hole in the ceiling. A tug on any
kindness and talent for healing make her well loved one of these cords releases a homing pigeon from a
among the watch, and as a former adventurer, she is loft above the library. It takes the bird 1 minute to
sympathetic to adventurers' needs. She’s unaware of find and alert an Archmage, who teleports to the
Sentai's compromised position. main hall of the library to investigate.
Character Backgrounds. Adventurers with the Character Backgrounds. Adventurers with the
Criminal or Guard background might have a con- Sage or Scribe background might have a connection
nection to the Grand Citadel involving a past run-in to the Great Library and its proprietor.
with the law or past service on the watch. Reasons to Visit. Adventurers might visit the
Reasons to Visit. Adventurers might be drawn to Great Library for one of the following reasons:
the Grand Citadel for one of the following reasons: Research. Adventurers searching for a specific
Appointment. The adventurers have an appoint- book or more information about a specific topic
ment to speak with Sental Nurev, perhaps because might find what they’re looking for in the library.
they need help freeing a companion who was ar- Spellbooks. The adventurers might need to purloin
rested for a crime or because they wish to report a one of the many spellbooks kept in the library, ne-
threat to the city. cessitating a carefully planned heist.
Break-In or Breakout. The adventurers are hired Spell Scrolls. Adventurers can commission the
to break into the Citadel's treasury vault or break scribes to create a Spell Scroll that bears a Wizard
someone out of the Citadel’s prison. spell of level 5 or lower. See the Player’s Handbook
Imprisonment. The adventurers are imprisoned in for the time required to craft a scroll; the scribes
the Citadel for some heinous crime. charge double the cost shown there.
CHAPTER 5 GREYHAWK
arrivals to the city. The prices are average, but the Reasons to Visit. Adventurers might visit the tem-
food servings are huge. The inn’s menu includes ple for one of the following reasons:
spicy bean dishes, seafood delicacies of the Wild
Adventurers Wanted. The priests keep tabs on
Coast, and rice and vegetable entrees.
threats in the region around the city. They’re pay-
Weapons larger than daggers must be checked at ing close attention to rumors of dragon activity in
the door, together with shields. Customers wearing
the nearby Cairn Hills, and they're looking to hire
metal armor aren’t admitted. Two bouncers (Neu-
adventurers to investigate these rumors.
tral Tough Bosses) stand at the door, politely en-
Healing. Adventurers can purchase Potions of Heal-
forcing the rule.
ing for 50 GP each, and the temple’s priests have
The inn’s married human proprietors, Olaf Al-
ld4 such potions in stock on any given day. The
Azul (Chaotic Good Veteran Warrior) and Sivan
priests also have Cure Wounds and Lesser Resto-
Al-Azul (Chaotic Neutral Assassin), speak multiple
ration spells prepared and customarily cast them
languages and use humor to raise spirits and diffuse
for free. For more powerful magic, such as Greater
tensions. Olaf can almost always break up a fight
Restoration and Raise Dead spells, the priests direct
before it starts, generally with a round of drinks for
the adventurers to the Temple of the Radiant Sun.
the instigators. Sivan is quiet and introspective, but
Safe Travels. By making a small donation to the
he always keeps a hilarious joke or cutting remark
temple, adventurers increase the likelihood of safe
at the ready.
travel to their next destination.
Character Backgrounds. Adventurers with the
Teleportation Circle. Though it isn’t the only per-
Artisan or Entertainer background might do busi-
manent teleportation circle in the city, the circle
ness with the Silver Dragon Inn.
within the Temple of the Far Horizon is the easiest
Reasons to Visit. Adventurers might visit the Sil-
to access. The priests allow free access to the tele-
ver Dragon for one of the following reasons:
portation circle in either direction. For 2,000 GP,
Meeting with Foreign Dignitaries. Foreign dig- the chief priest will cast the Teleportation Circle
nitaries come here to enjoy the Silver Dragon's spell to open a connection to another permanent
food and accommodations. Characters who plan circle on the Material Plane.
to visit distant lands might connect with these
esteemed visitors. Temple of the Rad ia nt Sun
Place to Stay. The Silver Dragon is centrally lo-
cated in the city and has twenty-four guest rooms This copper-roofed temple has a gold-inlaid sym-
on the upper floors. A traveler can sleep in a com- bol of the sun above its double-door entrance.
mon room for 1 SP per night, a private room for 3 During the day, sunlight shines through high win-
SP per night, or a luxury suite for 1 GP per night.
dows to illuminate the temple’s interior, which is
Security. The Silver Dragon Inn prides itself on
being a safe stop for visitors. Its proprietors and adorned with golden draperies.
bouncers are trained to deal with trouble without
the support of the City Watch. This temple, dedicated to serving the god Pelor in
the heart of the Garden Quarter, opens at dawn and
Temple of the Far Hori zo n
closes at dusk. In a sanctuary in the heart of the
temple, Priests conduct daily morning rites, as well
Hidden among the city's grander temples is a as all-day observances every Godsday.
quiet, modest house of worship with clay-tiled Sarana. the temple’s Archpriest (Neutral Good), is
rooftops, a corner bell tower, and well-tended a middle-aged, human woman wearing a sun-shaped
vegetable gardens. Sick and hungry folk gather headdress and yellow-and-gold robes. She is never
in short lines outside as they wait for priests to seen in public without her Staff of Healing. Sarana
attend to their needs.
has straw-colored hair, green eyes, and a forgiving
nature.
Character Backgrounds. Adventurers with the
Situated in the Garden Quarter, this temple is dedi- Acolyte background might have served in the Tem-
cated to Fharlanghn, a god favored by travelers and ple of the Radiant Sun, while those with the Farmer
mercenaries. The Priests who staff the temple offer background might seek it out as a place for blessing.
nourishment, rest, and healing to those in need, day Reasons to Visit Adventurers might visit the tem-
and night. Several small rooms are maintained for ple for one of the following reasons:
guests, and simple, hot meals are free to all visitors. Healing. The temple sells Spell Scrolls of Greater Res-
Character Backgrounds. Adventurers with the toration for 3,200 GP apiece and Spell Scrolls of Re-
Guide or Sailor background might have a connec- move Curse for 300 GP apiece, and the priests have
tion to the temple, which offers help to travelers.
Upon winning his freedom, luz had no trouble re- and the Horned Society) they have little tolerance
claiming his homeland. He forged tenuous alliances for would-be tyrants or aloof nobility. Amid a large
with the leaders of the Bandit Kingdoms and the number of free cities and confederations, the mon-
Horned Society, whom he controls through terror. archies of Furyondy and Celene are far more demo-
With their aid, he aims to destroy his neighbors and cratic in practice than those in other regions.
lay waste to the Free City of Greyhawk. Typical dress in the Central Flanaess includes
Since the resurgence of luz, the northern quar- a tunic of varying length, sometimes worn with
ter of the Vesve Forest and the eastern part of the close-fitting trousers. A cape or cloak, usually fea-
Howling Hills have become filled with marauders turing patterns of ovals or diamonds, completes the
and monsters. While the Wegwiur battle luz's ensemble. The cuisine of the Central Flanaess uses
forces in the Howling Hills, scouts and troops from rice and potatoes alongside cheese and meat that is
Furyondy join forces with Highfolk's defenders to typically boiled or roasted.
drive out the Vesve Forest's evil inhabitants.
Centr al Fla nae ss Adventu res
Cent ral Fla naess Cul ture The dual threats of luz and Elemental Evil pres-
The culture of the Central Flanaess is a result of the ent abundant opportunities for adventure in the
long imposition of the Great Kingdom's rule over a Central Flanaess (see “Greyhawk Conflicts" in this
variety of peoples living in close proximity. These chapter). This region is particularly appropriate for
peoples, by and large, share the Great Kingdom’s campaigns flavored with epic fantasy, supernatu-
practical, hardworking values, and they rely on ral horror, or war (see “Flavors of Fantasy” in this
the family and local community, rather than the chapter). This region is also home to many of the
might of nations and armies. They have a strong most famous dungeons and ruins of Greyhawk, in-
egalitarian streak unlike the Great Kingdom’s strict cluding those described in the sections that follow.
social hierarchy, and (beyond the domains of luz
Onnwal The Raven of Onnwal, Independent state; member of the Iron League
Zyl Grayshadow (dwarf)
Pale, the Theocracy Supreme Prelate Ogon Theocracy ruled by a priest of Pholtus
of the Tillit (human)
Rel Astra, City of Constable Mayor Drax Independent fief plotting in secret against the Great King-
(orc) dom, hoping to ally with Medegia or the Sea Baronies
Sea Baronies, the Four sea barons, includ- Independent island fiefdoms that serve as the Great
ing High Admiral Kalashe Kingdom's navy
Asperdi (human)
Shar, the Hidden Father of Obedience Isolated order of Suloise militants whose spies operate
Empire of Korenth Zan (human?) across the Flanaess
Spindrift Isles, the The Council of Five (on Independent islands that keep watchful eyes on aggressive
the northern islands) and island neighbors
the Council of Seven (on
the southern island)
Sunndi Steward Valenta (elf) Independent fiefdom; member of the Iron League
Tenh, the Duchy of Duchess Ehliyah Raynar Independent fiefdom allied with Nyrond for defense
III (human) against luz
Urnst, the County of Countess Belissica Gellor Independent fiefdom
(human)
Urnst, the Duchy of Duke Jalken Lorinar Independent fiefdom
(human)
Vast Swamp, the — Morass separating the Tilvanot Peninsula and Shar from
the rest of the East
North ern Fla nae ss Adventu res Old Keol and Cult ure
The cold north is an ideal location for a campaign Old Keoland is a diverse region of the Flanaess
featuring themes of sword-and-sorcery fantasy (see where different cultures have mingled for many
“Flavors of Fantasy" in this chapter). The peoples of centuries. Keolish folk often garden, maintain close
the Northern Flanaess battle giants, dragons, and family ties, have a down-to-earth nature, and love
other horrific monsters in equally dangerous envi- storytelling.
ronments, while remaining suspicious of the deca- The clothes worn in Old Keoland tend toward
dence of the cities and nations of the south. loose-fitting shirts and wide-legged pants, volu-
minous cloaks for cold or wet weather, and sturdy
Oli ^ Keol and boots. This region’s cuisine represents a fusion of
United by their shared history as part of the ancient Central Flan dishes of rice, potato, and meat with
Kingdom of Keoland, the marches and fiefdoms some spices and seasonings brought from the west,
between the Lortmil Mountains and the higher creating unique flavors.
mountains to the west gather diverse populations of
Old Keol and and Its Neig hbor s
many different species in relative peace with each
other. Even the long-standing feud between Keoland The long chain of the Lortmil Mountains forms a
and the Hold of the Sea Princes might be drawing natural barrier between Old Keoland and the region
to an end under the leadership of Keoland’s current of the Central Flanaess. The mountains contain
ruler, King Kimbertos Skotti. The region enjoys a some of the richest gem and precious metal de-
warm, mild climate but faces many threats from posits in Eastern Oerik. The humans, dragonborn,
monstrous foes. dwarves, gnomes, halflings, goblinoids, goliaths, and
orcs that live in these mountains and their foothills
are subjects of the realms that surround the moun-
tain range, but they often band together to deal
with greater threats on both sides of the mountains.
clear of these schemes so he can avoid embroiling both Bissel (and the lands of Old Keoland) and Ve-
Tusmit in open warfare. But Tusmit's spies are cur- luna (and the Central Flanaess) makes it a vibrant,
rently causing discord by spreading rumors that multicultural land rich from extensive trade. Its
Zeif is planning to invade Ekbir. Ekbir’s sultan be- culture reflects the breadth of its trade, including
lieves the rumors are true and is readying his army. sizable populations of dragonborn and tieflings and
Sultan Naxas Murad of Zeif is a reclusive man, a displaying a fusion of Baklunish and Oeridian influ-
great philosopher, and a stern father figure to the ence. This mixture is visible in the title of its ruler,
rulers of Ekbir and Tusmit. Over the years, advisers which is a combination of a Baklunish title (bey)
and family members have urged Naxas to expand and an Oeridian one (graf). The beygraf is a noble
ZeiFs borders through military conquest, but he re- chosen by the lords of Lopolla's wealthiest, most
fuses to do so, citing failed land grabs by kingdoms influential families. Many of these lords also serve
through history as proof that imperial expansion as generals in the Kettish military. The current
across the Flanaess rarely ends well. beygraf. Zoltana Lhaz. is a skilled diplomat who so
far has balanced the interests of different forces
Western Fla naess Cult ure both inside her nation and among her neighbors.
The culture of the Western Flanaess preserves
many of the ways and traditions of the ancient West ern Fla naes s Adven tures
Baklunish empire. Enormous value is placed on the The political and mercantile intrigue among Ekbir,
virtues of hospitality and generosity, particularly Tusmit, and Zeif provides abundant adventure op-
almsgiving and pious donations to temples and portunities for characters in the Western Flanaess.
clergy. Since the fall of their ancient empire, the A campaign focused around intrigue or mystery
people of the Western Flanaess have demonstrated (see “Flavors of Fantasy" in this chapter) works par-
more interest in trade—as a way of amassing power ticularly well in this region.
and wealth, but also as a means of connecting and Of course, the Western Flanaess has its fair share
coexisting with neighbors—than in imperial expan- of monsters, dungeons, and ruins as well. The ruins
sion or military domination. of the Baklunish Empire in the Dry Steppes, and
The clothing favored by the people of the Western those of the Suel Imperium in the Sea of Dust, at-
Flanaess features bright patterns in vibrant colors, tract plenty of adventurers as well as villains hoping
worn in flowing gowns, robes, and long coats worn to claim the magical knowledge that caused the
with breeches. Their cuisine is renowned for its rich terrible catastrophes leading to the fall of those em-
flavors and spiciness. pires. Ket and Uli, too, suffer from the depredations
of the monsters in the Barrier Peaks and the Yatil
Western Fla nae ss and Its Neig hbor s Mountains, just as their eastern neighbors do.
Ket is the crossroads between the Western Flanaess
and the rest of the continent, nestled between the
Yatil Mountains and Barrier Peaks. Though it was
founded by Baklunish settlers, Kefs proximity to
Cosmology
T
he worl ds of D&D are par t of an Since the primary way of traveling from plane to
immense cosmos. Most campaigns and plane is through magical portals, the spatial rela-
adventures play out on worlds on the tionship between different planes is largely theoret-
Material Plane. The rest of the multiverse consists ical. No being in the multiverse can look down and
of different planes of existence defined in relation to see the planes arranged like a diagram in a book. No
the Material Plane. mortal can verify whether Mount Celestia is sand-
The planes of existence are strange and often dan- wiched between Bytopia and Arcadia; rather, this
gerous environments undreamed of in the natural theoretical positioning is based on the philosophical
world. Adventurers can stroll along streets of fire, shading among the three planes and the relative im-
test their mettle on battlefields where the fallen are portance they give to law and good.
resurrected with each dawn, and behold the terrify-
ing majesty of the Lady of Pain as she floats above Other Config ura tions
the streets of the ring-shaped city at the center of For your campaign, you can use a different model of
the multiverse. the planes. Here are several examples:
- Planes situated among the roots and branches of a
The Planes great cosmic tree (literally or figuratively)
The planes of existence are realms of myth and ■ Material realms suspended between two other re-
mystery. They’re not simply other worlds, but alities: the astral realms (the Astral Plane and the
dimensions formed and governed by spiritual and Outer Planes) above and the elemental realms (the
elemental principles. They fall into the following Inner Planes) below
categories: • A cosmology with fewer planes: a Material Plane;
the Transitive Planes; a single undifferentiated
Material Realms. Most D&D worlds are located on Elemental Plane, where all four elements churn
the Material Plane, which has two planar echoes: in chaos; an Overheaven, where good deities and
the keywild and the Shadowfell. Celestials dwell; and an Underworld, where evil
Transitive Planes. The Ethereal Plane and the deities and Fiends reside
Astral Plane are boundless realms that provide - Planes arranged in a complex system of orbits,
passage between other planes of existence. with planes exerting greater influence on the
Inner Planes. The four Elemental Planes (Air, Material Plane the closer they draw to it
Earth, Fire, and Water), plus the Para-elemental
Planes between them, are the Inner Planes. Mate rial Real ms
Outer Planes. Seventeen Outer Planes correspond
The Material Plane is where the philosophical and
to the nine alignments and shades of philosophical
elemental forces of the other planes of existence
difference between them.
collide in the jumbled existence of mortal life and
Positive and Negative Planes. These two planes
matter. It is a thoroughly magical place, reflected
enfold the rest of the cosmology, providing the
in the two planes that share its central place in the
raw forces of life and death that underlie all exis-
multiverse.
tence in the multiverse.
The Fey wild and the Shadowfell are parallel di-
The Gr eat Wheel mensions occupying the same cosmological space
as the Material Plane. The landscapes of these three
The default D&D cosmology includes more than planes are similar, but those of the Fey wild are
two dozen planes, detailed in this chapter. The most more marvelous and whimsical, while those of the
common understanding of these planes visualizes Shadowfell are more bleak and ominous. Passage
them as a group of concentric wheels, with the between the Material Plane and these other realms
material realms at the center. The Inner Planes form is sometimes effortless, even accidental. Adven-
a wheel around the Material Plane, enveloped in the turers might enter a grove of trees on the Material
Ethereal Plane. Then the Outer Planes form another Plane and suddenly find themselves in a lush, col-
wheel around and behind (or above or below) that orful forest on the Feywild or a grim wood of dead
one, arranged according to alignment, with the trees on the Shadowfell.
Outlands linking them all.
Shadowf ell
Ruane of Eire 5
WMkkkMMW
Astral Plane
Elvsl UM Beastlan ds
Bytopia
Mount
Arbo rea
Cel estia
UMBO
Mechanus
Outlands
Acheron Pandemonium
Nine Hell s
Abyss
Outer Planes
As with the Elemental Planes, one can imagine drawn to acts of cruelty or betrayal. Those who
the perceptible part of the Outer Planes as a border spend time on Mechanus and other lawful planes
region, while extensive spiritual regions lie beyond might feel their ties of loyalty to each other growing
ordinary sensory experience. Even in perceptible stronger, while those who visit Limbo and other
regions, appearances can be deceptive. Initially, an chaotic planes might become temporarily more
Outer Plane might appear hospitable and familiar independent or self-absorbed. These tendencies are
to natives of the Material Plane. But the landscape best handled as DM suggestions and then roleplayed
can change at the whim of a deity or other powerful by the players, but you might award Heroic Inspira-
forces that dwell on the plane, which can remake tion to characters who bring these characteristics
the realm completely, erasing and rebuilding exis- to life in their characters.
tence to better fulfill those forces’ needs. Planar Dissonance. Celestials who visit the Lower
Distance is a virtually meaningless concept on the Planes and Fiends who visit the Upper Planes ex-
Outer Planes. A perceptible region of a plane might perience significant discomfort if their visits last
seem quite small on one visit, and on another trip it more than a few hours. After finishing a Long Rest
can stretch on to what seems like infinity. Adven- on a plane that is alien to its nature, a Celestial or
turers could take a guided tour of the Nine Hells, Fiend makes a DC 10 Constitution saving throw. On
from the first layer to the ninth, in a single day—if a failed save, whenever the creature makes a D20
the powers of the Nine Hells desire it. Or it could Test, the creature must subtract ld4 from the roll.
take weeks for travelers to make a grueling trek The effect is cumulative with each failed save and
across a single layer. ends when the creature finishes a Long Rest on a
plane that isn’t opposed to its nature.
Layers of the Out er Plan es
Most Outer Planes include a number of distinct
realms. These environments are often imagined as a
Planar Travel
stack of related parts of the same plane, so travelers When adventurers travel to other planes of ex-
refer to them as layers. For example, Mount Celes- istence, they undertake a legendary journey in
tia resembles a sacred mountain with seven great which they might face supernatural guardians and
plateaus along its ascent, the Nine Hells is like a pit undergo many ordeals. The nature of that journey
where the River Styx plunges down through nine and the trials along the way depend in part on the
tiers, and the Abyss has a seemingly endless number means of travel, such as magical portals or spells.
of layers. Plana r Portal s
Like the planes themselves, the description of
layers is highly metaphorical and subject to varying A portal is a stationary, interplanar connection that
interpretations. The plane of Carceri, for example, links a specific location on one plane of existence to
has been described as a long series of spherical a specific location on another. Some portals func-
worlds arranged like beads on a string, with each tion like doorways, appearing as a clear window or
sphere consisting of six nested spheres—the layers a fog-shrouded passage, and interplanar travel is as
of the plane. This fanciful description is but one simple as moving through the portal. Other portals
attempt to make sense of the distorted geography of are locations—circles of standing stones, soaring
a place that isn’t even a place in the ordinary sense towers, sailing ships, or even whole towns—that
of the word, but an alternate state of reality. exist on multiple planes at once or flicker from one
Most portals from elsewhere reach the first layer plane to another. Some are vortices, joining an
of a multilayered plane. This layer is depicted as the Elemental Plane with a very similar location on the
top or bottom layer, depending on the plane. As the Material Plane, such as a swirling pool of magma in
arrival point for most visitors, the first layer func- the heart of a volcano (leading to the Plane of Fire)
tions like an antechamber for that plane. or a maelstrom in the depths of the ocean (leading
to the Plane of Water).
