2024 Dungeon Master's Guide (Scanned & Cleaned Up)

Download as pdf or txt
Download as pdf or txt
You are on page 1of 392

THE WORLD S GREATEST ROLEPLAYING GAME

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.

On th e Cov er On th e Alt -Cov er


Tyler Jacobson illustrates the archvillain Venger, his evil cohorts Lolth, the Demon Queen of Spiders, spins a tangled web of
Skylla and Warduke, and a legion of skeletal minions. schemes and snares in this illustration by Olena Richards.

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

Printed In the USA. 02024 Wizards of 1he Coast LLC, PO 80


* 707. Renton, WA 9)057 0707, USA Manufactured by: Hasbro SA. Rue Emile-8odchat JI, 2)00 Vermont. CH,
Represented by HMbni. Pc.£ntr« 24Q.,,llQl£EAinMcfdAm..ML Hasbro UK ltd.. PO Box 43 Newport, NP19 4YH, UK
Jeu en anglais CONTEND 1 hvre. 1 carte Imporie au Canada par W-zards of the Coast LLC. PO Box 707, Renton. WA 9)0 570207. USA. FABRtQUE AUX LTA7S UNIS
Conte nts
Chapter 1: The Basics._________ ——. 4 Gods and Other Powers.—.———.. 74 Chapter 7: Treasure......__________ 212
What Does a DM Do?..,.______ ____ ___ 5 Hazards —_ ——__ —_______ ____ _ 76 Treasure Themes—__ ——_ ________ 213
Things You Need----------------- ———.6 Marks of Prestige-...... .......80 Coins.............. . ..... ...... .— .... 213
Preparing a Session.................................... 8 Mobs....... .............. 82 Trade Bars.................................. 213
How to Run a Session____ -__ _______ 9 Nonplayer Characters ——... 84 Trade Goods ............................. ............. 213
Example of Play —........ 10 Poison—...------------------------------ .90 Gemstones------ 214
Every DM Is Unique.—— ...— ... 13 Renown............. .......................................... 92 Art Objects.............. ......... ........... ........ 215
Ensuring Fun for AIL............. ................. 15 Settlements—------------- .------------ —.... 93 Magic Items ------- —...... ..216
Mutual Respect——.———————__ ... 15 Siege Equipment—...... 96 Magic Item Categories.....___ ._____ 216
Respect for the Players....-------- ----- 17 Supernatural Gifts_____________ —98 Magic Item Rarity------- ......___.........217
Respect for the DM................................ 18 Traps — ______ _______________ —. 100 Awarding Magic Items___ _______ 218
Chapter 2: Running the Game___ —.20 Chapter 4: Creating Adventures... 104 Activating a Magic Item.—.......... 218
Know Your Players...... ......... 21 Step-by-Step Adventures..—..—____ 105 “The Next Dawn”............ ........ —.........220
Group Size______ ___ —23 Lay Out the Premise ____________ 105 Cursed Items_____ —_ ..........220
Multiple DMs_____ __ ______________ 25 Adventure Premise......—.....—.—. 105 Magic Item Resilience............. ...... —.220
Narration-------------------------- ...__ ...__ 26 Adventure Conflict_______ _____ ... 106 Crafting Magic Items...__ ...__ —..... 220
Resolving Outcomes—_______ _______ 27 Adventure Situations by Level------106 Magic Item Special Features...... .... 222
Ability Checks____ ____________ .... 27 Adventure Setting........ ..................... 109 Artifacts..........______ —....,..224
Attack Rolls —. ....... 29 Draw In the Players...__ ____________ 110 Sentient Magic Items____ _______ .226
Saving Throws____......................... 29 Adventure Patrons_____________ 110 Magic Items A-Z----- —...------- - -----227
Difficulty Class_________________ 29 Supernatural Hooks.................. ....... Ill Random Magic Items........... . ......... 326
Advantage and Disadvantage...—. 29 Happenstance Hooks..———— Ill Chapter 8: Bastions........................ 332
Consequences......... 30 Plan Encounters —...__ -________ 112 Gaining a Bastion—.......—...— .—.— .333
Improvising Damage___ __________ 30 Character Objectives___ —____ 112 Bastion Turns................... 333
Improvising Answers.—___ 31 Keeping the Adventure Moving...... 112 Bastion Map.... . ............ .334
Running Social Interaction________ 32 Something for Everyone..———113 Basic Facilities......... ...... 335
Roleplaying................... 32 Multiple Ways to Progress_______ 113 Special Facilities____ ...... ,—.335
Attitude___________ ________ ...___ 32 Social Interaction Encounters—.— 114 Orders.............. .............. 336
Running Exploration.......... .... 33 Exploration Encounters..___ _____ 114 Bastion Events...... . ..... ...... ..._ ______350
Using a Map____ ......———..33 Combat Encounters.—..... ——_ ....... 114 Fall of a Bastion.............. .... ............... -352
Tracking Time................. -..................... 34 Monster Behavior------------------ 116 Appendix A: Lore Glossary—..—.354
Actions in Exploration.—.___ ........... 34 Encounter Pace and Tension— 118
Perception____________ 35 Bring It to an End................... 120 Appendix B: Maps....—.—365
Travel_______ 36 Denouement120 Barrow Crypt._______ 365
Running Combat____ ___ ___ 42 Adventure Rewards--------------------- .120 Caravan Encampment............ —366
Rolling Initiative________ ...------- ...42 Adventure Examples 122 Crossroads Village..................... 367
Tracking Initiative................... ...42 Dragon's Lair. —......______ —368
Chapter 5: Creating Campaigns— 126 Dungeon Hideout—....... ........... 369
Tracking Monsters’ Hit Points..........42 Step-by-Step Campaigns....... . ...... —127
Using and Tracking Conditions-...... 43 Farmstead________ .————..370
Your Campaign Journal......... . .............127 Keep —..371
Miniatures.______ _______ ______ 44 Campaign Premise—______ ____ 129
Tracking Position at Long Range..... 45 M anoi ———————372
Campaign Characters____ ______ .129 Mine.......... .................................... 373
Narration in Combat—_________ .. .46 Campaign Conflicts......___________ 131
Keeping Combat Moving______ ___ 47 Roadside Inn374
Flavors of Fantasy____________......131 Ship...................... 375
Adjusting Difficulty.—....... .......48 Campaign Setting............ ....................136
Fight or Flight—___ __ ________ 48 Spooky H ouse.——....376
Campaign art......................... 137 Underdark Warren__ ____ ........... ..... 377
Character Advancement-_______ ___ 48 Plan Adventures™._________ ___ 139 Volcanic Caves __ ,_ —.378
Chapter 3: DM's Toolbox...... . ...... 50 Episodes and Serials—...————139 Wizard’s Tower___________________ 379
Alignment..____________ 51 Getting Players Invested_________ 140
Chases____________ ____......________ 52 Time in the Campaign______ 142 I ndex—380
Creating a Background...__________ ... 55 Ending a Campaign . ............................ 142
Creating a Creature ——— .... 56 Grey hawk 143 Tracking Sheets
Creating a Magic Item..................... 58 Important Names........ .......... .... 143 Game Expectations ——------ ..... 14
Creating a Spell.......... ——...59 Greyhawk's Premise.___........ ........... 143 Travel Planner_________ ....._____ —.37
Curses and Magical Contagions_____ 60 Free City of Greyhawk............ ....... 149 NPC Tracker_______ ...— --------------- 87
Death ———.............. 62 Settlement Tracker_________________ 95
Greyhawk Gazetteer------------------ 160
Doors----------------- 64 Campaign Journal_____________ ____ 128
Dungeons......_____ 65 Chapter 6: Cosmology...___ ——172 DM's Character Tracker..___________ 130
Environmental Effects__________ 68 The Planes__ ........_______ 173 Campaign Conflicts—.--------- ----- --- 132
Fear and Mental Stress..——.____ .... 70 Planar Travel___ ________________ 176 Magic Item Tracker.............———219
Firearms and Explosives..................... 72 Planar Adventuring____________ _ _ 178 Bastion Tracker___________________ 353
Tour of the Multiverse_________ _ -180
CHAPTER 1

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.

CHAPTER I I THE BASICS 5


Things You Need needs you or they might have. Some players might
have difficulty with low light, background music,
What you need to play hasn't changed much since strong odors, cramped spaces, or specific allergens.
the game’s first publication in 1974. Accommodate what you can; communicate what
Rule books _______ you can’t as early as possible.
If possible, play in an area with minimal visual or
As the Dungeon Master, you need this book plus the auditory distractions. Favor surroundings that rein-
Player’s Handbook (which contains most of the rules force your desired atmosphere and have little non-
of the game) and the Monster Manual. Your players player traffic. If space is shared, reserve the space in
need access to the Player's Handbook, too, but they advance.
can share as needed. You can also play D&D anywhere you might come
Let players know beforehand what books (other together in an online space, from a group video call
than the Player’s Handbook) they can reference to a sophisticated virtual tabletop.
during a playing session. For example, it’s not ap-
propriate for players to look up a monster in the Dice _____
Monster Manual (or the equivalent digital tool) while You need a full set of polyhedral dice: d4, d6, d8,
fighting that monster. If you’re running a published dlO, dl2, and d20. It's helpful to have at least two of
adventure, players should avoid reading that adven- each kind. Ideally, each player should also have their
ture so they don’t spoil any surprises. own set of polyhedral dice.
A Dungeo n Master Lots of digital dice rollers exist. Simple, browser-
based dice rollers are easily found on the internet.
One player has the special role of Dungeon Master. Specialized dice apps can be found in app stores,
Some people love being the DM all the time, while and virtual tabletops typically have dice-rolling
others can end up feeling trapped as the “forever functionality built in.
DM ” for their gaming group. The “Group Size" sec-
tion in chapter 2 discusses possibilities for sharing No te -Taking Materi als
the role of Dungeon Master among multiple players Everyone needs some way to take notes. During ev-
in a group. ery round of combat, someone needs to keep track
Player s of Initiative, Hit Points, conditions, and other infor-
mation. Players often like to take notes about what
Players who aren't the Dungeon Master take on the happens in the adventure, and at least one of them
roles of the heroes, also known as the characters or should record any clues and treasure the characters
the adventurers. collect.
D&D plays best with four to six players in addition
to the DM, but it’s possible to run a game with fewer Char ac ter Sheet s
or more adventurers. See the “Group Size" section Players need some way to record important infor-
in chapter 2 for advice on doing so. mation about their characters. Plain paper works
fine, but players might find official or fan-made
Finding Pla yers character sheets more helpful in organizing the
Where do you find players? Here are a handful of
suggestions: Sch edul ing Games
- Game or hobby stores (the Store Locator on the Sometimes the hardest thing about running a
Wizards of the Coast website can help you find game is finding a time when everyone can play.
stores near you that host D&D events) Some groups play for a few hours every week,
- Friends, family, community members, and work while others set aside a whole day once a month.
colleagues who enjoy gaming or fantasy Create a schedule that works best for your group.
• Gaming clubs at schools For new groups, it often helps to schedule a
• Social media and online messaging sites single-session game (often called a “one-shot")
• Gaming conventions as a way for people to try it out. If everyone has a
great time at that one session, it can be easier to
A Pl ace to Play get them to make a long-term commitment.
The bare minimum of space you need to play D&D Scheduling conflicts are sometimes inescap-
is room for everyone in your group to gather and able. The “Group Size” section in chapter 2 offers
participate. some advice on what to do when a player has to
When choosing the space you'll be playing in, en- miss a session.
list your players' help. Think about any accessibility

6 CHAPTER 1 I THE BASICS


information. A variety of digital character sheets scenes when playing in person. A vinyl wet-erase
are also available if you’re playing online or using mat with a printed grid, a gridded whiteboard, a
digital devices at the table. cutting mat, a large sheet of gridded paper, or a
printed poster map—any of these can serve as a
Camp ai gn Journa l battle grid. The grid should be marked in 1 inch
Throughout this book you'll find tracking sheets squares.
you can use to make your work as a DM easier. You also need plastic or metal miniatures to rep-
They range from sheets you can use to track NPCs resent characters and monsters in the game, but you
or settlements in your game to trackers you can use can use coins, extra dice, paper counters, or even
to make sure you’re giving the adventurers a good pieces of candy if miniatures are unavailable.
number of magic items. These tracking sheets can Many software tools designed to facilitate online
form the basis of a campaign journal (see chapter 5), D&D play provide a battle grid. Even without such
and they’ll help you plan your adventures and build tools, though, many online D&D games use screen
your world. You can scan or photocopy these sheets sharing in combination with drawing programs,
for your personal use, and you’ll find downloadable shared whiteboards, or similar tools as simple battle
versions on DnDBeyond.com. grids. Some DMs are comfortable with software
that allows them to control lighting and show the
Usef ul Additions players exactly what they can see; others find that
Various resources can enrich your game and make complex software gets in the way of the game. Use
it more fun. Many of these resources might have whatever works for you and your group.
digital versions, making computers, tablets, and
smartphones essential elements in some D&D games Card Acces sori es
and for some players. Some players and DMs find it helpful to have infor-
mation available in the form of cards. You can buy
DM Screen (or make) cards with individual spells, magic items,
A DM screen shields your books, notes, and die rolls monster stat blocks, rules reference, and similar in
from your players. (See the "Ensuring Fun for All" formation for easy reference.
section later in this chapter for more about when
and why you might want to hide die rolls.) Most DM
screens have art on the outward-facing panels and
What
handy rules information on the inside-facing panels. lands
OO VOW OO WHEN A 018
co ckeo ? See the eno of
Others might be made of fancy wood or sculpted to THIS CHAPTER FOR AOVICE.
help set the mood for your game.
You don’t need a physical screen to hide things if
you're playing online, but it can be helpful to have
ready access to important information like condi-
tion definitions, common actions, and other key
rules. Some DMs set up a physical DM screen near
their computer screen. A virtual tabletop might
have reference information like this built in.
Advent ure s and Sourc ebook s
Beyond the three core rulebooks, a plethora of ad-
ditional content is available from Wizards of the
Coast and other publishers. Adventures provide
hooks, plots, maps, and encounters you can use in
your game. Sourcebooks include things like new
character options, new monsters, and inspira-
tion for building your own adventures and
campaigns. You can play D&D without any of
these additional products, but many DMs (and
players) find them to be exciting additions to
the game.
Batt le Grid and Minia tu res
Some DMs use a battle grid and miniatures to run
combat encounters, which helps players visualize

CHAPTER I I THE BASICS 7


Preparin g a Sessi on
The more you prepare before your game, the more
smoothly the game will go—to a certain point. To
avoid being either under- or overprepared, use the
one-hour guideline below and prioritize what to
prepare depending on the time you have available.
The One -Hour Guidel ine
A D&D game session usually starts with some out-
of-game chatter as everyone settles down to play.
Once the session gets underway, most groups can
accomplish at least three things during one hour
of play, where each "thing" might be any of the
following:
- Explore a location such as a chamber in a castle or
a cave
• Converse with an intelligent creature
• Reach consensus on a divisive issue
- Solve a tricky riddle or puzzle
- Survive a deadly trap
• Fight a low-difficulty combat encounter
A more difficult combat encounter might count as
two or three things, and a tense negotiation can use
most or all of an hour of play on its own.
Prepar ation Time
The following guidelines can help you prepare for a
session of play using a published adventure.
Step 4. Consider how each definite encounter re-
One -Hour Prepara ti on lates to the players’ motivations (see the “Know
If you spend one hour each week preparing for your Your Players" section in chapter 2). Think about
game, follow these steps: elements you can add to interest them. For exam-
Step 1. Focus on the story of the adventure. Read pie, a combat encounter could open with a tense
or reread the adventure’s introduction and back- negotiation designed to appeal to players who en-
ground information. Create a bulleted list of key joy social interaction.
plot points to make sure a coherent story unfolds. Step 5. Skim the encounters you flagged as possible.
Step 2. Identify the encounters you want to run,
Two -Hour Prepara ti on
then figure out how likely it is each encounter will
get played, categorizing each one as “definite,” With another hour to prepare, add these steps:
"possible,” or "unlikely." Step 6. Carefully review each "possible” encounter.
Step 3. Gather any maps you’ll need for the definite Step 7. Devote any time you have left to creating
and possible encounters, then focus the remainder improvisational aids (see the “Improvising An-
of your prep time on the definite encounters, as swers” section in chapter 2).
outlined below.
For combat encounters, review the monsters’ Three -Hour Prep ar at ion
tactics and stat blocks. Note any special rules that If you have three hours to prepare, add these steps:
apply to the setting of the encounter. Step 8. Skim each “unlikely” encounter.
For social interaction encounters, make notes Step 9. Create a new encounter designed to appeal
about the nonplayer characters (NPCs) in the en- specifically to one player, or alter an existing en-
counter—their personalities, goals, and tactics. counter to relate to the goals and motivations of
For exploration encounters, record any clues or that player’s character. Over the course of several
other information the characters should learn, sessions, do this for all your players and their
and review any special rules that might come into characters.
play in the encounter.