Ali gnm ent and the Oute r Plan es Passing through a planar portal can be the sim-
The Outer Planes are realms of thought and moral- plest way to travel from the Material Plane to a
ity more than merely physical reality, and they can desired location on another plane. Often, though, a
affect visitors on a deeply personal level as well as a portal presents an adventure in itself.
physical one. First, the adventurers must find a portal that leads
At your discretion, a creature that spends a long where they want to go. Most portals exist in distant
time on an Outer Plane that is not its home plan can locations, and a portal’s location often has thematic
begin to take on aspects of that plane’s ethos. Vis- similarities to the plane it leads to. For example,
itors to the Upper Planes might feel strange urges a portal to Mount Celestia might be located on a
to perform deeds of kindness or compassion, while mountain peak.
visitors to the Lower Planes might find themselves
(which is otherwise a mundane doorway, window, The Infinite Staircase is an extradimensional stair-
or similar opening). Other portals open when the case that connects the planes. An entrance to the
command is given within 15 feet of themselves, Infinite Staircase usually appears as a nondescript
and they remain open for ldl2 minutes. door. Beyond the portal lies a small landing with a
Key Item. The portal functions if the traveler car- stairway leading up and down. The Infinite Stair-
ries a particular object; the item acts much like a case changes appearance as it climbs and descends,
key to a door. This item can be a common object going from simple stairs of wood or stone to a
or a particular one created for that portal. The chaotic jumble of stairs hanging in radiant space,
city of Sigil above the Outlands is known as the where no two steps share the same gravitational
City of Doors because it features an overwhelm- orientation. It includes ramps, hovering platforms,
ing number of such item-keyed portals. and clockwork conveyor belts along its endless
Random. The portal functions for a random period, construction. The adventure anthology Quests from
then shuts down for a similarly random duration. the Infinite Staircase provides more details about this
Typically, such a portal allows ld6 + 6 travelers to planar pathway.
pass through, then closes for ld6 days. The staircase is home to Nafas, a noble genie cre-
Situation. The portal functions only if a particular ated by the planar winds that blow into the expanse
condition is met. A situation-keyed portal might through its myriad doors. A distant and benevolent
open on a clear night, when it rains, or when a observer, Nafas hears wishes spoken throughout
certain spell is cast in its vicinity. the multiverse—wishes he fulfills with the help of
Time. The portal functions only at particular times adventurers who happen upon his aeolian palace.
on the Material Plane: during a full moon, during Doors to the Infinite Staircase are often tucked
the spring equinox or winter solstice, or when the away in dusty, half-forgotten places that no one fre-
stars are in certain positions. Once it opens, such quents or pays any attention to. On any given plane,
a portal remains open for a limited time, such as multiple doors might lead to the Infinite Staircase,
for 3 days following the full moon, for 1 hour, or though entrances aren’t common knowledge and
for 10 minutes. are occasionally guarded by devas, sphinxes, yugo-
loths, and other powerful monsters.
Learning and meeting a portal’s requirements can
draw characters into further adventures as they River Oce anu s
chase down a key item, scour old libraries for com- The water of the Oceanus is sweet and fragrant,
mands, or consult sages to find the right time to as befits its headwaters in the Blessed Fields of
visit the portal. Elysium. This plane-spanning waterway provides
a path through some of the lipper Planes. It flows
Spel ls ___________ through each of Elysium’s layers, passes through
A number of spells allow direct or indirect access the top layer of the Beastlands, streams across the
to different planes of existence. Gate and Plane Shift top layer of Arborea, and finally drains away some-
can directly transport adventurers to any other where in Arborea’s second layer.
plane, with different degrees of precision. Ethereal- Though it isn’t as far-reaching as the Styx, the
ness allows adventurers to enter the Ethereal Plane. Oceanus is still a commonly used path between
And Astral Projection lets adventurers project them- planes and layers. Trading vessels sail up and down
selves into the Astral Plane and from there travel to its length, and small towns line its banks. Travelers
the Outer Planes. can usually find a boat to hire somewhere along
its shores.
CHAPTER 6 | COSMOLOGY
Astra l Pla ne Advent ures Beast la nds Advent ure s
Characters most often visit the Astral Plane as a The Beastlands embodies wild, beautiful nature
way of getting somewhere else—either to one of the and the vibrant power of life thriving in the natural
Outer Planes or to different worlds of the Material world. Visitors to the plane feel invigorated and
Plane via Wildspace. En route, they might encoun- more vital—their minds more alert, their reflexes
ter fellow travelers, such as Celestials, Fiends, slaadi, sharpened, and their strides quickened. Hunger
modrons, or githyanki. pangs are acute, but food and drink taste better
As a realm of thought, memory, and dream, the than ever before. Sleep is always deep and restful,
Astral Plane can also be an adventure destination. and sleepers always awaken alert.
Characters might try to plumb the crystallized Adventures in the Beastlands might explore the
thoughts of dead gods or sift information from ways that good philosophies, while purporting to
the torrent of a psychic wind. Or they could face value life, actually devalue the physical nature of
Astral manifestations of their own memories, fears, life in favor of abstract concepts of law and ethics.
and dreams. Characters might end up in conflict with those who
dismiss animals as inferior and irrelevant forms
Beast lands of life.
The Beastlands is a plane of nature unbound,
of forests ranging from moss-hung mangroves Bytop i a
to snow-laden pines, of thick jungles where the The surfaces of Bytopia’s two layers face each other
branches are woven so tight that no light pene- like the covers of a closed book. Looking up from
trates, of vast plains where grains and wildflow- Dothion, the “top” layer of the plane, a traveler can
ers wave in the wind with vibrant life. The plane see Thurrock, its other layer, about a mile overhead.
embodies nature’s wildness and beauty, but it also Both layers are idealized worlds that reflect the
speaks to the animal within all living creatures—not plane’s philosophy of personal achievement along-
necessarily in a fierce, predatory way but with re- side social interdependence.
spect to their physical substance and fundamental
needs. The spirits of the dead on the Beastlands typ- Layers of Byto pia
ically take animal forms or part-animal forms (such Layer Description
as centaurs). Among the greatest inhabitants of this
Dothion Farms nestled among well-tamed
plane are the primal spirits called animal lords.
woods are hubs of pastoral activity and
Whenever a visitor slays a Beast native to the
plane, the slayer must succeed on a DC 10 Charisma individual industry.
saving throw or shape-shift into the type of Beast Shurrock Small communities thrive around quar-
that was slain. The creature's game statistics are ries and mills amid rough country and
replaced by the Beast’s stat block, but the creature harsh weather.
retains its alignment, personality, creature type,
Intelligence score, and ability to speak. At the end of Bytop ia Advent ures
each Long Rest, the shape-shifted creature repeats Bytopia is the heaven of productive work, the sat-
the save. On a successful save, the creature returns isfaction of a job well done. The goodness flowing
to its true form. After three failed saves, the trans- through the plane creates feelings of goodwill
formation can be undone only by a Remove Curse and happiness in creatures dwelling there. While
spell or similar magic. Dothion rewards those who seek a quiet life,
Shurrock is the paradise of those who continually
Layers of the Beast la nds challenge and better themselves.
Layer Description The two layers of Bytopia are often referred to as
Krigala The River Oceanus is a strong torrent the “Twin Paradises,” and it’s said that every action
carried out on one layer has repercussions on the
flowing through this wilderness of
other—an equal and opposite reaction, though a
eternal summer noon. more metaphorical than physical one. An adventure
Brux A red sun hovers forever on the hori- in Bytopia might challenge characters to recognize
zon as mists and streams roil through the impact their actions have on the world by wit-
the trees in eternal twilight. nessing the mirrored reactions to their deeds on the
Karasuthra A pale moon provides the only light in opposite layer.
this wilderness of eternal night.
Priso n Pla ne
Demip lanes
No one can leave Carceri easily. Magical efforts to
leave the plane by any spell other than Wish simply Demiplanes are extradimensional spaces that come
fail. Portals and gates that open onto the plane be- into being by a variety of means and boast their
come one-way only. Secret passages out of the plane own physical laws. Some are created by spells.
exist, but they are hidden and well guarded by traps Others are natural folds of reality pinched off from
and deadly monsters. And though the River Styx the rest of the multiverse. Theoretically, a Plane
flows between Carceri and its neighbors, the pas- Shift spell can carry travelers to a demiplane, but
sage is extremely dangerous, and ferries leading out the proper frequency required for the tuning fork
of Carceri are both rare and expensive. can be extremely hard to acquire. The Gate spell
is more reliable, assuming the caster knows of
Carc eri Adven tures the demiplane.
Carceri is a sunless plane of despair, of passions and A demiplane can be as small as a single chamber
poisons, and of realm-shattering betrayals. Hatreds or large enough to contain an entire realm. For
run like a deep, slow-moving river, and there’s no example, a Mordenkainen's Magnificent Mansion spell
telling what the flood of treachery will consume creates a demiplane consisting of a foyer with multi-
next. It is said that prisoners can escape Carceri ple adjoining rooms, while the land of Barovia exists
only by becoming stronger than whatever force entirely within a demiplane under the sway of its
imprisoned them there, but that’s a difficult task on vampire lord, Strahd von Zarovich. When a demi-
a plane whose very nature breeds despair and be- plane is connected to the Material Plane or some
trayal. The same tendency toward betrayal prevents other plane, entering the demiplane can be as simple
those who are imprisoned here from working to- as moving through a portal or passing through a
gether for long toward the common goal of escape. wall of mist.
Adventures on Carceri might explore the forces—
spiritual and psychological as well as physical and Demiplan e Adven tures
outright demonic—that keep characters trapped Demiplanes are limited realities shaped according
or imprisoned there. Characters might help a pris- to the will of whoever created them. Adventures in
oner escape, from an unjustly held spirit to some demiplanes might let characters explore how they
primeval god banished to oblivion here. would shape reality to suit their desires and ideals,
or confront distortions of reality crafted by villains.
Elem ental Plane of Air Labyrinth Winds. Much of the Plane of Air is a
The Plane of Air is home to constant winds of vary- complex web of air streams, currents, and winds
ing strength. Here and there, chunks of earth drift called the Labyrinth Winds. These range from
in the openness, many covered with lush vegetation. stiff breezes to howling gales that can rip a crea-
These earth motes serve as homes for djinn and ture apart. Even the most skilled flying creatures
other natives of the plane. Other creatures live on must navigate these currents carefully, flying
cloud banks infused with magic to become solid with the winds, not against them.
surfaces, supporting towns and castles. Mistral Reach. Located near the Para elemental
Drifting clouds can obscure visibility in any di- Plane of Ice, the Mistral Reach is a region of frigid
rection in the plane. Storms are frequent, ranging winds and driving snowstorms. Earth motes in
from strong thunderstorms to fierce tornadoes or the reach are covered with snow and ice.
mighty hurricanes. The air is mild, except near the Sirocco Straits. The Sirocco Straits is the region of
Para-elemental Planes at either end of the plane, the plane nearest to the Para elemental Plane of
where the temperature is more extreme. Rain and Ash, where hot, dry winds scour earth motes into
snow fall only in the part of the plane nearest to the barren chunks of rock.
Para-elemental Plane of Ice. Pla ne of Air Adventu res
Although few landmarks distinguish one area of The essential nature of air is movement, animation,
the Plane of Air from any other, the following are and inspiration. Air is the breath of life, the winds
notable features of the plane:
of change, the fresh breeze that clears away the fog
Aaqa. Here and there are hidden realms reachable of ignorance and the stuffiness of old ideas.
only by following a particular sequence of flowing When turned toward wicked ideals by cultists of
winds. Fabled Aaqa is one such realm, a shining Elemental Evil, elemental air represents destructive
domain of silver spires and verdant gardens atop power turned to vengeful ends. Cultists of Evil Air
a fertile earth mote. The Wind Dukes of Aaqa wield howling storms to forcefully express their
are dedicated to law and good, and they main- personal freedom or lay claim to things they feel
tain a vigilant watch against the depredations of they have been wrongfully denied.
Elemental Evil. They are served by aarakocra.
Laye rs of Gehen na
Oinos A land of dead-gray ash, stunted trees,
and virulent disease is stalked by rov-
Layer Description ing bands of Fiends looking for a fight
Khalas Lava illuminates clouds of volcanic ash or recruits for the Blood War.
and steam from the River Styx. Niflheim Gray pine trees blanket rolling hills
Chamada Constant lava flows and eruptions and rocky bluffs, and thick mists coil
make overland travel difficult, iron around their trunks.
zeppelins piloted by yugoloths drift Pluton Shriveled willows, olive trees, and
through the constant gray ashfall. poplars contribute to the gloom of this
Mungoth Acidic ash mingles with falling snow concentration of the deepest despair in
on this freezing layer. the multiverse.
Krangath The Dead Furnace is a great mountain
suspended in silence and darkness, Pla ne of Gloo m
home to a coterie of liches. At the end of each Long Rest taken on the plane, a
visitor makes a DC 10 Wisdom saving throw. On
Gehenna Advent ure s a failed save, the creature gains 1 Exhaustion level
Gehenna is the plane of suspicion and greed, with that can’t be removed while the creature is in Ha-
no space for mercy or compassion. Adventures des. If the creature reaches 6 Exhaustion levels, it
on this plane might be an opportunity to explore doesn’t die. Instead, it permanently transforms into
themes of betrayal, examining how characters be- a Larva, whereupon all Exhaustion levels afflicting
have when tensions run high and they can trust no the creature are removed.
one—perhaps not even each other. (See "Environ-
Hades Adventu res
mental Effects" in chapter 3 for one way this atmo-
Hades embodies despair manifested as apathy. Pure,
sphere can manifest.) Characters might encounter
undiluted evil is like an inescapable force of gravity,
people in need who turn out to be yugoloths in
dragging all creatures down—not in body, but in
disguise, pitting the characters’ growing suspicion
spirit. Even the consuming rage of the Abyss and
against their empathy and compassion.
the devious plotting of the Nine Hells are subju-
Characters might make their way to the Teardrop
gated to hopelessness in the Gray Wastes of Hades.
Palace on Khalas to purchase something they can't
The plane slowly kills dreams and desires, draining
find elsewhere, probably at a terrifying cost. This
hope and optimism from formerly fiery spirits.
bustling market, crowded with Fiends and occa-
An adventure in Hades can challenge characters
sional mortal visitors, offers all manner of forbidden
to find an answer to the ever-present question that
and sinister goods for sale. Its name comes from its
hangs over this plane: why bother? As apathetic
shape: the point is on the palace’s uphill side so it
despair saturates their hearts and spirits, they must
diverts the ever-present lava flow to either side of
find a way to rekindle the passion of life and the
the structure.
sense of purpose that drives them or else succumb
Or characters could try to infiltrate the Tower
to the hopelessness of the plane.
Arcane in search of some great secret from yugo-
Adventurers might pursue a hag, a lich, or another
loths' ancient history. The tower, a sinister struc-
evil spellcaster who comes to Hades to collect lar-
ture adorned with blades and spikes and guarded by
vae for vile purposes. Once they are in the Three
arcanaloths, stands somewhere on Chamada. It is
Glooms, the adventurers risk becoming trapped by
rumored to hold yugoloths’ history and the records
the overwhelming despair of the place.
f their contracts.
Mechanus is where perfectly regimented order Mechanus embodies absolute order, and it influ-
reigns supreme. It consists of equal measures of ences those who spend time here. Individual con-
sciousness is subordinated to the search for perfect
light and dark, and equal proportions of heat and
cold. On Mechanus, law is reflected in a realm of order, and "I" is ultimately subsumed into “we.”
An adventure on Mechanus might lead characters
gigantic clockwork gears, interlocked and turning
to examine their individual egos in the light of the
according to their measure. The cogs seem to be
adventuring party. It might challenge a character to
engaged in a calculation so vast that no deity can
set aside personal goals for the benefit of the group
fathom its purpose. Some theories hold that they
are the clockwork of time throughout the cosmos— (or the greater cause of cosmic law), or alternatively
it might encourage characters to assert their own
that time itself would stop if the gears ceased their
turning. Other theories propose that the cogs up- individual identities, distinct from the party and
possessing their own goals and needs.
hold the basic rules and order of the cosmos.
Modrons are the primary inhabitants of Mecha- Mount Cel e stia
nus and maintain its intricate clockworks. The
plane is also home to the creator of the modrons: The Seven Heavens of Mount Celestia rise like
a godlike being called Primus, whose realm is a mountain from a shining Silver Sea to utterly
called Regulus. incomprehensible heights, with seven plateaus
Mechanus has no distinct layers. Each turning cog marking its seven heavenly layers. The plane is the
has its own force of gravity pulling toward its cen- model of justice and order, of celestial grace and
ter, with structures built on the faces of the cogs. endless mercy, where angels and champions of good
Some of the cogs are like small islands, while others guard against incursions of evil. It is one of the few
are hundreds of miles across. places on the planes where travelers can let down
their guard. Its inhabitants strive constantly to be
-5 righteous as possible. Countless creatures aim On the edge of a clear lake in Mertion stands the
to reach the highest and most sublime peak of the city of Empyrea, renowned for the healing power of
—ountain, but only the purest souls can. That peak its fountains and springs. Pilgrims from across the
•tils even the most jaded of travelers with awe. planes seek out the healers, hospitals, and restor-
The pervasive goodness of Mount Ceiestia be ative magic found here.
rows blessings on creatures on the plane (see "Ln-
iron mental Effects" in chapter 3), Neg ative Plane
Cupped like a bowl beneath the other planes, the
Layer s of Mount Celest ia Negative Plane is the source of necrotic energy
Layer Description that destroys the living and animates the Undead.
~unia In the Silver Heaven, the holy water of A lightless void without end, it is a needy, greedy
the Silver Sea laps at the base of the plane, sucking the life out of anything that is vul-
celestial mountain under a starry sky. nerable. Heat, fire, and life itself are all drawn
into the maw of this plane, which always hungers
Mercuria The Golden Heaven's tame slopes and for more.
lush valleys are bathed in golden light To an observer, there’s little to see on the Negative
that evokes the hope of a new dawn. Plane. It is a dark, empty place, an eternal pit where
t'enya In the Pearly Heaven, terraced fields a traveler can fall until the plane steals away all
and tended woodlands dot the snowy light and life. Merely entering the plane is compa-
slopes. rable to the life-draining touch of a wraith, so only
creatures that have Immunity to Necrotic damage
Solania In the Crystal Heaven, holy shrines can survive there for long.
glitter under a silvery sky amid lumi- In some locations on the Negative Plane, the in-
nescent fog. tensity of the plane is so great that the negative en-
’.’ertion On the sweeping plains of the Plati- ergy folds in on itself, stabilizing into solid chunks
num Heaven, holy soldiers muster in of matter that devour light. These chunks, called
grand citadels for battles across the voidstones, are thought to be the source of Spheres
planes. of Annihilation and similar magical effects. Anything
that comes into contact with a voidstone is de-
j-ovar The Glittering Heaven, strewn with
stroyed in seconds.
beautiful rubies and garnets, is home
to the seven-tiered Heavenly City. Negat ive Pla ne Advent ures
Znronias The Illuminated Heaven is an ineffable An adventure on the Negative Plane is a face-to-face
mystery. confrontation with annihilation, which is unlikely
to end well for the adventurers. Even if their magic
Mount Celesti a Adventu res enables them to survive the environment of the
The plane of ultimate law and good is sometimes plane, the experience tends to drain all the vitality,
ssagined to be the most boring place in the multi- energy, and happiness from body and soul. The Neg-
’•erse, but in truth Mount Celestia’s nature makes ative Plane has all the apathy and despair of Hades
- -.he target of unrelenting attacks by evil forces. and the Shadowfell, combined and concentrated in
The devils of the Nine Hells, in particular, long to an infinite expanse of nonbeing and uncreation.
rrupt the goodness of the Seven Heavens. The
ugoloths of the Lower Planes covet the wealth
Nine Hells __________
; 7 the plane, particularly the mines of Solania and The Nine Hells inflames the imaginations of trav-
scattered gems of Jovar. And the demons of the elers, the greed of treasure seekers, and the battle
Abyss would like nothing better to smear their filth fury of all moral creatures. It is the ultimate plane
an the gleaming purity of Mount Celestia. of law and evil, and the epitome of premeditated
But while Fiends of all sorts launch doomed as- cruelty. The devils of the Nine Hells are bound to
aults on the shores of Lunia, evil’s true foothold obey the laws of their superiors, but they squabble
.3 the plane is in the hearts of those well-meaning within their individual castes. Most undertake any
.isitors who bring their secret shame and hidden plot, no matter how foul, to advance themselves. At
to the holy mountain. An adventure in Mount the very top of the hierarchy is Asmodeus, who has
Zelestia is an opportunity for characters to prove yet to be bested. If he were vanquished, the victor
memselves worthy of the many blessings it offers— would rule the plane in turn. Such is the law of the
:r to become worthy by forswearing the selfishness, Nine Hells.