8 CHAPTER I I THE BASICS


How to Run a Session Whether you’re running a published adventure or
one of your own creation, your initial description of
This section explains how to run a game session; a room or situation should focus on what the char-
later on, chapters 4 and 5 detail how to combine acters can perceive. You don't have to reveal every
sessions into adventures and adventures into detail at once. Most players begin to lose focus after
campaigns. about three sentences of descriptive text. As charac-
Recap ______________________________ ters search rooms, open drawers and chests, and ex-
amine things more closely, give players more details
Start each game session after the first with a recap about what their characters find.
of what happened in the previous session. A recap The “Narration” section in chapter 2 offers more
helps players get back into the story. It also provides extensive advice and examples of narration.
important information to players who missed the
previous session. You can provide this recap, or you Step 2- Let the Pla yers Talk
can invite one or more players to deliver the recap Once you're done describing the situation, ask the
instead. Each approach has benefits: players what their characters want to do. Note what
the players say, and identify how to resolve their ac-
DM Recap. Provide the recap yourself if you have
tions. Ask them for more information if you need it.
specific information you need to impart or if
Sometimes the players might give you a group
you want the recap to be concise and focused on
answer: “We go through the door.” Other times,
what's relevant.
individual players might want to do specific things—
Player Recap. Let the players provide the recap if
one might search a chest while another examines
you want to gauge what they think is important
a bookshelf. Outside combat, the characters don’t
or learn more about what they’re getting out of
need to take turns, but you need to give each player
the game. If the players miss any important details
a chance to tell you what their character is doing so
in their recap, you can interject a reminder.
you can decide how to resolve everyone’s actions. In
Encoun ters combat, everyone takes turns in Initiative order.
The bulk of a typical D&D session consists of a se- Step 3: Descri be What Happ ens
ries of encounters, similar to how a movie is a series After the players describe their characters’ actions,
of scenes. In each encounter, there are chances for it's the DM's job to resolve those actions, guided
the DM to describe creatures and places and for by the rules and the adventure you've prepared.
characters to make choices. Encounters can involve So how do you decide? Think through these
exploration (interacting with the environment, in- possibilities:
cluding puzzles), social interaction with creatures,
No Rules Required. Sometimes, resolving a situ-
or combat. The Player's Handbook outlines the gen-
ation is easy. If an adventurer wants to cross an
eral rhythm of play in an encounter. The following
empty room and open a door, you can just say
sections offer more detailed information on how an
that the door opens and describe what lies beyond
encounter typically unfolds, in three steps.
(perhaps referencing your map or notes).
Step 1: Describ e the Situ at io n Obstacles to Success. A lock, a guard, or some
As the DM, you decide how much to tell the players other obstacle might hinder a character’s ability to
and when. All the information the players need to complete a task. In those cases, you typically call
make choices comes from you. Within the rules of for a D20 Test, usually an ability check. For exam-
the game and the limits of the characters’ knowl- ple. a successful Dexterity (Sleight of Hand) check
edge and senses, tell players everything they need might be needed to pick the lock, while a success-
to know. ful Charisma (Persuasion) check and some coins
might be needed to bribe the guard. The "Resolv-
ing Outcomes" section in chapter 2 gives more
Published adventures often include text in a box guidance on how to use D20 Tests and other tools
like this, which is meant to be read aloud to the to determine the results of characters' actions.
players when their characters first arrive at a Roleplaying. When the players interact with other
location or under a specific circumstance, as de- creatures, roleplay those creatures based on
scribed in the text. It usually describes locations whether they are Friendly, Indifferent, or Hostile.
so the players know what's happening and have a Improvise based on what you know about the
sense of what their characters’ options are. creatures, their knowledge, and their motivations.
Then bring these creatures to life as you describe
what happens. (See the “Running Social Interac-
tion" section in chapter 2 for more advice.)

CHAPTER 1 | THE BASICS S


One Action at a Time. The rules about actions in players that and move on. Don’t make the players
the Player’s Handbook limit how many things a spend time discussing which character cooks what
character can do at once. Keeping those rules in for dinner unless they enjoy such descriptions. It's
mind can help you adjudicate situations. OK to gloss over mundane details and return to the
Combat. In combat, many situations involve attack action as quickly as possible.
rolls or saving throws. The rules of combat can Expect players to discuss the events of the game,
help you determine the effectiveness of a charac- spend time planning, and engage in long conver-
ter’s actions. The “Running Combat" section in sations in character. You don’t need to be involved
chapter 2 offers advice on combat. in those discussions unless they have questions for
Spellcasting. If a character casts a spell, you can you. Learn to recognize the times when you can
usually let the player tell you what the spell does take a break as the DM, and then resume the action
and how to resolve it. If questions arise, read the as soon as everyone's ready.
text of the spell yourself—how a spell is supposed
to work is usually pretty clear. The general rules Ending a Se ssion
of spellcasting in the Player's Handbook are also Try not to end a game session in the middle of an
essential for resolving a spell's effects. encounter. It’s difficult to keep track of information
Exceptions Supersede General Rules. General such as Initiative order and other round-by-round
rules govern each part of the game, but the game details between sessions. An exception to this
also includes class features, spells, magic items, guideline is when you purposely end a session with
monster abilities, and other elements that can a cliffhanger, where the story pauses just as some-
contradict a general rule. When an exception and thing monumental happens or some surprising turn
a general rule disagree, the exception wins. For of events occurs. A cliffhanger can keep players in-
example, it's a general rule that melee weapon trigued and excited until the next session.
attacks use the attacking character's Strength If a player missed a session and you had that play-
modifier. But if a feature says that a character can er’s character leave the party for a while, make sure
make melee weapon attacks using Charisma, that that there’s a way to bring the character back when
exception supersedes the general rule. the player returns. Sometimes a cliffhanger can
When narrating results, try to give a flavorful serve this purpose: the character charges in to help
description while clearly communicating what’s their beleaguered companions.
happening in the language of the game. See the Allow a few minutes at the end of play for every-
“Narration in Combat" section in chapter 2 for more one to discuss the events of the session. Ask your
advice and examples. players what parts of the session they liked and
Describing results often leads to another decision what they would have liked to see more. Take notes
point, which returns the flow of the game to step 1. on what happened and the situation at the end of
the session so you can refer back to those notes as
Passing Time ____________ you prepare the next session.
The game has a rhythm and flow that includes peri-
ods of action and excitement interspersed with lulls. Exampl e of Play
Think of how movies show time passing between These pages present a short example of play, similar
scenes. When an encounter ends, you can move to the ones in the Player's Handbook, to illustrate
on to the next one. You can often gloss over hours how everything outlined in the “How to Run a Ses-
of travel with a quick narrative summary (see the sion’’ section works in practice. In this example, the
“Travel" section in chapter 2 for more advice). Sim- Dungeon Master is running an adventure (“The
ilarly, if a rest period passes uneventfully, tell the Fouled Stream”) from chapter 4. The four players
_______________________________________ to. are Amy (playing Auro, a Halfling Rogue), Maeve
Taki ng Break s (playing Mirabella, an Elf Wizard), Phillip (play-
When you finish a lengthy combat encounter ing Gareth, a Human Cleric), and Russell (playing
or a tension-filled scene, or if you need time to Shreeve, a Goliath Fighter).
think, take a quick break. Give your brain a few The DM starts by asking the players to recap the
moments to refocus, relax, or prepare for the action of the previous session, most of which con-
next encounter. It’s OK to leave the players in sisted of creating characters.
suspense during a break while you figure out the
consequences of their actions.

IO CHAPTER I I THE BASICS


Jared (as DM): Last session, we met our four heroes
in the little farming village of High Ery. Who re-
members what happened?
Amy: We were at a village council meeting about the
weird stuff in the river making the fish inedible. We
volunteered to investigate.
Russell: So we set out and followed the river up-
stream. At the first fork, we met a treant named
Borogrove who pointed us to a cave that was the
source of the polluted stream.
Amy: Before he wandered off, he gave us a magic
acorn, and that's where we ended last week.
Jared: So now you're in this gloomy forest. Dry
leaves rustle under your feet. You’re still beside
the stream, which looks murky and unwholesome
beneath the shadowy trees. What do you want to
do now?
Russell (as Shreeve): We continue upstream? (The
others nod.) Sin is ter shape s

Jared: OK, you make your way upstream for about LURK NEAR THE

another hour. The farther you go, the murkier and


GAVE ENTRANCE AS

THE ADVENTURERS
stinkier the water becomes. Rounding a bend, you APPROACH,

can see a cave in the hillside ahead of you. The


stream tumbles from the cave mouth. There are
withered shrubs clumped around the cave, appar-
ently poisoned by this nasty water.
Phillip (as Gareth): Into the cave!
o ared: Who’s leading the way? The DM knows something the players don’t:
Russell: I'll go first. the withered shrubs are actually monsters.
Jared: The cave entrance is ten feet wide, with the It’s important to establish which characters
stream running right down the middle. Do you are closest to the hidden monsters.
_ want to go single file or two abreast?
™ Phillip: I don’t love the idea of stepping across the
stream. Let’s go single file, staying on this side of
the water. (Everyone else agrees.)
Jared: OK, who's second?
%
By asking the players to choose their char-
Phillip: Gareth will go second. acters’ marching order, the DM cleverly
Maeve (as Mirabella): I'll be third in line. pivots away from the withered shrubs. The
Amy (as Auro): I'll make sure nothing's following us. players don’t realize their characters are
Jared: OK, Shreeve, as you reach the cave mouth, in danger, and the DM is waiting for the
you hear the shrubs rustling. „ right time to reveal the hidden monsters.
Russell: Oh, I should’ve checked to make sure noth-
ing was hiding in the shrubs!
Jared: In fact, the shrubs themselves are moving.
They're not rooted at all—each one has two little
legs and sharp claws! Everyone, roll Initiative.
....
Russell: How many shrubs are attacking? The DM rolls Initiative just once for all
six monsters and writes down that they’ll
Q fared: Six. Auro, what’s your Initiative?
go on Initiative count 17. The DM then
Amy: I got a 14. goes around the table to get each player’s
Russell: Shreeve goes on 5. Initiative roll. See the "Running Combat”
Maeve: A natural 20 gives me a 21! section in chapter 2 for advice about roll-
Phillip: 19 for Gareth. ing and tracking Initiative.
Jared: Mirabella, you’re first. What do you do?
Xs., __________________ <4

CHAPTER 1 | THE BASICS II


Maeve: How many of these walking bundles of kind-
ling can I get in a 15-foot Cone?
| Jared: There are three on your side of the stream and
Q three on the other side. You can get either group
in your Cone.
Maeve: Mirabella puts her thumbs together and
wiggles her fingertips. (Maeve mimics this action.)
Fire shoots out from her fingers, catching the ones
on our side of the stream. Burning Hands!
Q Jared: OK, what do I need to do?
Maeve: The shrub things need to make Dexterity
saving throws. The DC is 14.
Jared: And how much damage do they take?
Maeve: (Maeve rolls 3d6forthe spell's damage.) 13
O Fire damage if they fail the save, 6 if they succeed.
Jared: Magical fire tears through them and leaves
smears of ash behind! Anything else, Mirabella?
Maeve: My work here is done. (She mimes blowing
smoke away from herfingertips.)
Jared: Gareth, you're up next.
Phillip: Gareth holds his Holy Symbol and utters an
imprecation while pointing at the closest shrub
and casting Toll the Dead. The sound of a bell tolls,
and the shrub makes a Wisdom save, DC 14.
Jared: Well, I rolled a 1.
Phillip: It takes 7 Necrotic damage!
Jared: Whatever moisture was in this "bundle of
kindling” seems to dry up. and the thing keels over
dead. Anything else, Gareth?
Phillip: He glares menacingly at the other shrubs.
Jared: OK, their turn. One skitters toward Mirabella!
Russell: Can I interject myself between It and Mira-
bella?
Jared: Sure, I'll allow it. You step into the monster’s
path and ... (The DM makes an attack rollfor the
™ monster but rolls a 7, which isn’t going to hit.) It
tears at your cloak but fails to wound you. The oth-
er one has lost any interest in fighting, and it starts
running away. Now it's Auro's turn.
Amy: Auro looks at the one that just attacked
Shreeve and pulls out his dagger. I get a 23 to hit!
Jared: That hits! What’s your damage?
Amy: Since Shreeve is next to it, I can use my Sneak
Attack! The shrub takes 12 Piercing damage.
Jared: It's felled! Mirabella, the last one is running
away. Will you let it escape?
Maeve: 1 think Borogrove would be disappointed in
us if we let it escape into the woods. I’ll cast Fire
Bolt, getting a 14 to hit.
Jared: You nailed it.
Maeve: It takes 10 Fire damage!
Jared: Yeah, the last shrub is incinerated. Well done!

12 CHAPTER 1 | THE BASICS


Every DM Is Unique At m o s p h ere
The preceding example of play shows how one Dun- Some DMs use music to create an appropriate
geon Master might run an encounter, but no two atmosphere for their game sessions. They might
DMs run the game in exactly the same way—and use soundtracks from adventure movies or video
that’s how it should be! You’ll be most successful as games, although classical, ambient, or other music
a DM if you choose a play style that works best for styles can also work well.
you and your players. Some DMs adjust lighting or use sound effects.
Miniatures and dioramas can contribute to the
Play Sty le ____________________ game's atmosphere and help players visualize
Here are some questions that can help you define events. Check with your players, though: some
your unique style as a DM and the kind of game you might find music, lighting, or sound effects distract-
want to run: ing; might prefer not to be startled by loud noises;
or might need to avoid certain lighting effects.
Hack and Slash or Immersive Roleplaying? Does
the game focus on combat and action or on a rich Dele gatio n ______________________
story with detailed NPCs?
If there are parts of the game you prefer not to han-
All Ages or Mature Themes? Is the game for all
dle yourself, assign them to players who enjoy them.
ages, or does it involve mature themes?
If you don’t want to break your narrative stride by
Gritty or Cinematic? Do you prefer gritty realism, looking up a rule, designate another player to be the
or are you more focused on making the game feel
rulebook reference expert. If you don't like tracking
cinematic and superheroic?
Initiative, ask another player to do so.
Serious or Silly? Do you want to maintain a seri-
ous tone, or is humor your goal? Learni ng by Observing
Preplanned or Improvised? Do you like to plan
thoroughly, or do you prefer to improvise? One of the best ways to learn how to run a D&D
General or Thematic? Is the game a mixture of game is to observe other DMs in action. Another
themes and genres, or does it center on a particu- DM can give you a solid foundation for understand-
lar theme or a genre such as horror? ing the role—as well as inspire you with cool things
Morally Ambiguous or Heroic? Are you comfort- you can do in your games.
able with moral ambiguity, such as allowing the You can use these questions to help you reflect on
characters to explore whether the end justifies the
a game you observe:
means? Or are you happier with straightforward Beginning the Session. How did the DM start the
heroic principles, such as justice, sacrifice, and session? Was there a recap?
helping the downtrodden? Body Language. What gestures did the DM use
when describing a scene? How did the DM’s body
House Rule s language change when playing different NPCs?
House rules are new or modified rules you add to DM Voice. Did the DM use different voices or man-
your game to make it your own and to enhance the nerisms for NPCs? Did the DM change the pitch
style you have in mind for your game. Before you or tempo of narration in different situations?
establish a house rule, ask yourself two questions: Player Participation. Did the players participate in
the world-building or make decisions that seemed
- Will the rule or change improve the game? to send the adventure in an unexpected direction?
- Will my players like it? How did the DM handle it?
If you're confident that the answer to both ques- Rules Adjudication. To what extent did the DM
tions is yes, give the new rule a try. Present house lean on the rules to adjudicate outcomes? Did the
rules as experiments, and ask your players to pro- DM adjudicate situations wisely or in ways that
vide feedback on them. If you introduce a house made the game fun to watch?
rule that isn’t fun, remove or revise the rule. Three Pillars. How much of the session was taken
up by combat, exploration, or social interaction?
Rec ord ing Rul es Int erpret at ion s Tone and Mood. How would you describe the tone
• f a question about the interpretation of a rule and mood of the game? Did it change over the
comes up in your game, record how you decide to course of the session?
nterpret it. Add that to your collection of house Tkirns of Phrase. Were there any words or bits of
rules so you and the players can reference it when narration you really liked? (If so, jot them down.)
rhe rule comes up again later. World Building. What elements of the DM’s world
or the adventure grabbed your attention?

CHAPTER l I THE BASICS 13


GAME EXPECTATIONS >

DM NAME:
PLAYER NAME:

GAME THEME AND FLAVOR

POTENTIALLY SENSITIVE ELEMENTS


EXAMPLES: SPIDERS, SNAKES, DEMONS, ROMANCE, MIND CONTROL

X HARD LIMIT: DON’T MENTION OR INCLUDE


? SOFT LIMIT: HANDLE WITH CARE OR OFF-CAMERA

PLAYER’S HOPES AND EXPECTATIONS


WHAT DO YOU WANT TO SEE IN THIS CAMPAIGN?

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
■■ ___ ■ -

Using the Game Expec ta tio ns Sheet


describe your game to others.)
Telling players what to expect prepares them as The Came Expectations tracking sheet is a tool
they imagine what sorts of characters they could you can use to set expectations at the start of a
create and launches conversations about content to game and ensure the game is fun for everyone.
be embraced and avoided. You don’t need to reveal Before distributing the sheet to players, fill in
the major plot points or twists in your story, but the two topmost boxes:
share the themes you’re interested in exploring, the Game Theme and Flavor. In this box, broadly de-
kinds of stories you’re inspired by, and which fla- scribe the direction you envision for your game.
vors of fantasy (outlined in chapter 5) interest you. See the "Setting Expectations" section for the
Being transparent with your players allows them to kinds of information to include here.
decide if this is a game they want to play, which is Potentially Sensitive Elements. If you know that
best to know before play begins. some elements of the game might run up
Being clear about your expectations and making against some players' limits, list those elements
sure you understand your players' expectations in in this box. See the "Hard and Soft Limits” sec-
return can help ensure a smooth game. Take your tion for examples.
players’ opinions and desires seriously, and make Once the above information is added, give a copy
sure they take yours just as seriously. Ideally, you'll of the sheet to each player. Players can fill out
find a style of play that suits everyone. their sheets anonymously, but ask each of them
Hard and Soft Limits to add the following information:
Beyond the general themes and flavors of fantasy Limits. Using an X for a hard limit or a question
you’re interested in exploring in your campaign, it’s mark for a soft limit, indicate any potentially
important to have a conversation with your players sensitive elements that are problematic. Add
about topics that can be sensitive or uncomfortable. any other elements to avoid.
It can be helpful to discuss these topics in terms of Hopes, Expectations, and Concerns. In the last
soft and hard limits: two boxes, share any hopes and expectations
for the game, and list any concerns about be-
- A soft limit applies to a topic that should be
handled carefully, as it might create unwelcome havior at the table.
anxiety, fear, or discomfort. Collect all the sheets, and gather your players'
• A hard limit applies to a topic that should not be limits into a separate, anonymous document the
mentioned or described. whole group can access.