—eed, and hatred that lurk in their hearts.
■ APTER 6 | COSMOLOGY
Visitors to the plane have sometimes tried elevating SHADOWFELL __
houses on poles stuck in the mud, but since no solid
The Shadowfell, also called the Plane of Shadow, is
earth underlies the muck, even such structures
a gloomy dimension whose sky is a black vault with
eventually sink.
neither sun nor stars.
It is said that any object cast into the Swamp of
The Shadowfell overlaps the Material Plane in
Oblivion can’t be found again for at least a century.
much the same way as the Feywild. Aside from the
Now and then, a desperate soul casts an Artifact of
bleak landscape, it appears similar to the Material
power into this place, keeping it away from the rest
Plane. Travelers from the Material Plane who enter
of the multiverse for a time. The promise of power-
the Shadowfell often observe landmarks similar
ful magic lures adventurers to brave the monstrous
to the world they left, but distorted and often sin-
insects and hags of the swamp.
ister. A mountain on the Material Plane might be
Par a -elem enta l Pla ne Adventu res replaced in the Shadowfell by a skull-shaped rock
The Para-elemental Planes are extreme environ- outcropping, a heap of rubble, or the crumbling ruin
ments but fundamentally similar to places found of a once great castle. The forests of the Shadowfell
on the Material Plane—the place where all four ele- hold sinister-looking trees, their branches reaching
ments mingle freely. out to snare travelers’ cloaks, and their roots coiling
At a symbolic level, the Para-elemental Planes rep- to trip those who pass by.
resent the interaction and sometimes the contrast Shadow dragons and Undead haunt this bleak
between the forces and ideals embodied by their plane, as do other creatures that thrive in the
constituent elements. The Plane of Ash, for exam- gloom, including cloakers and darkmantles.
ple, highlights the commonality between air and
Shadow Crossin gs
fire—the tendency to movement and change, given a
Shadow crossings are locations where the veil
destructive tone by the raging conflagration of the
plane. The Plane of Ooze heightens the contrast be- between the Material Plane and the Shadowfell
tween stable, rigid earth and steadily flowing water.
is so thin that creatures can pass from one plane
to the other. A blot of shadow in the corner of a
Posit i ve Plane dusty crypt might be a shadow crossing, as might
an open grave. Shadow crossings form in gloomy
Like a dome above the other planes, the Positive places where spirits or the stench of death lingers,
Plane is the source of radiant energy and the raw such as battlefields, graveyards, and tombs. They
life force that suffuses all living beings. Like the manifest only in darkness, closing as soon as they
heart of a star, it is a continual furnace of creation, feel light's kiss.
a domain of brilliance beyond the ability of mortal
eyes to comprehend. It is a vibrant plane, so alive Domai ns of Dread
that travelers are empowered by visiting it. In a far-flung corner of the Shadowfell drifts a hid-
The Positive Plane has no surface and is akin den expanse of roiling mist and vague semireality.
to the Elemental Plane of Air with its wide-open At this eerie edge of the multiverse, mysterious
nature. However, every bit of this plane glows entities known as the Dark Powers collect the most
brightly with innate power. This power is dangerous wicked beings from across ages and worlds within
to mortal forms, which can't handle it for long. Only inescapable, mist-shrouded demiplanes. In these
creatures that have Immunity to Radiant damage shadowy prisons, the villainous beings become
can survive there. Darklords, able to exercise great power but confined
to realms that twist their desires, capturing them in
Posit ive Pla ne Advent ure s
cycles of dread and despair.
Vibrant life, creative energy, and radiant health are Mists surround each of the Domains of Dread,
the essential characteristics of the Positive Plane, making it difficult to leave one domain and even
though touching this fundamental energy can be harder to find a path to another. The Mists rise and
just as dangerous as entering the soul-siphoning fall at the whim of the Dark Powers, and they can
annihilation of the Negative Plane. Characters who even slip across the planes to drag people unwit-
survive an excursion into the Positive Plane often tingly into the dread domains. Those who live in
find that it leaves them with a lasting charge, mak- these domains ascribe all sorts of sinister stories to
ing it hard to calm down, to stem the flow of ideas, the Mists—any supernatural happening, inexplica-
and even to sleep. On the other hand, they also find ble disappearance, or malicious force can be blamed
themselves with a persistent resistance to disease on the Mists.
and despair.
Treasure
A
dventu rers str ive for many th ing s ,
including glory, knowledge, and justice.
Coins
Many adventurers also seek something The most basic type of treasure is money, including
more tangible: treasure. This chapter presents Copper Pieces (CP), Silver Pieces (SP). Electrum
treasure in all its forms, from coins to magic items. Pieces (EP). Gold Pieces (GP), and Platinum Pieces
(PP). See the Player’s Handbook for their relative
Treasure Themes value. Fifty coins of any type weigh 1 pound.
Monsters have treasure preferences, as explained
in the Monster Manual. These preferences are ex-
Trade Bars
pressed as themes, which helps you determine what Because large numbers of coins can be difficult to
treasures are found in monsters’ hoards, as summa- transport and account for, many merchants prefer
rized in the Treasure Themes table. to use trade bars—ingots of precious metals and
For advice on how to include treasure in an alloys (usually silver). These bars are valued by
adventure, see “Adventure Rewards” in chapter 4. weight, as shown in the Trade Bars table.
To randomly determine a magic item found as
Trad e Bars
treasure, use the tables at the end of this chapter.
Bar Value Dimensions
Trea sur e Themes 2-pound silver bar 10 GP 5 in. long x 2 in.
Theme Appropriate Treasure wide x 1/2 in. thick
Arcana Gemstones plus magic items of an 5-pound silver bar 25 GP 6 in. long x 2 in.
eldritch or esoteric nature wide x 1 in. thick
Armaments Coins or trade bars plus magic items 5-pound gold bar 250 GP 5 in. long x 2 in.
that are useful in battle wide x 3/4 in. thick
Implements Coins, trade bars, or trade goods plus
magic items that focus on utility Trade Goods
Relics Art objects plus magic items that Merchants commonly exchange trade goods with-
have religious origins or purposes out using currency. The Trade Goods table shows
the value of commonly exchanged goods.
Trad e Good s
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
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
Awardi ng Magic Item s level I to 4 Might include fourteen items rather than
eleven, in the expectation that three items won't
Awarding magic Items is I he purview of the DM.
he found.
You can award a magic item because the story calls
for it fH' I he players would he especially pleased to Mageg Item Tracker
have it. Th is section helps you to determine which You can use the Magic Item Tracker sheet to track
magic items, end up In the characters" possession. how many magic items the characters have ac-
quired. Lach time the characters gel a magic Item,
Magic Items Awarded by Level
pvt a check mark in one of the empty circles corre-
The Magic Items Awarded by Level table shows the
sponding to the item's rarity and the current level
*
number of magic item. a D&D parly typically gains
range of t he characters. If the characters gain a
during a campaign, totaling one hundred magic
magic item of a rarity that has no unchecked circles
items by level 2.0. The table shows how many items
al the current level range, checkoff an empty circle
of each rarity arc meant to be handed out during
from a lower tier. If ail lower level ranges also have
each of the four tiers of play.
no circles left, check off an empty circle from a
Artifacts arc omitted from the table because they
higher level range.
are most often used as plot devices in high-level ad-
ventures, and characters rarely have them for long Random Magic Item Rarity
(either because the Artifacts arc meant to be de- When you decide that a treasure contains magic
stroyed or because the campaign is nearing its end). items, there are two ways to determine the rarity of
Player Wish Lisi. Encourage your players to keep those items. You can choose an appropriate rarity
a wish list of magic items they hope their charae- based on the items you've gi ven out already (using
leCS will find in the course of the campaign. If you (he Magic Item Tracker sheet to keep track), or you
want to award a magic item but don’t have a specific can roll on the Magic Item Rarities table.
magic item tn mind, you can pick an item of the ap To use the table, find the level of the characters in
propriate rarity from your players' wish list the top row. Roll IdlOCL and read down that column
Overstocking on Arfventirre.. When creating or to find your roll. Then read across to the righ t col-
modifying an adventure, asjaime I hat lhe characters umn to find the rarity of the item.
won't find all the magic items you place in it. An ad-
venture usually can Include a number of items that's Magic Item Rar itie s
25 percent higher than the number in the Magic --------------- 1 dl 00 Roll----------------
Items Awarded hy Level table (round up). For exam-
ple. an adventure designed to take characters from Levels Levels Levels Levels Item's
1-4 5-10 11-16 17-20 Rarity
Are Magi c Items Nece ss ary ? 01-54 01-30 01-11 — Common
The DSvD game assumes that magic items appear 55-91 31-81 12-34 — Uncommon
sporadically and that they are s boon unless an 92-00 82-98 35-70 01-20 Rare
item bears a curse. Characters and monsters
are built to face each other without the help of — 99 00 71-93 21-64 Very Rare
magic items which means that having a magic — — 94-00 65 00 Legendary
item makes a character more powerful or versa-
tile than a generic character of the same level. Acti va t ing a Magic Item
As DM, you never have to worry about awarding It usually takes a Magic action to activate a magic
magic items just so the characters cam keep up Item. The item's user might also need to do some-
with the campaign's threats. Magic items arc truly thing special. The description of each item category
prizes—desirable but not necessary. or individual item details how an item Is activated
CH APT EK 7 | TE EAS LT HE
■- -- ■ __ ■
Mag ic Ite ms fo r Sta rt in g Cha ra ct er s
A magic item may require the user to use their
own spellcastingability when tasting a spell from
if you're starting a campaign for characters above the item. If the user has more than one spellcasting
level 1, trie Player 's Handbook offers sugges- ability, the user chooses which one to use with the
tions for how many magic items such characters item. If the user doesn't have a spellcasting ability,
should start with and the rarity of those Items.
their spellcasting abilily modifier is +C fur the item,
Consider these approaches to determinir-g the and the user's Proficiency bonus applies.
items each character receives
DM Choke, Choose .terns for each character us- Cha rge s
ing your Own judgment- Some magic items have charges that must he ex-
Player Choice. Let the players choose whatever pended to activate their properties. J he number
items they want, within the specified rarity. of charges an Item has remaining is revealed when
Random Determination. Use the tables at the end the Identify spell is cast on it. A creature attuned to
of this chapter to randomly determine start,-rig an Hetn knows how many charges the item has and
items. Use the Arcana tables for Sorcerers. War- how many it regains.
locks, and Wk
*rds. Use the Armaments tables
for Barbarians. Fighters, Paladins, and Rangers
' The Next Dawn ”__________ ______
Use the implements tables for Bards, Monks, Magic items often have charges or properties that
and Rogues. Use the Pel cs tables for Clerics recharge at the next dawn or some other specified
and Druids. Feel free to vary the tables you use time. If such an Item is On a world or plane of exis-
to give each character a mix of useful items and tence where the specified event doesn't occur, the
to match character themes. For example, for a DM determines when the item recharges.
Fighter w th the Eldritch knight subclass, you
might choose one tern from the Arcana tables Curse d Item s
and the rest of the character's items from the A magic items description specifies whether it bears
Armaments tables. a curse. Most methods of identifying items, includ-
ing the Identify' spell, fail to reveal such a curse.
Certain items use the following rules for their Attunement to a cursed item can't be ended volun-
activation. tarily unless the curse Ls broken first, such as with a
Remove Curse spell.
Comma nd Word
A command word is a ward or short phrase that Magic Item Resi lie nce .
must he spoken or signed for an stem to work Spo- A magic item is at least as durable as a non magic al
ken command words must be audible and fail to item of Its kind. Most magic items, other than Pu-
work In areas where all sound ;s suppressed, as in Lions and Scrolls, have Resistance to all damage.
the area of the Silence spell. An Artifact can be destroyed only in some special
way. Otherwise, it is impervious to damage. Learn-
Consu mab le Items
ing how tn destroy an Artifact usually requires
Some Items are consumed—used up, In other research or the completion of a quest.
words—when they are activated. A Potion of Healing
must he swallowed, for example, while the writing Craft ing Magic Item s ____________
vanishes from a scroll when it is read. Once used, a
The ffloyer’s Handbook contains rules on brewing
consumable item loses its magic,
Potions o/ Healing and scribing Spell Scrolls. To create
Spel ls Cast fro m Item s other magic items, follow the rules below. In these
Some magic items allow the user to cast a spell from rules, "you" refers to the character crafting the
the item. The spall is cast at the lowest possible spell magic item,
and c aster level, doesn't expend any of the user's Arc ana Prof icien cy
spell slots, and requires no components unless the
To craft a magic dem, you and any assistants must
item's description notes otherwise. I he spell uses
have proficiency in the Arcana skill.
its normal casting time, range, and duration, and
the user of the item must concentrate if the spell re Tools
quires Concentration. Many items, such as Pot inns, The Magic Item Tools table lists which tool is re-
bypass the casting of a spell and confer the spell's quired to make a magic item of each category. You
effects with its usual duration, Certain Hems make must use the required tool Io make an item and
exceptions to these rules, changing the casting time, have proficiency with that tool. Any assistants must
duration, or other parts of a spell also have proficiency with It. For more information
on the tools, see the Player's Handbook..
LEVELS 1-4
RARITIES ITEMS
6 COMMON oooooo
4 UNCOMMON oooo
1 RARE °
LEVELS 5-10
RARITIES ITEMS
OOOOO
10 COMMON
ooooo
oooooo
1 7 UNCOMMON oooooo
ooooo
6 RARE oooooo
1 VERY RARE o
LEVELS 11-16
RARITIES ITEMS
3 COMMON ooo
7 UNCOMMON ooooooo
oooooo
1 1 RARE
ooooo
7 VERY RARE ooooooo
2 LEGENDARY oo
LEVELS 17-20
RARITIES ITEMS
5 RARE ooooo
oooooo
1 1 VERY RARE
ooooo
9 LEGENDARY
oooooo
JOYANG
TM & © 2024 Wizards of the Coast LLC. Permission is granted to photocopy this page for personal use.
Magic Item Tools W'oii per Day. Fur each day of crafting, you must
Item Category Required Tool work for 8 hours. If an Item requires multiple days,
those days needn't be consecutive,
Armor Leather worker's Toots, Smith's Assistants. Characters Can combine their efforts
Tools, or Weaver's Took depend- to shorten the crafting time. Divide the time needed
ing on the kind of armor as noted to create an item by the number of characters work-
in the tools' descriptions ing on it. Normally, only one other character can
Potion Alchemist's Supplies or assist you, but the DM might allow more assistant s,
Herbalism Kit Row Materials. The cost in the table represents
Ring the raw materials needed tu make a magic item. The
jeweler's Tools
DM determines whether appropriate raw materials
Rod Woodcarver's Tools arc available. In a t ity, there is a 75 percent chance
Scroll Calligrapher's Supplies that the materials are available, and in any other
Staff Woodcar ver's Tools settlement, that chance is 25 percent. If materials
aren't available, you must wall al least 7 days before
Wand Woodcarver's Took checking on the availability again.
Weapon Leatherworker's Toots, Smith's Is a magic item incorporates an Item that has a
Took, u* Woodcarver's Took de- purchase cost (such as a weapon or a suit of armor),
pending on the kind of weapon as you must also pay that entire cost or craft that item
noted in the tools' descriptions using the rules i n the Player's Handbook. For exam-
Wondrous Item Tinker's fools or the tool required ple. to make +I Armor (Plate Armor), you must pay
to make the nonmagical item on ‘3.500 GP or pay 2,000 GP and craft the armor.
which the magic item is based Magic Item Craf tinc Time ano Cost
Spel ls Item Rarity *
Time Cost-
If a magic item allows its user to cast any spells Common 5 days 50 GP
from It, you must have all those Spells prepared ev- Uncommon 10 days 200 GP
cry day you spend crafting the item.
Rare 50 days 2,000 GP
Time and Cost Very Rare 125 days 20,000 GP
Crafting a magic item takes an amount of time and Legendary 2 50 days 100.000 GP
money based on the item’s rarity as shown in the
Magic Hem Crafting Time and Cost I .ihlr, “The time ard coat are halved fix <i consunut>le item Piter than a
Spe<H$criitt, whose c ufrirg lime and cast are gy«en in the AVaper't
Idfi History 1d20 Minor Property
5 Prophecy. The item features tn s prophecy: 1J Songcraft. Whenever this item is struck or
Its bearer Is destmed to play a key role in is used to strike a foe, you hear a fragment
future events. of an ancient song,
6 Religious. This item was used 1st religious 14-15 Strange Material. The item was created
ceremonies dedicated to a particular deity. from a material that is bizarre given its pur-
It has religious symbols worked mto it. pose. Its durability is unaffected.
7 Sinister. This item is linked to a deed of 16 Temperate. You are unharmed by tempera-
great evil, such as a massacre or an assas- tures of 0 degrees Fahrenheit or lower, and
sination. It might have a name or be closely 100 degrees Fahrenheit or higher.
associated wdh a villain who ->sed it 17 Unbreakable, The item can’t be broken
8 Symbol of Power. This item was once used Special means must be used to destroy it.
as part of royal regaiia or as a badge of high 18 War Leader, You can take a Magic action to
office. cause your voice or signal to carry clearly
for up to 600 feet until the end of your next
Magi c Item ’s Minor Prope rty turn.
1d20 Minor Property 19 Waterborne. This item floats on water
1-2 Beaton. You can take a Bonus Action to and other liquids. You have Advantage Ost
cause the item to shed Bright Light in u 10- Strength (Athletics) checks to swim.
foot radius and Dim Light for an additional 70 Roll twice, retelling any additional 20s.
10 feet, or to extinguish the light
3 Compass. You can take a Magic action to Magic Item ’s Quirk
learn which way is magnetic north. Nothing IdS Quirk
happens if this property is used in a loea-
1 Blissful. You *tee fortunate and optimistic
bon that has no magnetic north.
about wr-at the future holds. Butterflies and
4 Ddvtn While underground, you always other harmless creatures might frolic in the
know the item's depth below the surface item’s presence.
and the direction to the nearest Staircase,
2 Confident The item helps you feel
rarrip, o- other path leading upward.
self-assured.
5-6 Guardian. The dem war ns you, granting a
3 Covetous. You become obsessed with mate-
12 bonus to your Initiative rolls if you don't
rial wealth.
have the Incapacitated condition.
4 Fragile.The Item crumbles, frays, chips,
7 8 Harmonious. Attuning to thib tern takes
or cracks slightly when wielded, worn, or
only 1 m nute.
activated. This quirk has no effect ost »ts
9 Key. The Item Is used to unlock a container, properties.
chamber, vault, or door.
5 Loud. The item makes a *oud noise such
10 Secret Message. A message rs hidden as a clang a shout, or a resonating gong—
somewhere on the item. It might be visible when used.
only at a certain time, under the Lght of one
6 Metamorphic. The item periodically alter-,
phase of the moon, or ir. a specific location
its appearance 1st slight ways You have no
11-12 Senti nel. The DM chooses a ki nd of crea- control over these minor alterations, which
ture, such as mind flayers or trolls. TfnS have no effect on the item's use.
item glows faintly when such creatures are
7 Painful. You experience a harmless flash of
within 120 feet of it.
pain when using the item.
8 Repulsive. You tec! a sense of distaste when
in contact with the Item and continue to ex-
pefience discomfort while bearing it.
When the bearer of a sentient item acts in a manner Adam ant ine Weap on
opposed to the item’s alignment or purpose, conflict Weapon (Any Ammunition or Melee Weapon),
can arise. When such a conflict occurs, the item's Uncommon
bearer makes a Charisma saving throw (DC 12 plus
This weapon or piece of ammunition is made of ada-
the item’s Charisma modifier). On a failed save, the
mantine, one of the hardest substances in existence.
item makes one or more of the following demands: Whenever this weapon or piece of ammunition hits
Chase My Dreams. The item demands that its an object, the hit is a Critical Hit.
bearer pursue the item’s goals to the exclusion of
all other goals.