CHAPTER I | THE BASICS »5


Communicating Limits. Make sure everyone is players know their needs best, and update the game
comfortable with how the discussion of limits takes accordingly.
place. Players might not want to discuss limits Limits in Play. Since D&D is improvisational, the
aloud, especially if they’re new to roleplaying games game can go in unexpected directions. It’s helpful
or haven't spent a lot of time with other members to have an agreed-on signal that players can use to
of the group. One way to alleviate such discomfort communicate that a limit has been violated, allow-
is to provide a way for players to share limits anon- ing you to adjust quickly. That signal might be a
ymously. Everyone can jot down their limits on an gesture (such as crossing the arms in an X or raising
anonymous survey, such as the Game Expectations a palm in a “stop” gesture), a code word or phrase,
tracking sheet in this chapter. touching or lifting a designated object, or anything
Compile limits into a list that can be shared with else your group agrees on. Players should also feel
the group. Limits aren't negotiable, and everyone in safe to say “stop” and pause the game until the issue
the group needs to respect them. is resolved. The person who invokes the signals can
The start of a campaign is a great time to have comment on what they want adjusted but doesn’t
this discussion, but further discussion is warranted have to explain why the content is objectionable.
each time a new player joins the group or when The signal shouldn't trigger a debate or discussion:
the campaign has a shift in story or tone. Someone thank the player for being honest about their needs,
might cross a line and need to be reminded of a set the scene right, and move on.
limit, or someone might not think to include some Make it clear to players that if a person isn't com-
of their limits in the initial discussion. Players can fortable using the signal, they can step away from
also discover new limits as the campaign unfolds. the game or call for a break to talk to you privately.
Check in with the group every few sessions to make Players may also give a friend permission to use the
sure everyone's comfortable with how the game is signal on their behalf. As the DM, lead by example.
developing, updating the group’s limits as needed. Take your players' needs seriously, and use every
4C0HMUWH1

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

l6 CHAPTER I I THE BASICS


Intra -pa rty Confl ict what every character is doing, especially during
When there's conflict between characters in an ad- periods of exploration and social interaction, rather
venturing party, it’s usually a sign that one of three than focusing just on one player’s character.
things is going on: Sometimes you’ll encounter players who tell other
players what their characters should do, claim the
Disruptive Player. A player is exhibiting antisocial best magic items for themselves, bully the other
behavior in the game. How to deal with it is cov-
players, and refuse to share the spotlight. Away
ered in the "Antisocial Behavior” section.
from the game, point out that the player’s behavior
Player Conflict. Conflicts between characters
is spoiling the fun for others, and ask the player to
sometimes surface conflicts between players. tone it down. If the player refuses to change this
These conflicts are best handled away from the behavior, ask the player to leave the group.
gaming table. Encourage the players to resolve
Some problems arise when a player assumes that
their conflict outside the game. If that conflict their particular style of play is superior to others,
keeps arising at the game table, you might need
and they lose patience with encounters tailored to
to ask them to step away from the campaign for a other players’ preferences. Remind the impatient
while or leave the game entirely. player (perhaps away from the table) that you have
Roleplaying. Conflicts between characters aren't a group to please, not just one player.
always bad. It’s OK for characters (and players)
to disagree about how to deal with a captured en- Trag ic Limits
emy or which side to back in a brewing war. If the Some players resist getting invested in the world
disagreement gets too heated, take a break and of the game because they don’t want to endure the
perhaps discuss, out of character, how the players pain of seeing the people and places they care about
would like to proceed. threatened or destroyed. Other players gleefully
If you can't tell which of these dynamics is in play, detail a backstory full of beloved NPCs, fully ex-
have a conversation with the players about it. pecting the DM to use those people as bait, tragic
victims, and unexpected villains. It’s important to
Resp ect for the Playe rs understand your players’ preferences so you neither
Your players need to know from the start that you'll alienate the players by callously destroying what
run a game that is fun, fair, and tailored for them; they love nor bore them by leaving their backstory
that you’ll allow each of them to contribute to the out of the campaign story.
story; and that you’ll pay attention to them when When you have antagonists threaten the people
they take their turns. Your players also count on and places the characters love, be sure the charac-
you to make sure an adventure’s threats don’t target ters have a chance to stave off the worst outcome.
During the game, characters should have the op-
them personally. Never make players feel uncom-
fortable or threatened. portunity to avoid or mitigate losses in heroic ways,
with tragedy being a consequence of the characters’
Shar ing the Spotl igh t actions and decisions, not a foregone conclusion.
As the DM, don’t play favorites. Don't let one player Moments of helplessness in the face of devastating
do all the talking, and make sure you check in about tragedy are better suited for character backstories.
_____________________________________ Ate.
Do You Real ly Do That ? DM Die Roll ing
Should you hide your die rolls behind a DM screen,
Can players retract what they just said their char- or should you roll your dice in the open for all the
acters did? Some DMs take a hard-line position: players to see? Choose either approach, and be con-
If you said it, your character did it.” Such a strict sistent. Each approach has benefits:
position tends to make players much more care-
ful about what they say, which can dampen the Hidden Die Rolls. Hiding your die rolls keeps them
atmosphere and discourage humor. mysterious and allows you to alter results if you
Other DMs let players change their minds want to. For example, you could ignore a Critical
freely. This creates a more relaxed mood at the Hit to save a character’s life. Don't alter die rolls
table, which might slow the pace of the game. too often, though, and never let the players know
A common compromise is to rule that players when you fudge a die roil.
tan retract or change anything their characters Visible Die Rolls. Rolling dice in the open demon-
did up until the point they learn the conse- strates impartiality—you're not fudging rolls to
quences of their actions. Once you describe what the characters’ benefit or detriment.
nappens as a result, it’s too late for the players to Even if you usually roll behind a screen, it can
change their minds. be fun to make an especially dramatic roll where
everyone can see it.

CHAPTER 1 f THE BASICS 17


Overly Caut ious Playe rs for advice on this topic.) In exchange, the players
Overly cautious players can slow down the game by should go along with those hooks. It’s OK for your
checking every flagstone, door, and wall in a dun- players to give you some pushback on why their
geon for traps and hidden dangers. Sometimes this characters should want to do what you're asking
behavior is a learned response to too many unpleas- them to do. but it’s not OK for them to invalidate
ant surprises in past adventures, and sometimes it's the hard work you’ve done preparing the adventure
just a manifestation of players' personalities. by willfully going in a different direction.
Here are some in-game techniques you can use to If you feel like you're keeping up your end of the
encourage your players to act boldly: bargain but your players aren’t, have a conversa-
tion with them away from the gaming table. Try to
Avoid Random Perils. Avoid traps and ambushes
understand what hooks would motivate their char-
that feel random and have little importance to the
acters, and make sure the players understand the
rest of the adventure.
work you put into preparing adventures for them.
Create Time Pressure. Set up a situation where the
characters are racing toward a goal or destination. Rul es Disc ussion s
(Use this technique with caution, as time pressure Work out a policy about rules discussions at the
can increase players’ anxiety.) table. Some groups don’t mind putting the game on
Telegraph Encounters. Give players advance warn- hold while they discuss different interpretations of
ing that an encounter is imminent. Maybe they a rule. Others prefer to let the DM make a call and
hear the heavy footfalls of a giant or see a dragon continue playing. If you gloss over a rules issue in
flying overhead before they have to confront it. play, make a note of it and return to the issue later.
This can encourage your players to move toward Some players like to use the rules to argue against
or away from the encounters rather than anx- your decisions. While such players can be helpful
iously anticipating an ambush. when you’re stuck or make a rules mistake that's
If these in-game techniques don’t have the desired easily corrected, players who argue the rules too
effect, have a conversation outside the game with often can disrupt the flow of the game.
your players about which game elements are caus- If a player wants to pause play to find a specific
ing them to play in an overly cautious way. Come to rule or reference, you can invite the player to search
an agreement that those elements won't appear in for it while you and the rest of the players continue
your game, as keeping the game moving will result the game. That player’s character essentially steps
in a better experience. out of the game for as long as it takes. Monsters
don’t attack the character, and the character takes
Respe ct for the DM_______________ the Dodge action in combat until the player rejoins
As the DM, you have the right to expect your play- the group. This solution allows the other players
ers to respect you and the effort you put into mak- to keep playing instead of letting one player stop
the game.
ing a fun game for everyone. The players need to let
you direct the campaign (with their input), arbitrate Char ac ter Knowl edge
the rules, and settle arguments. And when you’re Encourage players to play their characters within
narrating the action of the game, the players should the limits of what the characters know and under-
be paying attention. stand. It can be helpful to maintain the distinction
Play er Die Roll ing between player and character knowledge by simply
Players should roll their dice in full view of every asking players, “What do your characters think?"
Anachronistic thinking is another potential pit-
one. If a player scoops up their dice before anyone
else can see what they rolled, encourage that player fall. You might need to remind players that their
to be less secretive. characters don't know how to make things that
When a die falls on the floor, do you count it or don’t exist in the game world, such as modern fire-
reroll it? When it lands cocked against a book, do arms or antibiotics, and they don’t have the players'
you pull the book away and see where it lands or understanding of modern science (which might not
reroll the die? Work with your players to answer apply in the game universe anyway).
these questions, and record the answers as house Similarly, sometimes a player is familiar with the
rules. published adventure you’re running or knows the
Monster Manual backward and forward. Encourage
The Soci al Cont rac t of Advent ure s the player to keep that knowledge separate from
You must provide reasonably appealing reasons their character’s knowledge and allow the other
for characters to undertake the adventures you players to discover it through play.
prepare. (See "Draw In the Players" in chapter 4