Get Rid of It. The item demands that its bearer dis- Alc hemy Jug
pose of anything the item finds repugnant. Wondrous Item, Uncommon
It’s Time for a Change. The item demands to be This ceramic jug appears to be able to hold a gal-
given to someone else. lon of liquid and weighs 12 pounds whether full or
Keep Me Close. The item insists on being carried or empty. The jug sloshes when it is shaken, even if the
worn at all times. jug is empty.
If its bearer refuses to comply with the item’s de- You can take a Magic action and name one liquid
mands, the item can do any of the following: from the Alchemy Jug Liquids table to cause the jug
to produce the chosen liquid. Afterward, you can
• Make it impossible for its bearer to attune to it. uncork the jug as a Utilize action and pour that liq-
• Suppress one or more of its activated properties. uid out, up to 2 gallons per minute. The maximum
- Attempt to take control of its bearer, whereupon amount of liquid the jug can produce depends on
the bearer makes a Charisma saving throw (DC the liquid you named.
12 plus the item's Charisma modifier). On a failed
save, the bearer has the Charmed condition for
ld!2 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.
Amul et of Heal th
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.
App ah a rut of
Kwalis h
Amulet of th e
Pla ne s
(Leather Arm or )
breathing, divided by the number of breathing crea-
tures inside.
The apparatus floats on water. It can also go un-
derwater to a depth of 900 feet. Below that, the
vehicle takes 2d6 Bludgeoning damage each minute
from pressure.
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
Armo r of
Levers table.
Invuln erab ili ty
Ba g of Devou ri ng
An enclosed creature can take a Utilize action to Wondrous Item, Rare (Requires Attunement)
push against the sphere’s wall, moving the sphere While wearing this belt, you gain the following
up to half the creature’s Speed. The sphere can be benefits:
picked up, and its magic causes it to weigh only 1
Dwarvish. You know Dwarvish,
pound, regardless of the weight of creatures inside. Friend of Dwarvenkind. You have Advantage on
Charisma (Persuasion) checks made to interact
Bead of Nou ris hment
with dwarves and duergar.
Toughness. Your Constitution increases by 2, to a
Wondrous Item, Common
maximum of 20.
This flavorless, gelatinous bead dissolves on your
tongue and provides as much nourishment as 1 day In addition, while attuned to the belt, you have a 50
of Rations. 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.
Bead of Refres hmen t If you aren’t a dwarf or duergar. you gain the fol-
Wondrous Item, Common lowing additional benefits while wearing the belt:
This flavorless, gelatinous bead dissolves in liquid, Darkvision. You have Darkvision with a range of
transforming up to a pint of the liquid into fresh, 60 feet.
cold drinking water. The bead has no effect on mag- Resilience. You have Resistance to Poison damage.
ical liquids or harmful substances such as poison. You also have Advantage on saving throws you
make to avoid or end the Poisoned condition.
Bel t of Gian t
Stoe ng th (Fire )
Belt of Gia nt
Stren gt h (Sto ne .)
CHAPTER 7 I TREASURE
ignores Resistance and Immunity, and it can't be re- Action. While present, the halo gives you Advan-
duced or avoided by any means. A creature reduced tage on Charisma (Persuasion) checks. In addition,
to 0 Hit Points by this damage disappears in a flash Fiends and Undead within the halo’s Bright Light
and is destroyed, leaving its possessions behind. The make attack rolls against you with Disadvantage.
book then vanishes, and the creature’s Attunement Random Properties. The Book of Exalted Deeds has
to it ends. the following random properties (see "Artifacts" in
Benefits granted by the Book of Exalted Deeds last this chapter):
only as long as you strive to do good. If you fail to
- 2 minor beneficial properties
perform at least one act of kindness or generosity
• 2 major beneficial properties
within the span of 10 days, or if you willingly per-
form an evil act, you lose all the benefits granted by Destroying the Book. The Book of Exalted Deeds
the book. can’t be destroyed. However, drowning the book
Celestial Calm. While attuned to the book, you in the River Styx removes all writing and imagery
have Immunity to the Charmed and Frightened from its pages and renders the book powerless for
conditions and Resistance to Psychic damage. IdlOO years.
These benefits become permanent after you spend
the requisite amount of time reading and studying
the book. Book of Vile Darkne ss
Divine Wisdom. After you spend the requisite Wondrous Item, Artifact (Requires Attunement)
amount of time reading and studying the book, The contents of this foul manuscript are the meat
your Wisdom increases by 2, to a maximum of 24. and drink of the wicked. It contains knowledge so
You can’t gain this benefit from the book more horrid that to even glimpse the scrawled pages in-
than once. vites doom.
Enlightened Magic. After you spend the requisite Most believe the lich-god Vecna authored the
amount of time reading and studying the book, any Book of Vile Darkness. He recorded in its pages every
spell slot you expend to cast a spell counts as a spell
slot of one level higher.
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
Book or Vilc
Book or
Eka ltb o Deeot
Brooch or
Shie ldin g
Broo m or
Flying
Brac er ; or
Arc her v
Bcia z Ite OF
Comma nd ing
Fine Elem enta is
CeNtea or
Contr olling Aia
Cloak of
DISPLACEMENT
Chime of Openi ng
Wondrous Item, Rare
Clo ak of Billo wing
This hollow metal tube measures about 1 foot long Wondrous Item, Common
and weighs 1 pound. As a Magic action, you can
strike the chime to cast Knock. The spell’s custom- While wearing this cloak, you can take a Bonus
ary knocking sound is replaced by the clear, ringing Action to make it billow dramatically for 1 minute.
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. Clo ak of Displa ceme nt
Wondrous Item, Rare (Requires Attunement)
While you wear this cloak, it magically projects an
Circ let of Bla sti ng illusion that makes you appear to be standing in a
Wondrous Item, Uncommon place near your actual location, causing any crea-
While wearing this circlet, you can cast Scorching ture to have Disadvantage on attack rolls against
Ray with it (*5 to hit). The circlet can’t cast this spell you. If you take damage, the property ceases to
again until the next dawn. function until the start of your next turn. This
property is suppressed while your Speed is 0.
shape-shifting into a Bat. While in that form, you Wondrous Item, Very Rare (Requires Attunement)
retain your Intelligence, Wisdom, and Charisma While touching this crystal orb, you can cast Scry-
scores. The cloak can’t be used this way again until ing (save DC 17) with it.
the next dawn.
Cube of Forc e
Wondrous hem. 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 ld6
expended charges daily at dawn.
Cubic Gat e
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 ld3 expended
charges daily at dawn. As a Magic action, you can
expend 1 of the cube’s charges to cast one of the fol-
lowing 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.
Daer n ’s Insta nt Fort ress to an unoccupied space outside but next to the
Wondrous item, Rare (Requires Attunement) tower. Objects in the area that aren't being worn or
As a Magic action, you can place this 1-inch carried are also pushed clear of the tower.
adamantine statuette on the ground and, using The tower is 20 feet on a side and 30 feet high,
a command word, cause it to grow rapidly into a with arrow slits on all sides and a battlement atop it.
square adamantine tower. Repeating the command Its interior is divided into two floors, with a ladder,
word causes the tower to revert to statuette form, staircase, or ramp (your choice) connecting them.
which works only if the tower is empty. Each crea- This ladder, staircase, or ramp ends at a trapdoor
ture in the area where the tower appears is pushed leading to the roof. When created, the tower has a
Dagg er of Venom
Weapon (Dagger), Rare Dark Shar d Amule t
You gain a +1 bonus to attack rolls and damage rolls Wondrous Item, Common (Requires Attunement by a
made with this magic weapon. Warlock)
You can take a Bonus Action to magically coat the This amulet is fashioned from a shard of resilient
blade with poison. The poison remains for 1 minute material originating from an otherworldly realm.
or until an attack using this weapon hits a creature. While you are wearing it, you gain the following
That creature must succeed on a DC 15 Constitution benefits.
saving throw or take 2dl0 Poison damage and have Spellcasting Focus. You can use the amulet as a
the Poisoned condition for 1 minute. The weapon Spellcasting Focus for your Warlock spells.
can’t be used this way again until the next dawn. 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
Danc ing Sword time of an action, and you make a DC 10 Intelli-
Weapon (Greatsword, Longsword, Rapier, Scimitar, or gence (Arcana) check. On a successful check, you
Shortsword), Very Rare (Requires Attunement) cast the spell. On a failed check, the spell fails, and
You can take a Bonus Action to toss this magic the action used to cast it is wasted. In either case,
weapon into the air. When you do so, the weapon You can t use this property again until you finish a
heoins to hover, flies IIN to Feet and attacks one 1 ong Rest. ____ __
Deck of Illu sio ns
Deca nter of Endles s Wat er IdlOO Illusion
*
Wondrous Item, Uncommon 01-03 Adult Red Dragon
This stoppered flask sloshes when shaken, as if it
04-06 Archmage
contains water. The decanter weighs 2 pounds.
You can take a Magic action to remove the stop- 07-09 Assassin
per and issue one of three command words, where- 10-12 Bandit Captain
upon an amount of fresh water or salt water (your 13-15 Beholder
choice) pours out of the flask. The water stops pour-
ing out at the start of your next turn. Choose from 16-18 Berserker
the following command words: 19-21 Bugbear Warrior
Splash. The decanter produces 1 gallon of water. 22-24 Cloud Giant
Fountain. The decanter produces 5 gallons of water. 25-27 Druid
Geyser. The decanter produces 30 gallons of water
that gushes forth in a Line 30 feet long and 1 foot 28-30 Erinyes
wide. If you’re holding the decanter, you can aim 31-33 Ettin
the geyser in one direction (no action required). 34-36 Fire Giant
One creature of your choice in the Line must suc-
ceed on a DC 13 Strength saving throw or take 37-39 Frost Giant
ld4 Bludgeoning damage and have the Prone con- 40-42 Gnoll Warrior
dition. Instead of a creature, you can target one 43-45 Goblin Warrior
object in the Line that isn't being worn or carried
and that weighs no more than 200 pounds. The 46-48 Guardian Naga
object is knocked over by the geyser. 49-51 Hill Giant
52-54 Hobgoblin Warrior
Deck of Ill usi ons 55-57 Incubus
Wondrous Item, Uncommon 58-60 Iron Golem
This box contains a set of cards. A full deck has 34 61-63 Knight
cards: 32 depicting specific creatures and two with 64-66 Kobold Warrior
a mirrored surface. A deck found as treasure is usu-
ally missing ld20 -1 cards. 67-69 Lich
The magic of the deck functions only if its cards 70-72 Medusa
are drawn at random. You can take a Magic action 73-75 Night Hag
to draw a card at random from the deck and throw
it to the ground at a point within 30 feet of yourself. 76-78 Ogre
An illusion of a creature, determined by rolling on 79-81 Oni
the Deck of Illusions table, forms over the thrown 82-84 Priest
card and remains until dispelled. The illusory crea-
ture created by the card looks and behaves like a 85-87 Succubus
real creature of its kind, except that it can do no 88-90 Troll
harm. While you are within 120 feet of the illusory 91-93 Veteran Warrior
creature and can see it, you can take a Magic action
to move it anywhere within 30 feet of its card. 94-96 Wyvern
Any physical interaction with the illusory crea- 97-00 The card drawer
ture reveals it to be false, because objects pass *Stat blocks for these creatures (except the card drawer) appear in
through it. A creature that takes a Study action to the Monster Manual.
visually inspect the illusory creature identifies it as
an illusion with a successful DC 15 Intelligence (In-
vestigation) 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.
OfMONOMICON
or Jgg witv
Dust of
Disappearance
Drif tg l OBE
Dust of Disap pea ranc e Constitution saving throw, taking 10d6 Necrotic
Wondrous Item, Uncommon damage on a failed save or half as much damage on
This powder resembles fine sand. There is enough a successful one.
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 Dus t of Sneez ing and Chok ing
from you have the Invisible condition for 2d4 min- Wondrous Item, Uncommon
utes. The duration is the same for all subjects, and Found in a small container, this powder resembles
the dust is consumed when its magic takes effect. Dust of Disappearance, and Identify reveals it to be
Immediately after an affected creature makes an at- such. There is enough of it for one use.
tack roll, deals damage, or casts a spell, the Invisible As a Utilize action, you can throw the dust into
condition ends for that creature. the air, forcing yourself and every creature in a 30-
foot Emanation originating from you to make a DC
15 Constitution saving throw. Constructs, Elemen-
Dust of Dryness tals. Oozes, Plants, and Undead succeed on the save
Wondrous Item, Uncommon automatically.
This small packet contains ld6 + 4 pinches of dust. On a failed save, a creature begins sneezing un-
.4s a Utilize action, you can sprinkle a pinch of the controllably; it has the Incapacitated condition and
dust over water, turning up to a 15-foot Cube of is suffocating. The creature repeats the save at the
water into one marble-sized pellet, which floats or end of each of its turns, ending the effect on itself
rests near where the dust was sprinkled. The pellet’s on a success. The effect also ends on any creature
weight is negligible. A creature can take a Utilize targeted by a Lesser Restoration spell.
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 Dwar ven Plat e
ends its magic. Armor (Half Plate or Plate Armor), Very Rare
As a Utilize action, you can sprinkle a pinch of While wearing this armor, you gain a +2 bonus to
the dust on an Elemental within 5 feet of yourself Armor Class. In addition, if an effect moves you
that is composed mostly of water (such as a Water against your will along the ground, you can take a
Elemental or a Water Weird). Such a creature Reaction to reduce the distance you are moved by
exposed to a pinch of the dust makes a DC 13 up to 10 feet.
Efreet i Bott le
Wondrous Item, Very Rare
When you take a Magic action to remove the stop-
per 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.
The first time the bottle is opened, the DM rolls
on the following table to determine what happens.
IdlO Effect
1 The efreeti attacks you. After fighting for 5
rounds, the efreeti disappears, and the bottle
loses its magic.
2-9 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 re-
moved for 24 hours. 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.
10 The efreeti understands your languages and
can cast Wish once for you. It disappears
when it grants the wish or after 1 hour, and
the bottle loses its magic.
LfMfHMl
Gems
Efreet i Chai n Energy Bow
Armor (Chain Mail or Chain Shirt), Legendary (Requires Weapon (Longbow or Shortbow), Very Rare (Requires
Attunement) Attunement)
While wearing this armor, you gain a +3 bonus to You gain a +1 bonus to attack rolls and damage rolls
Armor Class, you have Immunity to Fire damage, made with this magic weapon, which has no string.
and you know Primordial. In addition, you can Each time you pull your arm back in a firing motion,
stand on and move across molten rock as if it were a magical arrow made of golden energy appears
solid ground. nocked and ready to fire. An arrow produced by
this weapon deals Force damage instead of Pierc-
ing damage on a hit, and it disappears after it hits
Elemen tal Gem or misses its target. Until it disappears, the arrow
Wondrous Item, Uncommon emits Bright Light in a 20-foot radius and Dim Light
This gem contains a mote of elemental energy. for an additional 20 feet.
When you take a Utilize action to break the gem, an This weapon has the following additional
elemental is summoned (see the Monster Manual for properties.
its stat block), and the gem ceases to be magical. The Arrow of Restraint. Whenever you use this
elemental appears in an unoccupied space as close weapon to make a ranged attack against a creature,
to the broken gem as possible, understands your you can try to restrain the target instead of deal-
languages, obeys your commands, and takes its turn ing damage to it. If the arrow hits, the target must
immediately after you on your Initiative count. The succeed on a DC 15 Strength saving throw or have
elemental disappears after 1 hour, when it dies, or the Restrained condition for 1 minute. As an action,
when you dismiss it as a Bonus Action. The type of a creature Restrained by an arrow can make a DC
gem determines the elemental, as shown in the fol-
lowing table.
Gem Summoned Elemental
Blue sapphire Air Elemental
Emerald Water Elemental
Red corundum Eire Elemental
Yellow diamond Earth Elemental
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.
Eyes of Minut e Seeing The creature exists for a duration specific to each
Wondrous Item, Uncommon figurine. At the end of the duration, the creature
reverts to its figurine form. It reverts to a figurine
These crystal lenses fit over the eyes. While wear- early if its creature form drops to 0 Hit Points or
ing them, your vision improves significantly out to a if you take a Magic action while touching the crea-
range of 1 foot, granting you Darkvision within that ture to make it revert to figurine form. When the
range and Advantage on Intelligence (Investigation) creature becomes a figurine again, its property can’t
checks made to examine something within that be used again until a certain amount of time has
range. passed, as specified in the figurine’s description.
Bronze Griffon (Rare). This bronze statuette is of a
griffon rampant. It can become a Griffon for up to 6
Eyes of the Eagl e
hours. Once it has been used, it can’t be used again
Wondrous item. Uncommon until 5 days have passed.
These crystal lenses fit over the eyes. While wear- Ebony Fly (Rare). This ebony statuette, carved in
ing them, you have Advantage on Wisdom (Per- the likeness of a horsefly, can become a Giant Fly
ception) checks that rely on sight. In conditions of (see the accompanying stat block) for up to 12 hours
clear visibility, you can make out details of even and can be ridden as a mount. Once it has been
extremely distant creatures and objects as small as used, it can't be used again until 2 days have passed.
2 feet across. Golden Lions (Rare). These gold statuettes of lions
are always created in pairs. You can use one fig-
urine or both simultaneously. Each can become a
Figu rine of Wondro us Powe r Lion for up to I hour. Once a lion has been used, it
Wondrous Item, Rarity Varies can't be used again until 7 days have passed.
A Figurine of Wondrous Power is a statuette small -------------- --------- --------------------- —=--------=----------
enough to fit in a pocket. If you take a Magic ac- Giant Fly
tion to throw the figurine to a point on the ground Large Beast, Unaligned
within 60 feet of yourself, the figurine becomes a
living creature specified in the figurine’s description AC 11 Initiative +1 (11)
below. If the space where the creature would appear HP 19 (3dl0 + 3)
is occupied by other creatures or objects, or if there Speed 30 ft.. Fly 60 ft.
MOO SAVE MOD SAVE MOO SAVE
isn’t enough space for the creature, the figurine
Str 14 +2 +2 Dex 13 +1 +1 Con 13 +1 +1
doesn't become a creature.
The creature is Friendly to you and your allies. Int 2 -4 -4 Wis 10 +0 +0 Cha 3 -4 -4
It understands your languages, obeys your com- Senses Darkvision 60 ft.. Passive Perception 10
mands, and takes its turn immediately after you on Languages None
your Initiative count. If you issue no commands, the CR 0 (XP 0; PB +2)
creature defends itself but takes no other actions.
GlOvCJ OF
Missile Snak ing
Ga u n tle ts of
Oaae Powes
Gem of
See in g
Glov es of
Thie ve ry j
Uu
*
i
Goggl e s of
Nrcwr
Hat or
Di souise
Hat or
WtlAHOBV
t~IOIV /9vFNCf«
(GaeATiwoRoj
Tc lc oort a tion
aren’t being worn or carried take 10d8 Thunder Horsesh oes of a Zeph yr
damage. Wondrous Item, Very Rare
Each use of the horn’s magic has a 20 percent
These horseshoes come in a set of four. As a Magic
chance of causing the horn to explode. The ex-
action, you can touch one of the horseshoes to the
plosion deals 10d6 Force damage to the user and
hoof of a horse or similar creature, whereupon the
destroys the horn.
horseshoe affixes itself to the hoof. Removing a
horseshoe also takes a Magic action.
Horn of Silent Alar m
While all four shoes are affixed to the hooves of
Wondrous Item, Common a horse or similar creature, they allow the creature
to move normally while floating 4 inches above a
This horn has 4 charges and regains ld4 expended surface. This effect means the creature can cross
charges daily at dawn. As a Magic action, you can or stand above nonsolid or unstable surfaces, such
blow the horn while expending 1 charge. One crea- as water or lava. The creature leaves no tracks and
ture of your choice hears the horn’s blare, provided ignores Difficult Terrain. In addition, the creature
that creature is within 600 feet of the horn. No can travel for up to 12 hours a day without gaining
other creature hears the horn. Exhaustion levels from extended travel.