i8 CHAPTER 1 I THE BASICS


Anti soc ial Beha vio r Setting clear expectations is essential when deal-
People often play D&D because it lets them, through ing with this kind of rules exploitation. Bear these
their characters, do things they can't do in real principles in mind:
life—fight monsters, cast spells, and so on. However, Rules Aren’t Physics. The rules of the game are
for some players, this means wreaking havoc in meant to provide a fun game experience, not to
towns or betraying their allies. What they want in describe the laws of physics in the worlds of D&D,
the game has nothing to do with heroic adventure, let alone the real world. Don’t let players argue
but with using the game rules to act out antisocial that a bucket brigade of ordinary people can
fantasies. accelerate a spear to light speed by all using the
If this behavior comes up in your game, it might Ready action to pass the spear to the next person
be time to reopen the conversation about the kind in line. The Ready action facilitates heroic action:
of game you want to play. If it’s just one player it doesn’t define the physical limitations of what
causing the trouble, it’s perfectly appropriate to can happen in a 6-second combat round.
issue an ultimatum: an out-of-control player who The Game Is Not an Economy. The rules of the
wants to continue playing with the group must stop game aren't intended to model a realistic economy,
being disruptive and play as part of a team. Don’t and players who look for loopholes that let them
let players get away with being jerks to the other generate infinite wealth using combinations of
players using the excuse, “that's what my character spells are exploiting the rules.
would do.” Combat Is for Enemies. Some rules apply only
Evil Characters. Players who want to play evil during combat or while a character is acting in
characters might be looking to carry out antisocial Initiative order. Don't let players attack each other
behavior in the game. If a player asks for permis- or helpless creatures to activate those rules.
sion to play an evil character or comes to the table Rules Rely on Good-Faith Interpretation. The
with one already made, talk to that player about rules assume that everyone reading and interpret-
what they have in mind and make sure their plans ing the rules has the interests of the group’s fun at
square with the group’s expectations for your game. heart and is reading the rules in that light.
Sometimes a player wants to explore playing an evil
character for perfectly good (and nondisruptive) Outlining these principles can help hold players’
reasons, and sometimes a whole group decides it exploits at bay. If a player persistently tries to twist
might be fun to play evil characters together. These the rules of the game, have a conversation with that
are valid options, as long as everyone's on the same player outside the game and ask them to stop.
page about how the campaign will go.
Rule s fo r the Virtu al Table
Pla yers Expl oit ing the Rul es Setting expectations is just as important in a digital
Some players enjoy poring over the D&D rules and environment as in person.
looking for optimal combinations. This kind of opti- Some groups confine out-of-character jokes,
mizing is part of the game (see “Know Your Players” comments, and memes to a text channel, keeping
in chapter 2), but it can cross a line into being ex- the voice channel focused on the game. But some
ploitative, interfering with everyone else’s fun. groups find it distracting to have a separate conver-
sation unfolding in text while the game is going on.
Knowi ng th e Rul es Choose an option that works best for your group.
You don’t have to be an expert on the rules to be Who moves tokens on a virtual tabletop? Are
a good DM. Of course it’s helpful to be familiar players expected to use the built-in dice roller, or is
with the rules, especially the ones in the Player’s it OK to roll physical dice and report the result? The
Handbook, but facilitating fun is more important particular technology you’re using might dictate
than implementing the rules perfectly. If you’re answers to these questions or raise other questions
not sure how to apply the rules in a situation, you’ll need to sort out as you play.
you can always ask the opinion of the players
as a group. It might take a few minutes, but it’s
usually possible to reach an answer that feels fair
to everyone, and that's more important than a
"correct" answer.
You don’t need to know every spell in the Play-
er's Handbook or the features of every class. Set
the expectation that players are responsible for
telling you what their abilities and spells do.

CHAPTER 1 I THE BASICS '9


Tur FIENDISH VILLAIN VENGER USES A CRYSTAL 0A

TO SCRY ON HIS NEMESIS, TlAMAT.


CHAPTER 2

Running the Game


B
uil ding on the basi cs la id out in Expl o ring ________________________
chapter 1, this chapter goes into more depth
on running a D&D game as Dungeon Master. Players who desire exploration want to experience
the wonders that a fantasy world has to offer. They
want to know what’s around the next corner or hill
Know Your Playe rs and like to find hidden clues and treasure.
While your players’ role is to create characters (the Engage players who like exploration by...
protagonists of the campaign), breathe life into
them, and steer the campaign through their actions, - Dropping clues that hint at things yet to come.
your role as Dungeon Master is to keep the players - Letting them find things when they take the time
immersed in the world you’ve created and to give to explore.
the characters the opportunity to do awesome • Providing evocative descriptions of exciting envi-
things. ronments and using interesting maps and props.
Knowing what your players enjoy most about the • Giving monsters secrets for the players to uncover
D&D game helps you create and run adventures or cultural details for them to learn.
that they will enjoy and remember. Once you know
Fighti ng __________________________
which of the following activities each player in your
group enjoys, you can tailor adventures to your Players who enjoy fantasy combat like the excite-
players’ preferences. ment of battling villains and monsters. They thrive
It's rare to gather a table of players who all enjoy in situations that can best be resolved in combat, fa-
the same aspects of the game. The trick is to find a voring bold action over negotiation or investigation.
balance so everyone can get some enjoyment out of Engage players who like fighting by ...
each game session, even if certain encounters don’t • Springing unexpected combat encounters.
match their preferences. At best, a group of players > Vividly describing the havoc their characters
is a lot like their characters, in that having different wreak with their attacks and spells.
interests and capabilities enables them to handle a - Including combat encounters with large numbers
broad range of challenges. of less powerful monsters.
Acting Inst igat ing
Players who enjoy acting like to embody their Players who like to instigate action are eager to
characters’ personalities, perspectives, and atti- make things happen, even if that means taking per-
tudes. They might like dressing up or using their ilous risks. They would rather rush headlong into
characters’ voices while playing. They enjoy social danger and face the consequences than cautiously
interactions with NPCs. monsters, and their fellow plan their actions.
party members. Engage players who like to instigate by...
Engage players who like acting by...
- Allowing their actions to affect the environment.
• Giving them opportunities to develop their • Including things in your adventures to tempt
characters’ personalities and backgrounds. them.
■ Allowing them to interact regularly with NPCs. - Letting their actions put the characters in a tight
• Highlighting the roleplaying elements of combat spot.
encounters. • Including encounters with NPCs who are as feisty
• Incorporating elements from their characters’ and unpredictable as the players are.
backstories into your adventures.
Opti miz ing
Players who enjoy optimizing their characters’
capabilities like to fine-tune their characters for
peak performance by gaining levels, new features,
and magic items. They welcome any opportunity to
demonstrate their characters' excellence.