Ho Bn of
Bla st ing
Iron Flas k
Jav uli n or
LIGHTNING
j """ -1 —- -----
Lan ter n or
Revea ling
Each time you make an attack roll with this magic Lock of Trick ery
weapon and hit, you can have it deal Lightning dam- Wondrous Item, Common
age instead of Piercing damage. This lock appears to be an ordinary Lock (of the
Lightning Bolt. When you throw this weapon at a type described in chapter 6 of the Player's Handbook)
target no farther than 120 feet from you, you can and comes with a single key. The tumblers in this
forgo making a ranged attack roll and instead turn lock magically adjust to thwart burglars. Dexterity
the weapon into a bolt of lightning. This bolt forms checks made to pick the lock have Disadvantage.
a 5-foot-wide Line between you and the target. The
target and each other creature in the Line (exclud-
ing you) makes a DC 13 Dexterity saving throw, tak- Luck Bla de
ing 4d6 Lightning damage on a failed save or half Weapon (Glaive, Greatsword, Longsword, Rapier,
as much damage on a successful one. Immediately Scimitar, Sickle, or Shortsword), Legendary (Requires
after dealing this damage, the weapon reappears in Attunement)
your hand. This property can’t be used again until You gain a +1 bonus to attack rolls and damage rolls
the next dawn. made with this magic weapon. While the weapon is
on your person, you also gain a +1 bonus to saving
throws.
Keogh tom ’s Ointm ent
Luck. If the weapon is on your person, you can call
Wondrous Item, Uncommon on its luck (no action required) to reroll one failed
This glass jar, 3 inches in diameter, contains ld4 * 1 D20 Test if you don't have the Incapacitated condi-
doses of a thick mixture that smells faintly of aloe. tion. You must use the second roll. Once used, this
The jar and its contents weigh 1/2 pound. property can’t be used again until the next dawn.
As a Utilize action, you can swallow one dose of Wish. The weapon has ld3 charges. While holding
the ointment or apply it to a creature within 5 feet it. you can expend 1 charge and cast Wish from it.
of yourself. The creature that receives it regains Once used, this property can’t be used again until
2d8 + 2 Hit Points and ceases to have the Poisoned the next dawn. The weapon loses this property if it
condition. has no charges.
this weapon, the target takes an extra 7 Bludgeon- Wondrous Item, Rare (Requires Attunement)
ing damage, or 14 Bludgeoning damage if it's a You have Advantage on saving throws against spells
Construct. If a Construct has 25 Hit Points or fewer while you wear this cloak.
after taking this damage, it is destroyed.
Manu al of Bodil y Heal th Manu al of Gol ems
Wondrous Item, Very Rare Wondrous Item, Very Rare
This book contains health and nutrition tips, and This tome contains information and incantations
its words are charged with magic. If you spend 48 necessary to make a particular type of golem. The
hours over a period of 6 days or fewer studying the DM chooses the type or determines it randomly by
book’s contents and practicing its guidelines, your rolling on the accompanying table. To decipher and
Constitution increases by 2, to a maximum of 30. use the manual, you must be a spellcaster with at
The manual then loses its magic but regains it in a least two level 5 spell slots. A creature that can’t use
century. a Manual of Golems and attempts to read it takes 6d6
Psychic damage.
To create a golem, you must spend the time shown
Manu al of Gain fu l Exerci se on the table, working without interruption with the
Wondrous Item, Very Rare manual at hand and resting no more than 8 hours
This book describes fitness exercises, and its words per day. You must also pay the specified cost to pur-
are charged with magic. If you spend 48 hours over chase supplies.
a period of 6 days or fewer studying the book's con- Once you finish creating the golem, the book is
tents and practicing its guidelines, your Strength in- consumed in eldritch flames. The golem becomes
creases by 2, to a maximum of 30. The manual then animate when the ashes of the manual are sprinkled
loses its magic but regains it in a century. on it. See the Monster Manual for the golem’s stat
block. The golem is under your control, and it un-
derstands and obeys your commands.
ld20 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
Man ua l
19-20 Stone Golem 90 days 80,000 GP
of Go lem s
(.Cl av )
Man ua l of
Go ic mj (Flesh )
i'i ;■
L-J. ■ | .
Man ua l of
&QOiLY titALVH
Man ua l of
Golc ms (Iro n)
Man ua l of
Golem s (Stone)
Manua l of
Quickness of
Acti on
286
You can take a Magic action to close a Portable
Hole by taking hold of the edges of the cloth and Pot ion of Compr ehensi on
folding it up. Folding the cloth closes the hole, and Potion, Common
any creatures or objects within remain in the ex-
tradimensional space. No matter what's in it, the When you drink this potion, you gain the effect of
hole weighs next to nothing. the Comprehend Languages spell for 1 hour.
If the hole is folded up, a creature within the hole's This potion’s liquid is a clear concoction with bits
extradimensional space can take an action to make of salt and soot swirling in it.
a DC 10 Strength (Athletics) check. On a successful
check, the creature forces its way out and appears
Pot io n of Diminu tio n
within 5 feet of the Portable Hole. A closed Portable
Potion, Rare
Hole holds enough air for 1 hour of breathing, di-
vided by the number of breathing creatures inside. When you drink this potion, you gain the “reduce”
Placing a Portable Hole inside an extradimensional effect of the Enlarge/Reduce spell for ld4 hours (no
space created by a Bag of Holding, Heward's Handy Concentration required).
Haversack, or similar item instantly destroys both The red in the potion’s liquid continuously con-
items and opens a gate to the Astral Plane. The gate tracts to a tiny bead and then expands to color the
originates where the one item was placed inside the clear liquid around it. Shaking the bottle fails to
other. Any creature within 10 feet of the gate and interrupt this process.
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 Pot ion of Fire Brea th
can't be reopened. Potion, Uncommon
After drinking this potion, you can take a Bonus
Action to exhale fire at a target within 30 feet of
Pot ion of Anima l Frien dship yourself. The target makes a DC 13 Dexterity saving
Potion, Uncommon throw, taking 4d6 Fire damage on a failed save or
When you drink this potion, you can cast the level Z half as much damage on a successful one. The effect
version of the Animal Friendship spell (save DC 13). ends after you exhale the fire three times or when 1
Agitating this potion’s muddy liquid brings little hour has passed.
bits into view: a fish scale, a hummingbird feather, a This potion’s orange liquid flickers, and smoke fills
cat claw, or a squirrel hair. the top of the container and wafts out whenever it
is opened.
£*■ ---------------------------------------------------- -----------
Pot ion of Cla irvoy anc e
Potion, Rare Pot io n of Fly ing
Potion, Very Rare
When you drink this potion, you gain the effect of
the Clairvoyance spell (no Concentration required). When you drink this potion, you gain a Fly Speed
An eyeball bobs in this potion's yellowish liquid equal to your Speed for 1 hour and can hover. If
but vanishes when the potion is opened. 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
Pot io n of Climb ing container and has cloudy white impurities drifting
Potion, Common in it.
When you drink this potion, you gain a Climb
Speed equal to your Speed for 1 hour. During this
Pot ion of Gaseou s Form
time, you have Advantage on Strength (Athletics)
Potion, Rare
checks to climb.
This potion is separated into brown, silver, and When you drink this potion, you gain the effect of
gray layers resembling bands of stone. Shaking the the Gaseous Form spell for 1 hour (no Concentration
bottle fails to mix the colors. 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.
Qu a r tc r sta ff
or rue Acr obat
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.
Drawbacks. A Light spell cast on the robe or a Day-
light 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 Sta rs
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 por-
tion. 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, ld6 removed stars reap-
pear 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 re-
main there until you take a Magic action to return Robe of Usefu l Item s
to the plane you were on. You reappear in the last Wondrous Item, Uncommon
space you occupied or, if that space is occupied, the
nearest unoccupied space. 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,
Robe of the Archma gi causing it to become the object or creature it rep-
Wondrous item. Legendary (Requires Attunement by a resents. Once the last patch is removed, the robe
Sorcerer, Warlock, or Wizard) becomes an ordinary garment.
The robe has two of each of the following patches:
This elegant garment is made from exquisite cloth
and adorned with runes. • Bullseye Lantern (filled and lit)
You gain these benefits while wearing the robe. • Dagger
Armor. If you aren’t wearing armor, your base • Mirror
Armor Class is 15 plus your Dexterity modifier. • Pole
Magic Resistance. You have Advantage on saving • Rope (coiled)
throws against spells and other magical effects. • Sack
War Mage. Your spell save DC and spell attack bo- In addition, the robe has 4d4 other patches. The DM
nus each increase by 2. chooses the patches or determines them randomly
by rolling on the following table.
can place on the ground within 10 feet of Rod, Very Rare (Requires Attunement)
yourself This rod has the following properties.
Alertness. While holding the rod, you have
60-68 4 Potions of Healing
Advantage on Wisdom (Perception) checks and on
69-75 Rowboat (12 feet long) Initiative rolls.
76-83 Spell Scroll containing one spell of level 1, 2, Spells. While holding the rod, you can cast the fol-
or 3 (your choice) lowing spells from it:
84-90 2 Mastiffs - Detect Evil and Good
- Detect Magic
91-96 Window (2 feet by 4 feet, up to 2 feet deep),
- Detect Poison and Disease
which you can place on a vertical surface - See In visibility
you can reach
Protective Aura. As a Magic action, you can plant
97-00 Portable Ram the haft end of the rod in the ground, whereupon
p,---------------------------------------------------- — the rod’s head sheds Bright Light in a 60-foot radius
and Dim Light for an additional 60 feet. While
Rod of Absorp tion in that Bright Light, you and your allies gain a +1
Rod, Very Rare (Requires Attunement) bonus to Armor Class and saving throws and can
While holding this rod, you can take a Reaction to sense the location of any Invisible creature that is
absorb a spell that is targeting only you and doesn't also in the Bright Light.
create an area of effect. The absorbed spell's effect is The rod’s head stops glowing and the effect ends
canceled, and the spell’s energy—not the spell itself— after 10 minutes or when a creature takes a Magic
is stored in the rod. The energy has the same level action to pull the rod from the ground. Once used,
as the spell when it was cast. A canceled spell dissi- this property can’t be used again until the next
pates with no effect, and any resources used to cast dawn.
Rop e of Mendi ng
Wondrous Item, Common
This 50-foot coil of rope can repair itself when cut
into any number of smaller pieces. As a Magic ac-
tion, 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 can take a Reaction to expend 1 charge and turn
Wondrous Item, Common (Requires Attunement by a the failed save into a successful one. The scarab
Spellcaster) crumbles into powder and is destroyed when its last
Etched with eldritch runes, this 1-inch-diameter charge is expended.
ruby allows you to use a Simple or Martial weapon Spell Resistance. You have Advantage on saving
as a Spellcasting Focus for your spells. For this throws against spells.
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 Scimi tar of Speed
unless you detach it as a Magic action, the weapon Weapon (Scimitar), Very Rare (Requires Attunement)
is destroyed, or your Attunement to the ruby ends. You gain a >2 bonus to attack rolls and damage rolls
p---------------------------------------- —---------- — made with this magic weapon. In addition, you can
make one attack with it as a Bonus Action on each
Sad dle of the Cava li er of your turns.
Wondrous Item, Uncommon
This saddle confers the following benefits while you
are seated in it and astride a mount. Scro ll of Prot ect ion
Protected Mount. Attack rolls against the mount Scroll, Rare
have Disadvantage. Each Scroll of Protection works against creatures of
Secure Rider. You can’t be dismounted against a specific creature type chosen by the DM or deter-
your will. This property is suppressed while you mined by rolling on the following table.
have the Incapacitated condition.
IdlOO Creature Type IdlOO Creature Type
01-10 Aberrations 51-60 Fey
Sca rab of Prot ect ion
11-15 Beasts 61-70 Fiends
Wondrous Item, Legendary (Requires Attunement)
16-20 Celestials 71-75 Giants
This beetle-shaped medallion provides three bene-
fits while it is on your person. 21-25 Constructs 76-80 Monstrosities
Defense. You gain a +1 bonus to Armor Class. 26-35 Dragons 81-85 Oozes
Preservation. The scarab has 12 charges. If you 36-45 Elementals 86-SO Plants
fail a saving throw against a Necromancy spell or
a harmful effect originating from an Undead, you 46-50 Humanoids 91-00 Undead
Slippe rs or
Spide r Clim bing
Soverei gn
Glut
Spirit Boar d
Wondrous Item, Very Rare
Copying a Scroll into a Spellbook. A Wizard spell
on a Spell Scroll can be copied into a spellbook. This ornate wooden board has the letters of the
When a spell is copied in this way, the copier must Common alphabet printed on one side, alongside
succeed on an Intelligence (Arcana) check with a the words “Yes” and “No" and symbols representing
DC equal to 10 plus the spell’s level. On a successful “Weal" and "Woe." The board comes with a heart-
check, the spell is copied. Whether the check suc- shaped, wooden planchette. This planchette must
ceeds or fails, the Spell Scroll is destroyed. 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
Sphe re of Anni hil ati on charge daily at dawn. While touching the planch-
Wondrous Item, Legendary ette, you can take 1 minute to cast one of the spells
on the table below. The table indicates how many
This 2-foot-diameter black sphere is a hole in the
charges you must expend to cast the spell. As you
multiverse, hovering in space and stabilized by a
cast the spell, you call on the spirits of the dead to
magical field surrounding it.
guide the planchette across the board’s surface,
The sphere obliterates all matter it passes through
answering your questions by pointing to the letters
and all matter that passes through it. Artifacts are
or words on the board.
the exception. Unless an Artifact is susceptible
to damage from a Sphere of Annihilation, it passes Spell ChargeCost
through the sphere unscathed. Anything else that Augury 1
touches the sphere but isn't wholly engulfed and
Commune Z
obliterated by it takes 8dl0 Force damage.
Controlling the Sphere. A Sphere of Annihilation is
stationary until someone takes control of it. If you
Staf f of Adornmen t
are within 60 feet of a sphere, you can take a Magic
action to make a DC 25 Intelligence (Arcana) check. Staff, Common
On a successful check, you control the sphere until If you place a Tiny object weighing no more than 1
the start of your next turn, and if it was under an- pound (such as a shard of crystal, an egg, or a stone)
other creature’s control, that creature loses control above the tip of this staff while holding it, the object
Sta ff of Charmi ng
Staff, Rare (Requires Attunement by a Bard, Cleric,
Druid, Sorcerer, Warlock, or Wizard)
This staff has 10 charges. While holding the staff, Sta ff of Fire
you can use any of its properties: Staff, Very Rare (Requires Attunement by a Druid,
Sorcerer, Warlock, or Wizard)
Cast Spell. You can expend 1 of the staff’s charges
to cast Charm Person, Command, or Comprehend You have Resistance to Fire damage while you hold
Languages from it using your spell save DC. this staff.
Reflect Enchantment. If you succeed on a saving Spells. The staff has 10 charges. While holding the
throw against an Enchantment spell that targets staff, you can cast one of the spells on the following
only you, you can take a Reaction to expend 1 table from it, using your spell save DC. The table in-
charge from the staff and turn the spell back on dicates how many charges you must expend to cast
its caster as if you had cast the spell. the spell.
Resist Enchantment. If you fail a saving throw Charge Charge
against an Enchantment spell that targets only Spell Cost Spell Cost
you, you can turn your failed save into a success- Burning Hands 1 Wall of Fire 4
ful one. You can’t use this property of the staff
again until the next dawn. Fireball 3
Regaining Charges. The staff regains ld8 ♦ 2 ex- Regaining Charges. The staff regains ld6 + 4 ex-
pended charges daily at dawn. If you expend the last pended charges daily at dawn. If you expend the
charge, roll ld20. On a 1, the staff crumbles to dust last charge, roll ld20. On a 1, the staff crumbles into
and is destroyed. cinders and is destroyed.
SwORO OF
S»4RBNESS
(GReATSWOROJ
Talism an of
Ul TlMArf Evil
Talisma n of
rue Spues e
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 be-
longed 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 Ne-
crotic 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
2dl2 Necrotic damage on a hit.
Random Properties. The Wand of Orcus has the Destroying the Wand. Destroying the Wand of Or-
following random properties (see “Artifacts" in this cus requires that it be taken to the Positive Energy
chapter): Plane by the ancient hero whose skull surmounts
it. For this to happen, the long-lost hero must first
- 2 minor beneficial properties
be restored to life—no easy task, given the fact that
• 1 major beneficial property
Orcus has imprisoned the hero’s soul and keeps it
- 2 minor detrimental properties
hidden and well guarded.
• 1 major detrimental property
Bathing the wand in positive energy (such as that
The detrimental properties of the Wand of Orcus are which permeates the Positive Plane) causes it to
suppressed while the wand is attuned to Orcus. crack and explode, but unless the above conditions
Protection. You gain a *3 bonus to Armor Class are met, the wand instantly re-forms on Orcus’s
while holding the wand. layer of the Abyss.
Spells. The wand has 7 charges and regains ld4 + 3
expended charges daily at dawn. While holding
the wand, you can cast one of the spells on the Wand of Par al ysis
following table from it (save DC 18). The table indi- Wand, Rare (Requires Attunement by a Speilcaster)
cates how many charges you must expend to cast This wand has 7 charges. While holding it, you can
the spell. take a Magic action to expend 1 charge to cause a
Spell Charge Cost thin blue ray to streak from the tip toward a crea-
Animate Dead 1
ture you can see within 60 feet of yourself. The
target must succeed on a DC 15 Constitution saving
Blight 2 throw or have the Paralyzed condition for 1 minute.
Circle of Death 3 At the end of each of the target’s turns, it repeats
Finger of Death 3
the save, ending the effect on itself on a success.
Regaining Charges. The wand regains ld6 + 1
Power Word Kill 4 expended charges daily at dawn. If you expend
Speak with Dead 1 the wand's last charge, roll ld20. On a 1, the wand
crumbles into ashes and is destroyed.
While attuned to the wand, Orcus or a follower
blessed by him can cast each of the wand’s spells p—--------------------------------------------------- -----------
using 2 fewer charges (minimum of 0). Wand of Poly morp h
Call Undead. While holding the wand, you can Wand, Very Rare (Requires Attunement by a Spellcaster)
take a Magic action to conjure 15 Skeletons and
This wand has 7 charges. While holding it. you can
15 Zombies. These Undead magically rise up from
expend 1 charge to cast Polymorph (save DC 15)
the ground or otherwise form in unoccupied spaces
from it.
within 300 feet of you and obey your commands
Regaining Charges. The wand regains ld6 + 1
until they are destroyed or until the next dawn,
expended charges daily at dawn. If you expend
when they collapse into inanimate piles of bones
the wand’s last charge, roll ld20. On a 1, the wand
and rotting corpses. Once you use this property,
crumbles into ashes and is destroyed.
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. Wand of Pyro tec hnics
These Undead don’t perish at dawn the following Wand, Common
day, remaining until Orcus dismisses them.
Sentience. The Wand of Orcus is a sentient Chaotic This wand has 7 charges. While holding it, you can
Evil item with an Intelligence of 16, a Wisdom of 12, take a Magic action to expend 1 charge and create a
and a Charisma of 16. It has hearing and Darkvision harmless burst of multicolored light at a point you
out to 120 feet. can see up to 120 feet away. The burst of light is
The wand communicates telepathically with its accompanied by a crackling noise that can be heard
wielder and speaks Abyssal and Common. up to 300 feet away. The light is as bright as a torch
Personality. The wand’s purpose is to help satisfy flame but lasts only a second.
Orcus’s desire to slay everything in the multiverse. Regaining Charges. The wand regains ld6 + 1
The wand is cruel, nihilistic, and bereft of humor. expended charges daily at dawn. If you expend
To further Orcus’s goals, the wand feigns devotion the wand’s last charge, roll ld20. On a 1, the wand
to its current user and makes grandiose promises erupts in a harmless pyrotechnic display and is
that it has no intention of fulfilling, such as vowing destroyed.
to help its user overthrow Orcus.
Magic Item s 66
65- Rope of Mending 33 Hat of Disguise
Use the tables in this section to 68
67- Ruby of the War Mage 34 Headband of Intellect
randomly determine magic items 82
69- Spell Scroll (cantrip or 35 Helm of Comprehending
the characters find in your adven- level 1 spell) Languages
tures. The tables are sorted first
83-84 Staff of Adornment 36 Helm of Telepathy
by treasure theme (as described
in the Monster Manual), and then 86
85- Staff of Birdcalls 37 Immovable Rod
by item rarity. If an item isn't as- 87-89 Staff of Flowers 38 Lantern of Revealing
sociated with a theme, roll ld4 to
90-
92 Talking Doll 39 Medallion of Thoughts
decide which table to roll on next:
on a 1, roll on the Arcana tables; 94
93- Tankard of Sobriety 40 Mithral Armor
on a 2. Armaments; on a 3, Imple- 95-
97 Wand of Conducting 41-42 Necklace ofAdaptation
ments; and on a 4, Relics.
98-00 Wand of Pyrotechnics 43 Oil of Slipperiness
Arcana Table s ___ 44 Pearl of Power
Arcana —Unc ommon
45 Periapt of Health
Arcana —Common IdlOO Item
IdlOO Item 47
46- Philter of Love
01 Amulet of Proofagainst
01 -02 Bead of Nourishment 49
48- Potion ofAnima!
Detection and Location
Friendship
03-04 Bead of Refreshment 02 Baba Yaga’s Dancing
50-51 Potion of Fire Breath
05-07 Candle of the Deep Broom
53
52- Potion of Giant Strength
08-10 Cloak of Billowing 03-05 Bag of Holding
(hill)
11-
13 Cloak of Many Fashions 06-07 Bag of Tricks
55
54- Potion of Growth
15
14- Clothes of Mending 08 Brooch of Shielding
56-57 Potion of Poison
17
16- Dark Shard Amulet 09 Broom of Flying
58-
59 Potion of Resistance
18-
19 Enduring Spellbook 10 Cap of Water Breathing
60-
61 Potion of Water Breathing
20-
21 Ersatz Eye 11 Circlet of Blasting
62 Quaal's Feather Token
22-
24 Hat of Vermin 12-
13 Cloak of Protection (anchor, fan, or tree)
25-27 Hat of Wizardry 14 Cloak of the Manta Ray 63 Ring of Mind Shielding
29
28- Heward's Handy Spice 15 Decanter of Endless Water
64-65 Robe of Useful Items
Pouch 16 Deck of Illusions
67
66- Rod of the Pact Keeper, +1
30-
31 Horn of Silent Alarm 18
17- Driftglobe
69
68- Rope of Climbing
32-
33 Instrument of Illusions 19-
20 Dust of Disappearance 70 Saddle of the Cavalier
34-
35 Instrument of Scribing 21 Dust of Dryness
72
71- Sending Stones
36-37 Lock of Trickery 22 Dust of Sneezing and 73-74 Slippers of Spider Climbing
40
38- Mystery Key Choking
75-
82 Spell Scroll (level 2 or 3
41-
42 Orb of Direction 23-
24 Elemental Gem
spell)
44
43- Orb of Time 25 Enspelled Staff (cantrip or
83 Staff of the Adder
46
45- Perfume of Bewitching level 1 spell)
84 Staff of the Python
49
47- Pipe of Smoke Monsters 26 Eversmoking Bottle
88
85- Wand of Magic Detection
52
50- Potion of Climbing 27 Eyes of Charming
89-91 Wand of Magic Missiles
53-
55 Potion of Comprehension 28 Eyes of Minute Seeing
92-
93 Wand of Secrets
56-58 Pot ofAwakening 29-
30 Figurine of Wondrous
95
94- Wand of the War Mage, +1
Power (silver raven)
60
59- Prosthetic Limb 97
96- Wand of Web
31 Gem of Brightness
61-
64 Rival Coin 98-99 Wind Fan
32 Hag Eye
00 Winged Boots
29-31 Mace of Disruption 31-35 Manual of Bodily Health 91-00 Talisman of Ultimate Evil
32-
34 Mace of Smiting 43
36- Potion of Healing
(supreme)
35-37 Mace of Terror
38-40 Necklace of Prayer Beads
Bastions
A
Bast ion is a lo ca ti on th at bel ongs them—a Paladin’s Bastion might be similar to a Cler-
to a player character, a home, a stronghold, ic’s shrine but as fortified as a Fighter’s stronghold.
— —*. and a place of power that the character And multiple characters can combine their Bastions
develops over the course of a campaign. A Bas- to form a single large structure (see “Bastion Map").
tion offers a character temporary refuge from the Every Bastion has facilities that serve basic needs
dangerous world of adventuring, and it provides as well as special ones, such as libraries, menageries,
opportunities for a character to craft magic items, and workshops (see “Basic Facilities” and “Special
conduct research, harvest poisons, build ships, and Facilities”).
carry out a range of other activities.
As DM, you decide whether Bastions are avail- Bastion Turns
able in a campaign. Bastions are best suited to As time passes in the campaign, players take Bas-
campaigns that allow characters to return to their tion turns to reflect the activity occurring in their
Bastions during intervals when they’re not actively Bastions, whether or not the characters are present.
adventuring. Not every character needs to have On a Bastion turn, a character can issue orders to
a Bastion. It's fine for some players in your cam- the special facilities in their Bastion or issue the
paign to opt in to Bastion ownership and others to Maintain order to the entire Bastion (see "Orders”).
opt out.
There’s no need to choose between going on ad- Freque ncy of Bastion TYtrns _____
ventures and commanding a Bastion; a character By default, a Bastion turn occurs every 7 days of
can do both at once. A Bastion has special facilities in-game time. Here are common examples of players
that generate benefits, and these facilities can also taking one or more Bastion turns:
undertake projects while the character is otherwise
occupied. ■ The characters are on a long journey away from
Most importantly, a Bastion is a creative play- their Bastions. After the characters have been
ground for a player and a shared storytelling space away for 7 days, you might say, “Time for a
in the campaign. Be as permissive as you can with Bastion turn. Since you’re not there, we’ll assume
the stories players tell in their Bastions, but players you issue the Maintain order for your Bastions."
should know their control might be limited by the Then roll for events as described in the “Bastion
campaign’s larger story, which you strive to make Events" section in this chapter.
fun for everyone. - The characters spend 7 days or more in their
Bastions between adventures. You might say,
Gaining a Bastion “You have six weeks to spend in your Bastions, Go
ahead and resolve six Bastion turns.”
If you allow Bastions in your campaign, characters
• The characters return to their Bastions in the
acquire their Bastions when they reach level 5. You
midst of an adventure. You might say, “You have
and the players can decide together how these Bas-
just enough time to take a Bastion turn before you
tions come into being. A character might inherit or
leave again in the morning.”
receive a parcel of land on which to build their Bas-
• The characters are adventuring near their Bas-
tion (see “Marks of Prestige" in chapter 3), or they
tions and resting in their Bastions at night. You
might take a preexisting structure and refurbish
might say, “It’s been a week since your last Bastion
it. It’s fair to assume that work has been going on
turn, so you can take one now."
behind the scenes of the campaign during a char-
acter’s early adventuring career, so the Bastion is You can slow the frequency of Bastion turns to bet-
ready when the character reaches level 5. ter serve the needs of your players and your cam-
The shape, style, and function of a character’s paign. For example, if the characters have months
Bastion are up to the player to determine. For ex- between adventures, you can call for a Bastion turn
ample, a Wizard might build a tower, a Cleric might every month instead of every 7 days, so the char-
establish a shrine, a Fighter might build a fortified acters aren’t issuing so many orders or reaping too
keep or similar stronghold, and a Rogue might many benefits at once.
establish a guildhall or lodge. Characters of other
classes might choose one of these forms or combine
Orders
Arca ne Stu dy
On a Bastion turn, a character in their Bastion can Level 5 Bastion Facility
issue special orders—called Bastion orders—to one
or more of their Bastion’s special facilities. A char- Prerequisite: Ability to use an Arcane Focus or tool as
acter needn't issue orders to all the special facilities a Spellcasting Focus
in their Bastion on a given Bastion turn. Space: Roomy
The Maintain order is unusual; it is issued to the Hirelings: 1
whole Bastion rather than to one or more special Order: Craft
facilities. If a character isn't in their Bastion on a An Arcane Study is a place of quiet research that
given Bastion turn, the Bastion acts as though it contains one or more desks and bookshelves.
were issued the Maintain order on that turn unless Arcane Study Charm. After spending a Long Rest
the owner can communicate with the Bastion hire- in your Bastion, you gain a magical Charm (see
lings using the Sending spell or similar magic. "Supernatural Gifts” in chapter 3) that lasts for 7
The orders are as follows: days or until you use it. The Charm allows you to
Craft. Hirelings in the special facility craft an item cast Identify without expending a spell slot or using
that can be made in that facility. During the time Material components. You can’t gain this Charm
required to craft an item, the facility can't be used again while you still have it.
to craft anything else, even if a special ability al- Craft Options. When you issue the Craft order to
lows the facility to carry out two orders at once. this facility, choose one of the following options:
The hirelings have proficiencies with Artisan's Craft: Arcane Focus. You commission the facility’s
Tools as specified in the facility’s description. hireling to craft an Arcane Focus. The work takes
Empower. The special facility confers a temporary 7 days and costs no money. The Arcane Focus re-
empowerment to you or someone else. mains in your Bastion until you claim it.
Harvest. Hirelings gather a resource produced in Craft: Book. You commission the facility's hireling
the special facility. During the time required to to craft a blank book. The work takes 7 days and
harvest a resource, the facility can't be used to costs you 10 GP. The book remains in your Bas-
harvest anything else, even if a special ability al- tion until you claim it.
lows the facility to carry out two orders at once. Craft: Magic Item (Arcana). If you are level 9+, you
Maintain. All the Bastion's hirelings focus on main- can commission the facility's hireling to craft a
taining the Bastion rather than executing orders Common or an Uncommon magic item chosen by
in special facilities. Issuing this order prohibits you from the Arcana tables in chapter 7. The facil-
other orders from being issued to the Bastion on ity has the tool required to craft the item, and the
the current Bastion turn. Each time the Maintain hireling has proficiency with that tool as well as
order is issued, the DM rolls once on the Bastion proficiency in the Arcana skill. See the “Crafting
Events table at the end of this chapter. Bastion Magic Items” section in chapter 7 for the time and
events are resolved before the next Bastion turn. money that must be spent to craft the item. If the
Recruit. Hirelings recruit creatures to the Bastion. item allows its user to cast any spells from it, you
These creatures might include one or more Bas- must craft the item yourself (the facility's hireling
tion Defenders, whose main purpose is to defend can assist), and you must have all those spells pre-
the Bastion if it is attacked (see “Bastion Events" pared every day you spend crafting the item.
at the end of this chapter). The Bastion generates
enough income to provide for the needs of its Bas-
tion Defenders.
Garden Type s
Garden Type Description Harvest
Decorative Aesthetically pleasing garden full of flowers Ten exquisite floral bouquets (worth 5 GP each),
and topiaries. ten vials of Perfume, or ten Candles
Food Garden of delicious mushrooms or 100 days worth of Rations
vegetables
Herb Garden of rare herbs, some of which have Herbs that are used to create either ten Healer’s
medicinal uses Kits or one Potion of Healing
Poison Garden stocked with plants and fungi from Plants that are used to create either two vials of
which poisons and antitoxin can be extracted Antitoxin or one vial of Basic Poison
ORDER: ORDER:
HIRELINGS: HIRELINGS:
NOTES NOTES
ORDER: ORDER:
HIRELINGS: HIRELINGS:
NOTES NOTES
ORDER: ORDER:
HIRELINGS: HIRELINGS:
NOTES NOTES
JOY ANG
TM & © 2024 Wizards of the Coast LLC. Permission is granted to photocopy this page for personal use.
APPENDIX A
Lore Glossary
This appendix provides brief descriptions for many and his eyes now glow with demonic flame. A secre-
of the D&D game’s most famous heroes, villains, tive cult of Ashardalon's followers and spawn serves
creatures, locations, and materials. (If something him on the Material Plane, furthering the dragon’s
isn’t listed here, check the index to see whether it’s schemes to attain godhood.
covered elsewhere in the book.) The entries are pre-
sented in alphabetical order. Baba Yag a
Terms in bold have their own entries in this Baba Yaga (BAH-bah YAH-gah) is an arch-hag known
appendix. as the Mother of All Witches. She is also the
adoptive mother of Iggwilv. Baba Yaga is famous
ACERERAK for her chicken-legged hut, in which she travels
Acererak (ah-SAlR-er-rack) is a powerful lich who across the planes of the multiverse. This impatient,
travels between worlds and takes pleasure in de- foul-tempered hag is a font of knowledge about all
vouring the souls of adventurers, whom he lures things magical.
into trap-ridden dungeons to suffer horrible deaths.
The most famous of such dungeons is the Tomb of Baham ut
Horrors, hidden in the Vast Swamp in the Grey- Bahamut (ba-HA-mutt) is one of the primordial
hawk setting (see “Greyhawk Gazetteer" in chapter dragons who (along with Tiamat) is said to have
5): another lies under the lost city of Omu in the created the First World. For practical purposes, he
jungles of Chult in the Forgotten Realms setting is a god—ageless and immortal—who has dwelled in
(described in the adventure Tomb of Annihilation). Mount Celestia (see chapter 6) since the destruc-
tion of the First World. In the Dragonlance setting,
Adama ntine where he is called Paladine (PAL-a-deen), he is the
Adamantine is one of the hardest substances in exis- greatest of the gods of good. On other worlds, he
tence, a dark metal found in meteorites and extraor- is revered as a god of justice and nobility and is fa-
dinary mineral veins. (See the Adamantine Armor vored by Paladins.
and Adamantine Weapon magic items in chapter 7.)
Alu stri el Silv erhan d
Alustriel (ah-LOOSE-tree-ell) Silverhand is the second
of seven daughters of Mystra, a deity of magic in
the Forgotten Realms setting. (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.
Ashard al on
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 be-
yond 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,
claim to have encountered her have described an A brilliant thinker and capable warrior in life,
array of disturbing images: a terrible shadow that Strahd von Zarovich (STRAWD von zuh-ROH-vitch
clawed at their innermost thoughts, a pale and regal or ZAR-oh-vitch) fought in countless battles for his
elf who exploded into an untold number of ravens, a people. After a long life of warfare and slaughter,
shambling tangle of slick roots and sticks that over- he settled in the remote valley of Barovia and built
whelmed them with dread, or an unknown presence a castle on a towering pinnacle. His brother Sergei
that pulled them screaming into the gloom. came to live with him in Castle Ravenloft, becom-
Despite all attempts to demystify her, the Raven ing Strahd’s adviser and constant companion.
Queen has remained enigmatic and aloof. She rules In his brother, Strahd saw everything he was not.
from her Raven Throne within the Fortress of Resentment colored their relationship and eventu-
Memories, a mazelike castle deep within the bleak- ally turned into hatred. Strahd’s beloved, Tatyana,
ness of the Shadowfell (see chapter 6). From there spurned Strahd for Sergei, whom she pledged
she sends out her raven servants to find interesting to marry.
souls she can pluck from the planes of existence. In a desperate attempt to regain Tatyana’s love,
Once these souls are in the Shadowfell, she watches Strahd forged a pact with dark powers that made
as they attempt to unravel the mystery of their him immortal. Strahd confronted his brother at Ser-
being. gei and Tatyana’s wedding and killed him. Tatyana
fled and flung herself from Ravenloft’s walls. Guards
Rock of Bral , The shot Strahd with arrows, but he didn’t die. He be-
Bral is a city built on an asteroid that drifts through came a vampire—the first vampire, according to
Wildspace (see chapter 6). Its inhabitants, who hail many sages.
from many worlds across the Material Plane, typ- In the centuries since his transformation, Strahd’s
ically refer to Bral as the Rock. There is no other lust for life has grown. He broods in his castle, curs-
place quite like it in Wildspace—a teeming hive of ing the living for all he has lost and never admitting
business that spans the breadth of the Astral Sea. to his role in the tragedy.
Tia mat
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 Takhi-
sis (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 wor-
ship her. Their devotion to her rarely supersedes
their devotion to their own goals.
Underda rk , The
The Underdark is a vast subterranean realm of nat-
ural caverns and passages extending far beneath
the surface of most D&D worlds. Many creatures
inhabit the Underdark, including drow, duergar,
Summer Quee n , The svirfneblin, and other species that have adapted to
Titania, the Summer Queen, is the regal and char- the world below the surface.
ismatic ruler of the Summer Court in the Feywild Undermou nta in
(see chapter 6). Perhaps the mightiest of the arch- Undermountain is the largest, deepest dungeon in
fey, she can ripen a crop with a smile and summon the Forgotten Realms setting. It's a series of inter-
wildfires with the merest crinkling of her brow. connected dungeon levels sprawling far beneath
Sword Coast , The the city of Waterdeep. Its tunnels connect to pre-
The Sword Coast is the western edge of the conti- existing mithral mines and natural caverns of the
nent of the Forgotten Realms setting, running along Underdark. The best known entrance to Under-
the Sea of Swords. It’s a narrow band of territory mountain is through the Yawning Portal tavern in
dominated by several major city-states, from Nev- Waterdeep, but other routes also exist. A reclusive
erwinter in the north to Baidur's Gate in the south, and cantankerous archmage named Halaster Black-
with Waterdeep in between. cloak claims Undermountain as his domain, al-
though his overlordship isn’t widely acknowledged
Sza ss Tam by the dungeon’s other denizens.
Szass Tam (ZASS TAM) is a powerful lich and necro-
mancer in the Forgotten Realms setting. As leader Vaj ra Safa hr
of the Red Wizards of Thay, he has countless spies, Vajra Safahr (VAWJ-rah sah-FAR) is a human Wiz-
assassins, and other agents at his service, and his ard in her midthirties, making her the youngest
schemes span centuries and reach to the ends of person ever to hold the position of Blackstaff—the
the world. chief mage of Waterdeep and the head of Blackstaff
Academy, a school for mages. Several of the older
Tasha and more seasoned mages of Waterdeep consider
See Iggwilv. Vajra an upstart, but they are smart enough not to
Veng er
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 shad-
owy adviser in tow.
Vi
Vi (VYE) is a gnome artificer, entrepreneur, and
traveler of many worlds w ho 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 organiza-
tion dedicated to solving apparently hopeless prob-
lems. From the Fixers' headquarters in Sigil, Vi has
brought her genius, warm heart, and love for a stiff
challenge her. As the badge of her office, she carries drink to many worlds across the multiverse.
the Blackstaff, an Artifact that holds the spirits of all
her predecessors. Vla aki th
Vlaakith (VLAH-kith) is the lich-queen of the
Val or ’s Cal l githyanki city of Tu'narath, adrift in the Astral
The noble adventuring party known as Valor’s Call Plane (see chapter 6). She is ancient, having fought
was founded by Strongheart, a resolute human Pal- alongside a leader named Gith to win her people’s
adin committed to destroying evil wherever it rears freedom from the mind flayers that enslaved them.
its head. Strongheart alone determines who can Githyanki of Tu’narath swear unquestioning obe-
become a member of this prestigious group, and he dience to the lich-queen, and she promises access
is always looking for courageous heroes willing to to paradise to those who serve her loyally. In truth,
devote themselves to a good cause. she feasts on the souls of any subjects who grow
Only good-aligned characters can join Valor's powerful enough to dream of challenging her.
Call. The group enjoys the patronage of Yolande,
the queen of Celene, and carries out missions on her Wat erdeep
behalf both in the Greyhawk setting (see chapter 5) Waterdeep is the most famous and cosmopolitan
and in the Feywild (see chapter 6). city in the Forgotten Realms setting. It's a center of
Prominent members of Valor’s Call include the wealth and influence where people come to make
dwarf Fighter Elkhorn, the human Cleric Mercion, their dreams come true. The city is home to the
the human Rogue Molliver, and the human Wizard Yawning Portal, the best-known point of access to
Ringlerun. the sprawling dungeon of Undermountain.