CHAPTER 2 I RUNNING THE GAME 21


Engage players who like optimization by ... game. These players want to participate, but they
tend not to care whether they're deeply immersed
• Using desired magic items as adventure hooks and
in the adventure, and they don't tend to be assertive
rewards.
or very involved in the details of the game, rules, or
• Including encounters that let them leverage their
story. As a rule, don’t try to force these players to be
characters' most potent abilities.
more involved than they want to be.
- Providing quantifiable rewards, like Experience
Points, for noncombat encounters. Stor yte ll ing
Probl em -S O LYING Players who love storytelling want to contribute to
a narrative. They like it when their characters are
Players who want to solve problems like to scruti-
heavily involved in an unfolding story, and they
nize NPC motivations, untangle a villains machina-
tions, solve puzzles, and come up with plans.
enjoy encounters that are tied to and expand an
overarching plot.
Engage players who like to solve problems by...
Engage players who like storytelling by ...
• Including puzzles and tricky situations that
• Using their characters' backstories to shape the
require thinking.
stories of the campaign.
• Rewarding planning and tactics with in-game
- Making sure encounters advance the story.
benefits.
• Creating NPCs with complex motives. - Making their characters’ actions steer future
events.
Sociali zing • Giving NPCs characteristics and connections that
the adventurers can explore to uncover new ad-
Many groups include players who come to the game venture opportunities.
primarily because they enjoy the social event and
■ Including plot elements that call back to decisions
want to spend time with their friends, not because the adventurers made earlier.
they’re especially invested in any part of the actual
Group Size Large Group s
D&D’s rules and published adventures generally The biggest considerations with large groups are
assume four to six players plus the DM. The follow- maintaining order at the table and keeping combat
ing advice helps you adjust adventures to work for from becoming too slow.
smaller or larger groups.
Part y Lea der
Small Gro ups Consider having the players designate a party
leader, who is then the only person who tells you
A group that contains fewer than four players might
what the group is doing. It becomes the leader's role
find combat encounters difficult, especially if the
to work with the rest of the players to find consen-
party lacks important capabilities (such as armored
sus on what the group will do.
characters to stand toe-to-toe with enemies or
healing magic to keep everyone alive). You can com- Speed ing Comba t
pensate by reducing the number of monsters in a Players who have to wait a long time between their
combat encounter or by giving the party resources characters’ turns in combat are susceptible to dis-
they need, such as Potions of Healing. traction. Consider these tips to speed combat with a
You can also add party members, as described in large group.
the sections that follow. Be Generous with Information. If you tell the play-
DM-Cont rolled Advent ur er
ers what the Armor Class of their opponents is, you
reduce the steps of interaction needed to resolve an
You can make an adventurer character of your own
attack. Instead of telling you a number and asking
(sometimes called a "DM PL"—a “Dungeon Master
if it hits, a player can simply tell you that an attack
player character") to accompany the party. This is a
hits and how much damage it deals, perhaps adding
rewarding way for you to roleplay with your friends
some narration for good measure (see “Narration
while they’re exploring your world, but keep in
in Combat” later in this chapter). In the same way,
mind that you’ll have to run this NPC in combat.
if you know each character’s AC, you don’t need to
Be sure to keep the players’ characters in the spot-
ask whether a monster's attack hits.
light, and don't take away the players’ agency by
Help Players Keep Up. If a player isn’t sure what to
having your character make decisions for the group.
do on their turn in combat, help the player decide by
NPC Part y Member s offering a quick recap of the state of the battle. How
You can add nonplayer characters (NPCs) to the many foes are still standing, and how hurt do they
adventuring party. Use the NPC stat blocks in the look? What’s the most immediate threat to that
Monster Manual to represent these supporting char- character?
acters. If you don’t want to run these NPCs yourself, Make Initiative Obvious. Display the Initiative
invite one or more of your players to take on an order to your players so they each know when their
NPC as a secondary character. These NPCs might character’s turn is coming up and can think ahead
be apprentices or employees of the adventurers, about what their character will do on their next
so it’s natural for the main characters to take the turn. Using Initiative scores (see “Running Combat”
lead in exploration and social interactions while the in this chapter)—and perhaps seating the players in
NPCs fade into the background. Initiative order—can be helpful with a large group.
See “Nonplayer Characters" in chapter 3 for more Roll Handfuls of Dice. Encourage players to roll
information. the dice for their attack rolls and their damage at
the same time. You can do the same.
Pla yers with Mul tip le Cha rac ters
One or more of your players can each play two Struc tured TUrns
characters. Running two characters at once is a If you find yourself in a situation where individual
challenge, so make sure those players are comfort- players are having trouble getting a chance to do
able taking on multiple characters. things during exploration or social interaction, have
This approach works best in a game that’s the characters roll Initiative and act in Initiative or-
focused on combat, since it fills out a party with der, just as you do in combat. Taking turns ensures
combat-capable characters. It can be difficult for a that everyone has the chance to do something. Use
player to roleplay two characters at once. You might this approach sparingly, as it can feel artificial and
suggest that the player focus on roleplaying one sometimes slows down the game.
character while relegating the other character to a
supporting role.

CHAPTER 2 I RUNNING THE GAME 2Z


Absen t Players ____________________ Give absent characters the same XP that the other
characters earned each session, keeping the group
When one of your players is absent, what do you do at the same level.
with that player’s character? Consider the following Some groups like to work out a policy regarding
options: how many missing players is too many to proceed.
Fading into the Background. Have the character For example, your group might play as long as no
simply fade into the background. This requires ev- more than one person is absent. If two or more peo-
eryone to step out of the game world a bit and sus- ple can't attend a session, consider playing a short
pend disbelief, but it might be the easiest solution. adventure with different characters, and perhaps a
Act as if the character were absent, but don’t try different Dungeon Master, or bring out a favorite
to come up with any in-game explanation. Mon- board game.
sters don’t attack the character, who returns the
favor. On returning, the player resumes playing as Incorporating JSIew Playe rs
if the absence never happened. When introducing a new player to the group, revisit
Narrative Contrivance. Decide the character is the group's expectations and limits (see "Ensuring
elsewhere while the rest of the party continues Fun for All” in chapter 1). Then have the new player
the adventure. Come up with in-game reasons for create a character who is the same level as the other
the character to temporarily leave the party and characters in the adventuring party.
rejoin later, such as following up on a rumor or If the new player has never played D&D before
reporting back to the party’s patron. and the rest of the group is higher than level 4,
Substitute Player. With the absent player’s consent, consider taking a short break from the campaign
have another player run the missing player’s char- and having everyone play a new level 1 character
acter, or run the character yourself if you feel you for a session or two while the new player learns the
can do so. Whoever runs the character will need ropes. (This can also be a good opportunity for an-
a copy of that character’s character sheet and other player to take a turn as DM.)
should strive to keep the character alive and use If you're incorporating a new character into the
that character's resources wisely. group in the middle of an adventure, work with that
character's player to come up with a story hook for

24 CHAPTER 2 I RUNNING THE GAME


how their character joins the group, and make sure C ONCUR RENT O AM PA IG NS
the player is happy with the choice. Suggested story
hooks include the following: You and the other DMs in your group can take
turns running adventures for a few weeks or
Long-Lost Friend. The new character is a friend or months at a time, with your campaign on hold
relative of one of the adventurers. Alternatively, during another DM’s turn. Some groups play mul-
the new character is connected to the adventur- tiple times each week, with different DMs running
ers’ patron or a member of an organization the their campaigns on different days.
other characters are linked to. In either case, the
new character has been searching for the group, Shared World
perhaps bearing important news. Some groups take a large, established campaign
Rescued Prisoner. The new character is a pris- setting and divide it up geographically so different
oner of the foes the other characters are fighting. DMs can run separate campaigns in the same set-
When rescued, this character joins their group. ting. In theory, characters can travel from one DM’s
Sole Survivor. The new character is the sole sur- region of the world to another’s, creating continuity
vivor of an ill-fated group of adventurers. The in the campaign even as characters might be in-
new character might be able to offer a clue to help volved in several plotlines.
the party avoid the same grim fate that befell the Rather than dividing a campaign geographically,
other group. you and the other DMs in your group could di-
Spec ia l Guest Stars
vide it thematically. Using the setting in chapter 5
of this book as an example, each DM could focus
The story hooks for incorporating new players can
their campaign on one of the three overarching
also work for occasions when you want to bring a
conflicts of that setting. This approach allows the
player into the group for a single session. For ex-
same group of adventurers to sink their teeth into
ample, you might have a friend visiting from out of
all three overarching conflicts while ensuring that
town who wants to join your game briefly. Or per-
each storyline feels distinct.
haps you have a player you’re thinking about adding
to the group, but you want to make sure they'll be Joint DMs
a good addition. Incorporating an occasional guest
player is also a great way to maintain a roster of Two or more DMs can share the creation of a single
players as backup in case one of your regular play- campaign, working together to maintain continu-
ers has to drop out of the game. ity from session to session and making sure that
each DM’s adventures advance the larger story of
Multipl e DMs the world and the characters. When players who
are also DMs are playing their characters, they
Many gaming groups switch DMs from time to shouldn’t let their knowledge of the campaign’s
time. The following sections describe situations that story influence their characters' actions. Those
allow for multiple DMs and ways multiple DMs can characters step out of the action when their players
add to the group’s fun. take their turns as DM.
Occ asional Breaks Joint DMs can also team up to run each session of
a campaign, with each DM focusing on
Take a break from being the DM if you need to re- the aspects of the game they most
charge your creative juices, plan out the next arc of enjoy or the DMs trading focus
your campaign, or finish up the adventure you're from session to session. One DM
working on. By taking a break, you create an oppor- might run combat description
tunity for another player to assume the DM role for and keep a battle moving
a session or two. while the other focuses on
If not everyone can make it to a scheduled session, miniatures and music.
that can also be an opportunity for a different DM The two DMs can play
to run a short adventure. two different NPCs
in a social interaction
Variet y Serie s encounter. Between
Some groups don't want a long campaign with sessions, they can col-
sweeping plotlines; they prefer short, unconnected laborate or divide up
adventures. With that style of game, different play- world-building, en-
ers might take turns as DM for one to three ses- counter creation, and
sions at a time, with each adventure standing as a other tasks.
self-contained story.