Vecna XANATHAR
Vecna (VECK-nah) had humble beginnings in the Xanathar (ZAN-a-thar) is an eccentric beholder
Greyhawk setting, where an order of Wizards used crime lord dwelling beneath Waterdeep. Desiring to
Barrow Crvpt
APPENDIX B I MAPS Z6Z
Caravan Enca mpmen t
APPENDIX B | MAPS
Spo om v House
376 APPENDIX B I MAPS
Unoero ark Warren
APPENDIX B | MAPS
Index
Aaqa. 188 altitude, high, 69 attitude, 32 Bigby. 146, 355 ending a, 142
Abellio. 183 Alustriel Silverhand, 354 and alignment, 51 Black Dragon Inn, 152 journal, 7. 127
Abilities, Ability Checks, Ammunition, +1. +2, or initial, 116 Blockrazor, 236 premise, 129
and Saving Throws +3. 228 attunement. 217 Blessed Beneficence setting, 136
table, 28 ammunition, firearm, 72 Audible Distance table, planar effect, 69 start. 137
ability checks, 27 ammunition, magic. 217 36 Blessing, 98 step-by-step, 127
group checks, 28 Ammunition of Slaying, Automata, 206 Blessing of Health, 98 time in the, 142
in exploration, 34 228 Automatic Rifle, 73 Blessing of Magic Campaign Conflicts
in social interaction, 33 Amoria, 191 Avalas, 182 Resistance, 98 sheet, 132
passive checks, 28 Amulet of Health. 228 Avatar of Death stat Blessing of Protection, 99 Campaign journal sheet.
proficiency, 27 Amulet of Proof against block, 252 Blessing of 128
absent players, 24 Detection and Location, Avernus, 202 Understanding. 99 Candle of Invocation, 241
Abyss, 174.180 228 avoiding a fight, 48 Blessing of Valhalla, 99 Candle of the Deep. 242
Acererak, 354 Amulet of the Planes, 229 Awarding Heroic Blessing ofWeapon Cania, 204
Acheron. 174,182 Animated Shield. 229 Inspiration sidebar, 46 Enhancement, 99 Cannon siege equipment,
Acheroman Bloodlust anachronistic thinking. awarding magic items, Blessing of Wound 96
planar effect, 69 See character 218 Closure, 99 Cape of the Mountebank.
acknowledge the knowledge, 18 awarding XP, 48 Blood War, 178 242
incredible. 141 answers, improvising, 31 Axe ofthe Dwarvish Lords, Bomb, 72 Cap ofWater Breathing,
acting, 21 Antimatter Rifle, 73 231 bond (NPC). See 242
actions in exploration, 34 antisocial behavior, 19 Azzagrat, 180 personality. NPC, 86 Career!, 174, 187
activating a magic item, Apparatus of Kwalish, 229 Baalzebul, 203 Boo, 355 card accessories, 7
218 Aquallor, 183 Baba Yaga, 354 Book of Exalted Deeds, 237 Carpet of Flying, 242
adamantine, 354 A Question of Enmity Baba Yaga's Dancing Book of Vile Darkness, 233 Carrion Crawler Mucus
Adamantine Armor, 227 sidebar, 250 Broom, 232 Boots of Elvenkind. 239 poison, 90
Adamantine Weapon, 227 Arborea, 174, 183 background, creating Boots of False Tracks, 239 Castle Ravenloft, 355
adding basic facilities. Arcadia, 69.174, 183 a. 55 Boots of Levitation, 239 Cast-OffArmor. 243
33$ Arcadian Vitality planar Bag of Beans. 233 Boots of Speed, 240 Cathrys, 187
Advantage, 29 effect. 69 Bag of Devouring. 234 Boots of Striding and Cauldron of Rebirth, 243
adventure, 7 arcana (treasure). 213, Bag of Holding, 234 Springing, 240 Censer of Controlling Air
conflict, 106 326 Bag of Tricks, 234 Boots of the Winterlands, Elementals. 243
creating an, 105 Arcane Study Bastion Bahamut, 354 240 central Flanaess, 162
denouement. 120 facility. 336 Baldur’s Cate, 355 Borca, 209 Chamada, 197
ending, 120 archdevils, 205 Ballista siege equipment, Border Ethereal. 192 character advancement,
examples, 122 Archive Bastion facility. 96 Boreal Ball adventure. 43
first. 139 338 Baphomet, 182 125 character alignment, 51
hooks. 110 areas of effect. 44 Barovia. 209, 355 Bowl of Commanding character arcs, 129
inhabitants, 109 and mobs, 82 Barrack Bastion facility. Water Elementals, 240 character creation. 137
keeping moving, 112 Are Magic items 339 Bracers ofArchery, 240 character knowledge. 18
linking, 139 Necessary? sidebar, barred doors. 64 Bracers of Defense, 241 character objectives, 112
maps, 109 218 basic facilities. 335 Brazier of Commanding character sheets, 6
patrons, 110 armaments (treasure), Bastion, 333 Fire Elementals, 241 charges, 220
premise. 105 213, 328 basic facilities, 335 break episodes. 141 Charlatan’s Die, 243
progress. 113 Armor, -1, ~2, or +3, 230 combining, 334 Bright Desert, 147 Charm, 99
published, 105 Armor magic item event, 350 bringing a location to Charm of Animal
rewards, 120 category, 216 fall of a, 352 life. 109 Conjuring. 99
setting, 109 Armor of Gleaming, 230 gaining a, 333 bringing back the dead, Charm of Darkvision, 99
situations by level, 106 Armor of Invulnerability, hirelings, 336 63 Charm of Feather Falling,
situations tables. 107 230 map, 334 bringing the party 99
social contract of, 18 Armor of Resistance, 231 orders, 336 together, 137 Charm of Heroism, 99
step by step, 105 Armor of Vulnerability, 231 special facilities, 335 Brooch of Shielding, 241 Charm of Restoration, 99
stockpile, 129 Armory Bastion facility. turns, 333 Broom of Flying, 241 Charm of the Slayer, 99
Adventure Climax table. 339 Bastion Events table, 350 brown mold hazard, 76 Charm of Vitality, 99
120 Arrow-Catching Shield, Bastion Tracker sheet, Brux, 186 chases. 52
Adventure Connections 231 353 Building a Trap table, 103 Chime of Opening, 244
table, 140 Artifacts. 224 Bastion Tracker sidebar, Build Your Own Pantheon Chronias, 201
Adventurers and destroying, 220 352 sidebar, 74 Cinder Wastes, 189
Organizations sidebar. art objects tables. 215 battle grid, 7,44 Burnt Othur Fumes Circle of Eight, 146
147 Arvandor, 183 Bead of Force, 234 poison, 90 Circlet of Blasting, 244
Agathion, 206 Ash, Plane of, 207 Bead of Nourishment, 235 Burst Fire property. 72 Citadel of Ten Thousand
Agathys, 187 Ashardalon, 354 Bead of Refreshment, 235 Buxenus, 183 Pearls. 190
aids to improvisation, 31 Asmodeus, 204 Beastlands. 174, 186 buying magic items, 217 city, 93
Air, Elemental Plane of. Assassin’s Blood poison, becoming lost. See Bytopia, 174,186 City of Brass, 189
188 90 navigation, 40 Cackle Fever magical City of Doors (Sigil), 210
AlchemyJug, 227 A Starting Campaign Bedlam, 206 contagion. 61 City of jewels, 189
alien technology, 73 Sidebar, 122 behavior, monster. 116 calculated DCs, 29 clichrfs, 111
alignment, 51 Astral Color Pools table, Belial. 202 campaign, 127 Cloak ofArochnida, 244
character, 51 184 Belierin, 191 characters, 129 Cloak of Billowing. 244
deities, 74 Astral Plane. 184 Belt of Dwarvenkind, 235 concurrent, 25 Cloak of Displacement,
bl PCs, 84 atmosphere, 13, 26,119 Belt of Ciant Strength. 236 conflicts, 131 244
Outer Planes, 174, 176 attack rolls, 29 Berserker Axe, 236 creating a, 127 Cloak of Eivenkind, 244
380 INDEX
Cloak of Invisibility, 244 damage, improvising, 30 Dragonlance, 136 ensuring fun for all. 15 eastern. 164
Cloak of Many Fashions. Damage Severity and Dragon Scale Mail, 254 environmental effects. 68 northern, 166
245 Level table, 31 dragons, chromatic, 143 epic fantasy, 133 western, 170
Cloak of Protection, 245 Dancing Sword, 248 Dragon Slayer, 254 episodes, 139 flavors of fantasy. 131
Cloak of the Bat, 245 Darkened Depths, 191 draw in the players. 110 Ersatz Eye. 259 flaw (NPC). See
Cloak of the Manta Pay. Dark Shard Amulet, 248 Dread Helm, 254 Eronia, 191 personality, NPC, 86
245 Dark Sun, 136 Driftglobe, 254 Escape Factors table, 53 flying. See travel pace. 38
Clockwork Amulet, 245 Days of the Week table Drizzt Do’Urden, 356 Essence of Ether poison. Folding Boat, 263
Clothes of Mending, 245 (Creyhawk), 146 Drew Poison. See Lolth's 91 food and water, 40
Cocytus, 206 dead gods, 184 Sting poison, 91 Ether Cyclone table, 1 S3 foraging, 40
coins, 213 dead magic zone, 68 dungeon, 65 Ethereal Curtains table, forced march. See
cold, extreme. 68 death, 62 decay, 67 193 extended travel, 38
collapsing roof trap, 100 Death Dells. 182 designing rooms, 66 Ethereal Plane. 192 foreshadowing, 127
color pools. Astral. 184 Decanter of Endless Water, ecology, 109 Euryale, 356 Forgotten Realms, 136
Colothys, 187 249 mapping, 66 events, timed, 142 fortifications, 80
combat, 42 Deck of Illusions, 249 Dungeon Master (DM), 5 Eversmoking Bottle, 259 Fortitude. 206
keeping moving, 47 Deck of Many Things, 250 Dungeon Quirks table, 65 every DM is unique, 13 Fouled Stream. The,
narrating, 46 Deep Ethereal. 192 Dust of Disappearance, evil characters, 19. 51 adventure, 122
combat encounters, 114 deep water, 68 255 example of play, 10 Fountains of Creation
adjusting difficulty. 48 defeated, not dead, 63 Dust of Dryness. 255 Exandria, 136 (Plane of Magma), 207
command word, 220 Defender, 252 Dust of Sneezing and Excelsior. 206 Fragmentation Grenade.
Common Map Symbols defenders, prepared, 118 Choking. 255 Executioner's Axe, 259 73
diagram, 10S degrees of failure, 30 Dwarven Plate, 255 expectations, 15 Free City of Greyhawk,
Companions of the Hall, degrees of success, 30 Dwarven Thrower, 256 Experience Points (XP), 149
355 deity. See gods and other Dynamite Stick. 72 48 and environs. 158
Company of Seven, 355 powers, 74 Ear Hom of Hearing, 256 Expert Trainers table, 348 City Watch, 151
conditions, using and delegation, 13 Earth, Elemental Plane exploiting the rules, crime, 151
tracking, 43 Delina, 355 of. 189 players. 19 gates, 151
conflict, adventure, 106 demigods, 74 eastern Flanaess, 164 exploration, 33 government, 151
conflict, intra-party, 17 Demiplane Bastion Eberron, 136 ability checks in, 34 how to use. 150
conflict arcs, 131 facility, 340 Ecstasy, 206 actions in. 34 locations, 152
conflict with a sentient Demiplanes, 187 Efreeti Bottle, 256 encounters, 114 map, 153
item, 227 Demogorgon, 180 Efreeti Chain, 257 exploring. 21 neighborhoods. 152
consequences, 30 Demon Armor, 252 Elder Evils. 356 explosives, 72 religion, 152
consumable items, 220 demonic possession, 60 Elemental Chaos, 174 Explosives table. 73 walls, 151
contact poison. SO Demonomicon of Iggwilv. Elemental Evil. 144,188. extended travel, 38 frigid water, 68
contagions, magical, 61 252 189. 190 extreme cold, 68 Frost Brand, 263
contests. See calculated Demonweb. 180 Elemental Cem, 257 extreme heat, 68 Frostfell (Plane of Ice),
DCs. 29 denouement, 120 Elemental Plane of Air, Eye and Hand ofVecna, 207
Corellon, 355 Describing Actions table, 188 259 Furnaces, 189
cosmology, 173 46 Elemental Plane of Earth, Eyes of Charming, 261 gaining a Bastion, 333
cover, 45 designing dungeon 189 Eyes of Minute Seeing, 261 Game Expectations
crafting magic items. 220 rooms, 66 Elemental Plane of Fire. Eyes of the Eagle, 261 sheet. 14
creating a background, 55 diagonal movement, 45 189 Fablerise, 195 Gaming Hall Bastion
creating a creature, 56 Diancastra, 356 Elemental Plane of Water, Facility Space table. 335 facility, 340
creating adventures. 105 dice, 6 190 factions, 109,146 Gaping Maw, 180
creating a magic item, 58 die rolling. DM, 17 Elemental Planes. 174 Falkovnia, 209 Garden Bastion facility,
creating a spell. 59 die rolling, player, 13 Elixir of Health, 257 Fallbacks, 356 340
creating campaigns, 127 Difficulty Class (DC), 29 Elminster, 356 falling net trap, 100 Gate-Towns of the
creating religions, 75 Dimensional Shackles, 254 Elven Chain. 257 fall of a Bastion, 352 Outlands table. 206
creating your own setting. Dis, 202 Elysium. 174, 191 Far Realm, 194 Gauntlets of Ogre Power,
136 Disadvantage, 29 Empyrea, 201 Faunel. 206 264
creature, creating a, 56 disease. See magical encounter, 9 favors, 81 Gehenna, 69.174, 197
Creature Costs by contagions, 61 appealing to players. fear, 70 Gehennan Cruelty planar
Challenge Rating table. Dispater, 202 113 festivals (Greyhawk), 146 effect, 69
343 divine intervention, 75 combat, 114 fey crossings. 195 Cem of Brightness. 264
Creature Size and Space divine knowledge, 75 during travel. 40 Feywild. 195 Cem of Seeing, 264
table, 44 divine magic, 74 exploration, 114 Feywild Time Warp table, gemstones tables. 214
creature traits, 57 divine rank, 74 objectives, 112 196 Geryon, 203
critical failure, 30 DM-controlled adventurer pace, 118 Fiema, 202 getting players invested.
critical success. 30 (“DM PC"), 23 plan, 112 fighting, 21 140
crossing the streams, 135 DM die rolling, 17 random. 119 fight or flight. 48 Ghost Tower of
crypts, 67 DM's Character Tracker social interaction, 114 Figurine of Wondrous Inverness, 164
Crystal Ball, 245 sheet, 130 tension, 118 Power, 261 Giant Fly stat block, 261
Crystal Ball of Mind DMs, multiple, 25 with other creatures, finding players, 6 Ciant Slayer, 264
Reading, 246 DM’s toolbox. 51 40 Fire, Elemental Plane gifts, supernatural, 98
Crystal Ball of Telepathy, DM screen, 7 ending a campaign. 142 of, 189 giving information to one
246 DM tips. 5 ending a fight, 48 firearms, 72 player, 26
Crystal Safi of True Seeing, Do I Need a Settlement ending an adventure, 120 Firearms table, 73 Clamoured Studded
246 Map? sidebar. 93 ending a session, 10 fireball fungus hazard, 76 Leather, 264
Cube of Force. 246 Domains of Delight, 195 Endless Maze, 182 fire-casting statue trap. Glasya. 203
Cube of Summoning. 247 Domains of Dread, 208 Enduring Spellbook, 257 101 Gloaming Court, 195
Cubic Cate, 247 Don't Co Overboard Energy Bow, 257 first adventure, 139 Glorium, 206
cursed items. 220 sidebar. 88 engaging the players (in First World, 198. 356 Gloves of Missile Snaring,
curses. 60 Doors table, 64 social interaction), 32 Fizban, 356 265
Curst, 206 Do Players Need to Track enlarging basic facilities, Flamethrower Coach Cloves of Swimming and
D&D Settings table, 136 Rations? sidebar, 40 335 siege equipment, 96 Climbing, 265
Daem's Instant Fortress, Dothion, 186 Enspelled Armor. 258 Flame Tongue, 263 Gloves of Thievery, 265
247 Do You Realty Do That? Enspelled Staff, 258 Flanaess, 143 gods, dead. 184
Dagger ofVenom, 248 sidebar, 17 Enspelled Weapon, 258 central. 162 gods and other powers,
74
INDEX Z8l
Cods of Greyhawk table, high altitude, 69 keeping combat moving, casting spells from, Maure Castle, 164
148 High Tower Inn, 155 47 220 Mechanus, 174, 200
Goggles of Night, 265 hirelings, Bastion, 336 keeping the adventure charges, 220 Medallion of Thoughts,
Grand Citadel. 154 Hit Points moving, 112 crafting, 220 278
Graz’zt, 180 loss of (narrating), 46 Keg Launcher siege creating or modifying medals, 81
Great Conflagration tracking, 42 equipment. 96 a, 58 Meditation Chamber
(Plane of Ash). 207 hoards, treasure, 120 Keoghtom's Ointment. 275 cursed, 220 Bastion facility, 342
greater deities, 74 Holy Avenger, 269 Keoland, old, 169 fit, 217 memory loss (Feywild),
Great Library, 154 home plane and Keraptis, 358 rarity, 217 196
Great Modron March, alignment (gods), 74 Khalas, 197 recharging, 220 Menagerie Bastion
356 hooks, adventure, 111 Knights of the Watch, 146 resilience. 220 facility. 343
Great Wheel, 173 Hopeless, 206 Knowing the Rules sentient, 226 mental stress, 70
Greenhouse Bastion Horn of Blasting, 270 sidebar, 19 special features, 222 Menzoberranzan, 359
facility, 341 Hom of Silent Alarm, 270 know your players. 21 values by rarity, 217 Mephistopheles, 204
green slime hazard. 76 Hom of Valhalla, 270 Krangath, 197 Magic Item Categories Mercuria, 201
Grenade Launcher, 73 Horns of the Beast Krigala. 186 table. 216 Mertion. 201
grenades, 73 adventure, 124 Kyuss, 359 Magic Item Crafting Time metagame thinking. See
Greyhawk, 136,143 Horseshoes of a Zephyr, Laboratory Bastion and Cost table, 221 character knowledge,
calendar, 146 270 facility. 342 Magic Item Power by 18
conflicts, 143 Horseshoes of Speed, 270 Labyrinth Winds, 188 Rarity table, 58 Midnight Tears poison,
days of the week, 146 house rules, 13 Lady of Pain, 210 Magic Item Rarities and 91
factions and Howler’s Crag, 206 Laeral Silverhand, 359 Values table, 217 milestones. 49
organizations, 146 how to run a session, 9 Lamordia, 209 Magic Item Rarities table, Minauros, 202
Free City of, 149 Hunting Rifle, 73 land, parcels of, 81 218 Miner Difficulties
gazetteer, 160 Ice, Plane of, 207 Land of Black Ice, 147 Magic Item Rules sidebar, adventure, 123
gods, 148 ice, 69 Lantern of Revealing, 275 217 Minethys, 187
magic in, 147 Icewind Dale. 358 large groups, 23 Magic Items Awarded by miniatures, 7, 44
months and festivals, .deal (NPC). See Laser Pistol, 73 Level table, 218 Minor Beneficial
146 personality, NPC, 86 Laser Rifle. 73 Magic Item's Creator or Properties table, 224
mysteries of, 147 IggwiN. 358 League of Malevolence. Intended User table, Minor Detrimental
regional map, 161 Immovable Rod, 270 359 222 Properties table, 225
setting, 145 implements (treasure). learning by observing, 13 Magic Items for Starting Minsc, 359
group checks, 28 213, 329 lesser deities, 74 Characters sidebar, 220 Mirror of Life Trapping,
group size, 23 improvising, aids to, 31 lethality, scaling, 62 Magic Item’s History 278
Gruumsh, 357 improvising answers, 31 letters of table. 222 Mistral Reach, 188
guard posts, 67 improvising Damage recommendation, 80 Magic Item’s Minor Mithardtr, 183
Guide Rails and Railroads table, 30 level advancement Property table, 223 mithral, 359
sidebar. 106 incorporating new without XP, 49 Magic Item's Quirk table. M'rthral Armor, 279
Guildhall Bastion facility, players, 24 Level-Based Renown 223 mixing potions, 216
341 individual treasure. 120 table, 92 Magic Item Tools table, Mob Results table. 83
Gunpowder, 73 infernal hierarchy, 205 leveling up, 48 221 mobs, 82
Hadar, 357 inferno hazard, 76 Levistus, 203 Magic Item Tracker sheet, Moloch, 203
Hades, 174,197 Infinite Staircase, 177 Library Bastion facility. 219 monster alignment, 51
Hog Eye, 265 ingested poison, SO 342 Magma, Plane of, 207 monster behavior, 116
Hammer of Thunderbolts. inhaled poison, SO Lightning Cannon siege Major Beneficial Monster Personality
265 Initial Attitude table, 116 equipment, 96 Properties table, 224 table, 117
Happenstance Hooks Initiative, 42 Limbo, 174, 198 Major Detrimental Monster Relationships
table, 111 injury poison, SO limits, hard and soft, 15 Properties table, 225 table. 117
Harpers. 357 Inner Planes. 174 line of sight, 45 Maladomini. 203 monsters casting spells,
Hot ofDisguise, 266 instigating, 21 linking adventures, 139 Malagard. 203 46
Hot of Many Speth, 266 Instrument of Illusions, Living History sidebar, Malbolge. 203 months (Greyhawk), 146
Hat of Vermin, 267 271 160 Malice poison. 91 Moonblade, 279
Hot of Wizardry, 267 Instrument of Scribing, living quarters, 67 Malsheem, 204 Moon-Touched Sword, 280
hazards, 76 271 Lock Complexity table, 64 Mammon, 202 Moradin, 359
Headband of Intellect, 268 Instrument of the Bards, locked doors. 64 Mangonel siege morale. See fight or flight,
heat, extreme, 68 272 Lock of Trickery, 275 equipment, 97 48
heavy precipitation, 69 intra-party conflict, 17 Lock Quality table, 64 Mantle of Spell Resistance, Mordenkainen, 146, 359
Helm of Brilliance, 268 intrigue, 134 Lolth, 180 276 Mordent, 209
Helm of Comprehending Investigation skill, 35 Lolth's Sting poison, 91 Manual of Bodily Health, Mount Celestia, 69,174.
Languages, 268 Invoked Devastation, 147, long range, tracking 277 200
Helm of Telepathy, 268 160,170 position at, 45 Manual of Gainful Mud Hills. 189
Helm ofTeleportation, 268 toun Stone, 273 Lord Soth. 359 Exercise. 277 multiple DMs, 25
Help action (in social Iron Bands of Bilarro, 274 lore glossary, 354 Manual of Golems, 277 multiverse, 180
interaction), 33 Iron Flask, 274 Lost Caverns of Manual of Quickness of Mungoth. 197
Hepmonaland, 147 Isle of Dread, 191 Tsojcanth, 164 Action. 278 Muspelheim, 210
Heroes of the Lance. 357 luz, 145, 148, 358 loyalty, 89 maps, 365 mutual respect, 15
Heroes of the Realm, 357 Jallarzi Sallavarian, 146, Luck Blade, 275 adventure, 109 mystery, 134
heroic fantasy, 133 358 Lunia, 201 chases, 53 Mystery Key. 280
Heroic Inspiration, 46 Javelin of Lightning, 275 Lute of Thunderous dungeon, 33, 66 mythic fantasy, 134
Heroic Isles, 191 journal, campaign, 7,127 Thumping, 275 principles, 66 myths, 75
Howard's Handy journey stages. 36 Mace of Disruption, 276 settlement, 33. 93 name tables, 85
Haversack, 269 challenges, 39 Mace of Smiting, 276 symbols, 109 narration. 26
Howard's Handy Spice Journeys without Mace of Terror, 276 tactical, 44 during travel, 39
Pouch, 269 Destinations sidebar, madness. See mental using, 33 in combat, 46
hex crawling. See 36 stress. 70 wilderness, 33 natural subterranean
journeys without Jovar, 201 magical contagions, 61 marching order, 11 areas, 67
destinations, 36 juiblex, 181 magic item(s), 216 Mariner's Armor, 278 Nature's Mantle, 280
hidden pit trap, 101 Kalakeri, 209 A-2, 227 marks of prestige, 80 navigation, 40
hidden things in Karasuthra, 186 activating a, 218 Material Plane, 198 Necklace ofAdaptation,
adventures, 35 Kas the Betrayer, 358 awarding, 218 material realms, 173 280
382 INDEX
Necklace of Fireballs, 280 Passive Perception, 35 Potion Miscibility table. Random Treasure Hoard Rod of Lordly Might. 300
Necklace of Prayer Beads, Patron Hooks table. Ill 216 table, 121 Rod of Resurrection. 301
281 patrons, adventure. 110 Potion ofAnimat Ravenloft. 136 Rod of Rulership, 301
Negative Plane. 201 Pearl of Power, 284 Friendship, 287 Raven Queen. 361 Rod of Security, 301
Nessus, 204 Perception. 35 Potion of Clairvoyance, Ravnica, 136 Rod of the Pact Keeper.
Neverwinter, 360 and encounters, 36 287 razorvine hazard, 78 301
next dawn, 220 Perfume of Bewitching, Potion of Climbing, 287 reactive tactics, 117 Rods magic item
Nidavellir, 210 284 Potion of Comprehension, read-aloud text, 9 category, 216
Niflheim, 197 Periapt of Health, 284 287 recap, 9 roleplaying, 32
Nine Hells, 174, 201 Periapt of Proof against Potion of Diminution, 287 recording rules rolling Initiative, 42
Nine Lives Stealer, 281 Poison, 284 Potion of Fire Breath, 287 interpretations, 13 rolling stone trap. 102
"no, but," 31 Periapt of Wound Closure, Potion of Flying, 287 recurring elements, 140 rooms, designing
Nolzur's Marvelous 284 Potion of Caseous Form, recurring NPCs, 88 dungeon, 66
Pigments, 281 personality, 51.86. 116 287 relationships, monster, Rope of Climbing, 301
noncombat challenges. Phandalin, 360 Potion of Giant Strength, 117 Rope of Entanglement,
XP for, 49 Philter of Love, 285 288 relics (treasure), 213, 330 301
nonplayer characters Phlegethon, 206 Potion of Greater religions, creating. 75 Rope of Mending, 302
(NPCs). 84 Phlegethos, 202 Invisibility, 288 religious practice, 75 Ruby of the War Mage,
as party members, Pipe of Smoke Monsters, Potion of Growth, 288 Reliquary Bastion facility. 302
23, 88 285 Potion of Healing, 288 344 Rudolph van Richten, 361
portrayals of, 32 Pipes of Haunting, 285 Potion of Heroism, 288 Reload property, 72 rulebooks, 6
recurring, 88 Pipes of the Sewers, 285 Potion of Invisibility, 288 renown, 92 rule of fun, 12
northern Flanaess. 166 place to play, 6 Potion of Invulnerability, resolving outcomes, 27 rules discussions, 18
note-taking materials, 6 Plague-Mort, 206 288 respect, mutual, 15 rules interpretations,
NPC Appearance table. Plain of Infinite Portals, Potion of Longevity, 288 respect for the DM, 18 recording, 13
86 180 Potion of Mind Beading, respect for the players, 17 running combat, 42
NPC Secrets table, 88 plan adventures, 139 288 rests. 118 running exploration, 33
NPC Tracker sheet, 87 Planar Adventure Potion of Poison, 288 Revolver. 73 running social
Oathbow, 282 Situations table, 179 Potion of Pugilism, 289 rewards, adventure, 120 interaction, 32
objectives, encounter, 112 planar adventuring, 178 Potion of Resistance. 289 rewards, milestone, 49 running the game, 21
Observatory Bastion planar dissonance. 176 Potion of Speed, 289 rewards, quest, 121 Sacristy Bastion facility,
facility, 343 planar effects, 69 Potion of Vitality, 289 Ribcage, 206 344
obstacles (in travel), 40 planar portals, 176 Potion of Water Breathing, Riftcanyon, 147 Saddle of the Cavalier, 302
Ocanthus, 182 planar travel, 176 289 rights, special, 81 Sample Fear DCs table.
Oceanus, River, 177 plan encounters, 112 Potions magic item Rigus, 206 70
Oerik, 143 Plane of Ash, 207 category, 216 Ring ofAnimal Influence. Sample Guilds table. 341
Oerth, 143 Plane of Ice, 207 Pot ofAwakening, 289 292 Sample Mental Stress
OH of Etherealness, 282 Plane of Magma, 207 precipitation, 38, 69 Ring of Djinni Effects table. 70
Oil of Sharpness, 282 Plane of Ooze, 207 premise, adventure, 105 Summoning, 292 Sanctuary Bastion facility.
Oil of Slipperiness, 283 Plane of Shadow. See premise, campaign, 129 Ring of Elemental 345
Oil ofTaggit poison, 91 Shadowfell, 208 prepared defenders, 118 Command. 292 Sanctum Bastion facility,
Oinos, 197 planes and alignment, 51, preparing a session, 8 Ring of Evasion. 293 346
old Keoland, 169 174, 176 prestige, marks of, 80 Ring of Feather Falling, saving throws, 29
one-hour guideline, 8 Planescape. 136 Primus, 198, 200 293 scaling lethality, 62
Ooze. Plane of, 207 planes of existence, 173 Prince of Frost. 360 Ring of Free Action. 293 Scarab of Protection, 302
optimizing, 21 Plate Armor of Prismeer, 195 Ring of Invisibility, 293 Scarlet Order, 146
Orb of Direction, 283 Etherealness, 286 problem-solving, 22 Ring ofjumping, 293 Scheduling Games
Orb of Dragonkind, 283 player(s), 6 proficiency, 27 Ring of Mind Shielding, sidebar, 6
Orb of Time, 284 absent, 24 properties, firearms, 72 293 science fantasy, 135
Orcus, 181 die rolling, 18 Prosthetic Limb, 290 Ring of Protection. 294 Scimitar of Speed, 302
Order of the Hart. 146 drawing attention. 26 psychic dissonance. See Ring of Regeneration, 294 Scriptorium Bastion
orders (Bastion), 336 drawing in (to an planar dissonance, 176 Ring of Resistance, 294 facility. 346
organization ethos, 51 adventure), 110 psychic wind, 185 Ring of Shooting Stars, Scroll of Protection, 302
organizations engaging (in social Psychic Wind Location 294 Scroll of Titan
(Greyhawk), 146 interaction), 32 Effects table, 185 Ring of Spell Storing, 295 Summoning, 303
Orthrys, 187 exploiting the rules, 19 Psychic Wind Psychic Ring of Spell Turning, 295 Scrolls magic item
Otiluke, 146. 360 favorites, 140 Effects table, 185 Ring of Swimming, 295 category, 216
Otto, 146. 360 finding, 6 Pub Bastion facility, 344 Ring of Telekinesis, 295 Sea of Fire, 189
outcomes, resolving. 27 getting invested, 140 Purple Worm Poison, 91 Ring of the Ram, 296 Sea of Ice, 191
Outer Planes, 174 incorporating new, 24 Quaol's Feather Token, Ring ofThree Wishes, 296 Sea of Light, 191
alignment and the, 51, input (to a campaign), 290 Ring of Warmth, 296 searches (in travel), 41
174, 176 129 Quarterstaff of the Ring of Water Walking, 296 Secret Doors table, 64
layers of the, 176 know your. 21 Acrobat, 291 Ring ofX-ray Vision, 296 secrets and discovery, 26
traveling the. 177 overly cautious, 18 quasi-deities, 74 Rings magic item seelie fey. See Summer
Outer Planes table, 174 with multiple Queen of Air and category, 216 Court, 195
Outlands, 174, 205 characters, 23 Darkness, 195, 360 Rival Coin, 296 selling magic items, 217
pace, encounter, 118 play style. 13 quest rewards, 121 River Oceanus, 177 Semiautomatic Pistol, 73
Paladine. See Bahamut, Pluton. 197 quicksand pit hazard, 77 River Styx, 178 Sending Stones, 303
354. poison, 90 Quiver of Ehtonna, 291 River Styx hazard, 78 sentient magic items. 226
Pale Tincture poison. 91 poisoned darts trap. 101 Radiant Citadel. 193 roads, 38 Sentinel Shield, 303
Pandemonium, 69, 174, poisoned needle trap, 102 Rain of Colorless Fire, Robe of Eyes, 297 serials. 139
206 poisonous gas hazard, 77 147 Robe ofScintillating Serpent Venom poison,
Pandesmos, 206 Pole ofAngling, 286 Ram siege equipment, 97 Colors, 297 91
pantheon, creating a, 74 Pole of Collapsing, 286 random encounters, 119 Robe of Stars, 297 session, game, 9
Para-elemental Planes, Porphatys, 187 Random Individual Robe of the Archmagi, 298 ending a, 10
207 Portable Hole. 286 Treasure table, 120 Robe of Useful Items, 298 preparing a, 8
parcels of land, 81 Portcullises table, 64 random magic item rarity, Rock of Bral, 361 session-based
party leader, 23 Positive Plane, 208 218 rockslide hazard, 78 advancement, 49
passing time, 10 possession, demonic, 60 random magic items Rod of Absorption, 299 session zero, 137
passive checks, 28 Poster Map sidebar, 143 tables, 326 Rod ofAlertness, 299 setting, adventure, 109
INDEX 383
setting, campaign, 136 Stable Bastion facility, taking turns, 23. 34 Training to Gain Levels Wand of Magic Detection.
settlements, S3 347 Talisman of Pure Good. table, 49 320
settlement tables, S3 StaffofAdornment, 306 314 traits, creature, 57 Wand of Magic Missiles,
Settlement Tracker sheet. Staff of Birdcalls, 307 Talisman of the Sphere, traps, 100 320
95 Staff of Charming. 307 315 building your own, 103 Wand of Orcus, 320
Seven Heavens. See Staff of Fire. 307 Talisman of Ultimate Evil. travel. 36 Wand of Paralysis, 321
Mount Celestia, 200 Staff of Flowers. 308 315 between worlds, 199 Wand of Polymorph, 321
Sewer Plague magical Staff of Frost, 308 Talking Doll, 315 in the Outer Planes, Wand of Pyrotechnics, 321
contagion, 61 Staff of Healing, 308 Tankard of Sobriety. 315 177 Wand of Secrets, 322
shadow crossings. 208 Staff of Power, 308 Targets in Area of Effect pace, 38 Wand ofthe War Mage,
Shadowfell. 208 Staff of Striking, 309 table, 83 Travel Planner sheet, 37 + 1. +2, or+3. 322
Shadowfeli Despair table, Staff of Swarming Insects. Tasha. See Iggwilv. 358 Travel Terrain table, 38 Wand of Web. 322
210 309 Teleportation Circle treasure, 213 Wand of Wonder. 322
Shar. 164 Staff ofthe Adder, 309 Bastion facility, 347 hoards, 120 Wands magic item
Shedaklah (the Slime Staff of the Magi, 310 Temple of Elemental Evil, individual. 120 category, 217
Pits). 181 Staff of the Python, 311 144,164 monster preferences, war, 135
Shield. +1. +2, or +3. 303 Staff of the Woodlands, Temple of the Far 121 War Room Bastion
Shield of Expression, 303 311 Horizon, 156 themes. 121, 213 facility. 349
Shield of Missile Staff of Thunder and Temple of the Radiant Trebuchet siege water, 68
Attraction, 304 Lightning, 311 Sun, 156 equipment, 97 Water. Elemental Plane
Shield of the Cavalier, 304 Staffof Withering, 312 Tentacle Rod. 316 Trident of Fish Command. of, 190
Shotgun, 73 Staffs magic item Thalasia, 191 317 Waterdeep, 363
shrines, 67 category, 217 Thanatos, 181 Troll Fens, 166 Wave, 323
Shurrock, 186 starting level. 137, 220 Tharizdun, 148. 362 Trophy Room Bastion Weapon, +1, +2, or +3,
siege equipment, 96 starting location, 138, Theater Bastion facility. facility, 349 324
Siege Tower siege 149 348 Truth Serum poison. 91 Weapon of Warning, 324
equipment, 97 States of Ruin table, 67 Theros, 136 trying again, 28 Weapons magic item
Sight Rot magical step-by-step adventures, The Rule of Fun sidebar, Twin Paradises. See category. 217
contagion, 61 105 12 Bytopia, 187 Weather table, 38
Sigil, City of Doors, 210 step-by-step campaigns. things you need. 6 Typical DCs table, 29 webs hazard. 79
Sift Flats. 191 127 thin ice, 69 Underdark, 362 Well of Many Worlds. 324
Silver Dragon Inn, 155 Stone of Controlling Earth Three Glooms. See Undermountain, 362 western Flanaess, 170
Silvered Weapon, 304 Elementafs, 312 Hades, 197 Underwater Encounter What's New in the 2024
Sirocco Straits, 188 Stone of Good Luck Thuldanin, 182 Distance table. 36 Version? sidebar, 5
size and space, creature, (Luckstone), 312 Thunderous Greatclub. Unearthed Arcana, 157 Whelm. 324
44 Storehouse Bastion 316 Universal Solvent, 318 White Plume Mountain,
skills. See proficiency. 27 facility, 347 Tiamat, 362 unseelie fey. See 147
Slime Pits (Shedaklah). story-based tiers of play. 106,131 Gloaming Court, 195 wilderness. See travel, 36;
181 advancement, 49 timed events, 142 Urban Chase adventure setting, 109
Slippers of Spider storytelling, 22 time in the campaign. Complications table, Wilderness Chase
Climbing. 304 Strahd von Zarovich, 361 142 54 Complications table,
slippery ice, 69 Strixhaven, 136 time warp (Feywild), 196 urgency and rests, 118 54
slower travelers, 38 strong wind, 69 Tintibulus, 182 Using Published wilderness maps, 33
small groups, 23 structured turns, 23 tips, DM, 5 Adventures sidebar, wild magic zone, 69
Smithy Bastion facility, Stygia. 203 Titania. See Summer 105 Wildspace, 184
347 Styx, River. 78, 178 Queen, 195 Using the Game wind, strong, 69
Smoke Grenade, 73 Subvert Cliches sidebar. titans, 74 Expectations Sheet Wind Fan, 325
Smoldering Armor, 305 Ill titles, 81 sidebar. IS Winds of Pandemonium
social contract of success at a cost, 30 Tomb of Horrors, 166 Vajra Safa hr, 362 planar effect, 69
adventures. 18 Summer Court, 195 Tome of Clear Thought, Valachan, 209 Winged Boots, 325
social Interaction, 32 Summer Queen, 195, 362 317 Valor's Call, 363 Winged God, The,
encounters, 114 Sun Blade, 312 Tome of Leadership and vaults, 67 adventure, 123
socializing, 22 supernatural gifts. 98 Influence, 317 Vecna, 148. 363 Wings of Flying, 325
Solania, 201 Supernatural Hooks Tome of the Stilled Tongue, vehicles. 39 Wondrous Items magic
sourcebooks, 7 table. 111 317 Venger, 363 item category, 217
Sovereign Clue, 305 supernatural horror, 134 Tome of Understanding, Venya, 201 work areas, 67
Spawning Stone, 198 Suspended Cauldron 317 vestiges, 74 Workshop Bastion facility,
special facilities. 335 siege equipment, 97 tools. See proficiency, 27 Veteran's Cane. 318 349
Special Facilities table, Swamp of Oblivion Torch, 206 Vi. 363 Wraps of Unarmed Pourer.
337 (Plane of Ooze), 207 Torchy's, 189 vicious vine hazard, 78 325
Special Facility swashbuckling, 135 Torpor poison, 91 Vicious Weapon, 318 Writing for Yourself
Acquisition table, 335 sword and sorcery, 133 total party kill ("TPK"). village, 93 sidebar, 106
special facility Sword Coast, 362 See what if everyone villain, 88, 106, 140 Wyvern Poison, 91
descriptions. 336 Sword ofAnswering. 313 dies? 63 virtual table. 19 Xanathar, 363
special favors. 81 Sword of Kos. 313 Tower Arcane. 197 visibility. 36 Xaos, 206
special movement. 39 Sword of Life Stealing, 314 town, 93 Vlaakith, 363 XP Budget per Character
special rights, 81 Sword of Sharpness, 314 tracking information Vorpal Sword. 318 table. 115
speeding combat, 23 Sword of Vengeance, 314 conditions. 43 Walloping Ammunition, Yawning Portal, 364
spell, creating a. 59 Sword of Wounding, 314 Initiative, 42 318 Yeenoghu. 182
Spell Damage table. 59 Sylvania, 206 monster Hit Points. 42 wandering monsters. See yellow mold hazard, 79
Spellguard Shield, 305 Sylvan Talon, 314 position at long range. random encounters, "yes, and. " 31
Spelljammer, 136 Szass Tam, 362 45 119 Yggdrasil, the World Tree,
spells (cast from magic table rules. See ensuring time. 34 Wand of Binding, 318 178
items), 220 fun for all. 15 tracking (in travel), 41 Wand ofConducting, 319 Yolande, 364
Spell Scroll, 305 table talk. See Do You Trade Bars table. 213 Wand of Enemy Detection. Your World's Calendar
Sphere ofAnnihilation. Realty Do That? 17 Tradegate, 206 319 sidebar. 145
306 tactical maps, 44 Trade Goods table. 213 Wand of Fear, 319 Ysgard, 174, 210
spiked pit trap, 103 tactics, reactive, 117 tragic limits, 17 Wand of Fireballs, 319 Zagyg, 364
Spirit Board. 306 Takhisis. See Tiamat, 362 training, 81 Wand of Lightning Bolts. Zargon, 364
spotlight, sharing. 17 Taking Breaks sidebar, 10 Training Area Bastion 320 Zarlel, 202
facility, 348 Zuggtmoy, 181
384 INDEX
Weave Fantastic Adventures
This revised and expanded Dungeon Master's Guide' provides all the inspiration
and guidance you need to create and run thrilling adventures for the fifth edition
Dunge ons & Dragons game.
Inside you'll find world-building advice, a pre-built yet customizable D&D' world,
tricks for creating memorable adventures, hundreds of magic items, rules for
player-controlled strongholds, ready-to-use maps and handouts, tips for keeping
your players happy and on the edges of their seats, and other tools to help you be a Dung eons and Drago ns .com
great Dungeon Master.
IS8N 9710^7169 49H-4