CHAPTER 2 I RUNNING THE GAME 25


Don’t Limit Options. In general, let the players use
Narrat ion the information they’re given to decide what they
Using a few time-honored narrative techniques, you want to do. Don’t put unnecessary limitations on
can immerse your players in your world and bring the characters' actions. That said, it can be helpful
the game to life. (especially with new players) to offer suggestions:
“You can go through the door, search the chest, or
Lead by Examp le look down the shaft.” Just make sure to finish by
When you roleplay and narrate with enthusiasm, saying, “or anything else you can think of!”
you add energy to the game and draw your players Don’t Assume Character Actions. Don’t assume
into the world. Encourage the players to describe actions on the characters’ part. For example, don’t
their characters' actions, then incorporate their say “You step into the room and look up” unless
narration into your accounts of the characters’ the player has already told you that’s what their
successes and failures. character is doing.
Brevit y Secr ets a nd Disc over y
Keep your descriptions short and evocative. Fo- In the course of an adventure, the players and their
cus on the more important information to keep characters will uncover information that was previ-
players’ interest and to highlight important clues ously unknown to them. Make sure the information
and details. Players need to know about significant they need to complete the adventure is obtainable.
features their characters can perceive—especially Don’t hide important secrets or discoveries in
things like monsters in a room—before they decide places where the characters aren’t likely to uncover
what to do. Allow your players to ask follow-up them. Make sure they can’t miss an important se-
questions, and provide additional description as cret or discovery simply by failing an ability check,
needed. not talking to the right person, or not looking in the
right place.
Atmos pher e ________ ___________ See also “Perception” in this chapter for more ad-
Bring a place to life by adding touches of atmo- vice on hidden secrets in adventures.
sphere, such as a lingering smell of ash, tiny beetles
skittering along the dungeon floor, or blue flowers Giving Infor ma tio n to One Pla yer
blossoming in the otherwise desolate and gloomy When one character separates from the rest of the
graveyard. Pick a couple of senses (sight, hearing, group, it’s usually OK to let the rest of the players
smell, touch, or taste) to highlight. know what happens, assuming the separated char-
Describe changes in the environment to direct acter will update the rest of the party when they’re
your players’ attention. For example, a bird alighting reunited. You might need to remind the other play-
on a gravestone might draw the characters’ atten- ers that their characters aren’t present, so they can't
tion to it. offer advice or information to the lone character.
Sometimes, though, you’ll want to give informa-
Draw Playe rs ' Att ent ion tion to just one player. It might be information you
Good narration invites the players to examine de- think the character won’t want to share with the
tails of the environment that lead to encounters or rest of the party, perhaps something related to ele-
important information. Anything you describe with ments of the character’s history that are still secret.
extra, subtle details draws the players' attention. In this case, you can use one of these methods to
Give them just enough to invite further exploration, deliver that information:
but don’t create the equivalent of a flashing neon Aside to Player. Pull the player into another room,
sign reading “This way to adventure!” or have the other players leave the room. This
When using narration to guide your players, keep approach is best if there’s a whole scene that plays
the following in mind: out with just one character involved. Try to keep
Distinguish Options. When presenting options these scenes brief so other players don’t get bored
to players, add details to distinguish the options. or feel left out.
Should the characters take the left path or the Secret Message. If you just have a simple piece of
right path? Perhaps the left path smells of rot information to convey, you can whisper to the
and decay, while the faint sound of lapping water player, pass a note to them, or send them a text or
comes from the right. These details give players a direct message.
more information to make an informed decision
without explicitly telling them where to go.

26 CHAPTER 2 | RUNNING THE GAME


Resol ving Outcome s or saving throw. Refer to the Abilities, Ability
Checks, and Saving Throws table for guidance.
You decide when a player makes a D20 Test based Also consider whether a skill or tool proficiency
on what the character is trying to do. Players might apply to an ability check.
shouldn’t just roll ability checks without context; What’s the DC? Based on how hard you think the
they should tell you what their characters are try- task should be, set the DC as follows: 10 for an
ing to achieve, and make ability checks only if you easy task, 15 for a moderately difficult task, or 20
ask them to. for a hard task.
When a situation comes up and you're not sure
how to adjudicate it using the rules, use these four The sections that follow offer advice on how to use
questions to help you decide: each kind of D20 Test, when to apply Advantage
and Disadvantage, and how to decide what the con-
Is a D20 Test Warranted? If the task is trivial or sequences of success or failure might be.
impossible, don't bother with a D20 Test. A char-
acter can move across an empty room or drink ABILITYCHECKS
from a flask without making a Dexterity check,
An ability check is a test to see whether a charac-
whereas no lucky die roll will allow a character
ter succeeds at a task the character has decided to
with an ordinary bow to hit the moon with an ar-
attempt. The Abilities, Ability Checks, and Saving
row. Call for a D20 Test only if there's a chance of
Throws table summarizes what each ability is used
both success and failure and if there are meaning-
for. (Constitution checks are rare, as tests of a char-
ful consequences for failure.
acter's endurance are usually passive or reactive,
What Kind of D20 Test? If a character is actively
making a saving throw more appropriate.)
trying to do something, use an ability check (or
an attack roll if the character is trying to hit Profic ienc y
something). If the character is reactively trying to When the rules or a published adventure calls for
avoid or resist something, use a saving throw. an ability check, a skill or tool proficiency is often
Which Ability Does the Test Use? Think about called out: for example, “a character who succeeds
which ability has the most influence on a char- on a DC 15 Intelligence (Arcana) check can puzzle
acter's chance to succeed on the ability check out the magic involved." Sometimes the rules allow

CHAPTER 2 | RUNNING THE GAME 27


Abil iti es , Abili ty Chec ks , and Sav ing Throws
Ability Score Measures ... Make an Ability Check To ... Make a Saving Throw To ...
Strength Physical might Lift, push, pull, or break something Physically resist direct force
Dexterity Agility, reflexes, balance Move nimbly, quickly, or quietly Dodge out of harm's way
Constitution Health and stamina Push your body beyond normal limits Endure a toxic hazard
Intelligence Reasoning and memory Reason or remember Recognize an illusion as fake
Wisdom Perceptiveness and Notice things in the environment or Resist a mental assault
mental fortitude in creatures’ behavior
Charisma Confidence, poise, and Influence, entertain, or deceive Assert your identity
charm

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.

28 CHAPTER 2 | RUNNING THE GAME


Atta ck Rolls ____________ somewhere in the middle, such as 17 or 18 for a
task that is a little easier than “hard.”
In combat, an attack roll is used to determine
Very Hard and Nearly Impossible. A DC 25 task is
whether an attack hits.
almost out of reach for low-level characters, but
You can also use attack rolls to resolve noncombat
more reasonable after level 10 or so. Low-level
activities that are similar to attacks in combat, such
characters have no chance to accomplish a DC 30
as an archery contest or a game of darts. Assign an
task, while a level 20 character with proficiency
Armor Class to the target, decide whether the char-
and a relevant ability score of 20 still needs a 19
acter is proficient with the weapon used, then have
or 20 on the die roll to succeed at a task of this
the player make an attack roll. (See also “Degrees of
difficulty.
Success" in this chapter.)
If you're setting the DC for a saving throw, don’t
Sa ving Throws ____ go lower than 10 or higher than 20. If a creature is
In contrast to an ability check, a saving throw is an the source of the effect forcing a saving throw, use
instant response to an effect and is almost never the standard formula for calculating a save DC (see
made by choice. A saving throw makes the most "Calculated DCs” below).
sense when something bad threatens a character Cal cu la ted DCs
and the character has a chance to avoid or resist it.
For some ability checks and most saving throws, the
Most of the time, a saving throw comes into play
rules default to the following formula:
when an effect—such as a spell, monster ability, or
trap—calls for it, telling you what kind of saving DC = 8 + ability modifier + Proficiency Bonus
throw is involved and providing a DC for it. This formula often sets the saving throw DC when
In other situations that call for a saving throw, it's a creature is casting a spell or using a special abil-
up to you to decide which ability score is involved. ity, but it can also apply to ability checks that are
The Abilities, Ability Checks, and Saving Throws contests between two creatures. For example, if
table offers suggestions. one creature is holding a door shut, use its Strength
Diff icu lty Class modifier and Proficiency Bonus to set the DC for
opening the door. When another creature tries to
You establish the Difficulty Class for an ability force the door open, the creature makes a Strength
check or a saving throw when a rule or an adven- (Athletics) check against that DC.
ture doesn’t give you one. Choose a DC from the Another way to handle similar situations is to
Typical DCs table based on the task’s difficulty. have one creature’s ability check set the DC for
another creature's check. That’s how hiding works,
Typi cal DCs for example: a hiding creature’s total Dexterity
Task DC Task DC (Stealth) check sets the DC for Wisdom (Percep-
Very easy 5 Hard 20 tion) checks made to find the hidden creature.
Easy 10 Very hard 25 Advant age and Disadvan tage
Moderate IS Nearly impossible 30
Advantage and Disadvantage are among the most
The task difficulties are explained below: useful tools in your toolbox. They reflect temporary
circumstances that might affect the chances of a
Very Easy. Most people can accomplish a DC 5 task character succeeding at a task. Advantage is also a
with little chance of failure. Unless circumstances great way to reward a player who shows exceptional
are unusual, let characters succeed at such a task creativity in play.
without making a check. Characters often gain Advantage or Disadvantage
Easy, Moderate, and Hard. These are the most through the use of special abilities, actions, spells,
common difficulties, and you can run your game or other features of their classes or species. In other
using only them. A character with a 10 in the as- cases, you decide whether a circumstance would
sociated ability and no proficiency will succeed at merit Advantage or Disadvantage.
an easy task around 50 percent of the time. For a As described in the Player’s Handbook, if different
moderate task, a character needs either a higher circumstances would give both Advantage and
score or proficiency to have a similar chance of Disadvantage in the same situation, the Advantage
success, whereas a hard task typically requires and Disadvantage cancel out, regardless of how
both to have a similar chance. If you can’t decide many circumstances would grant Advantage or
between two levels of difficulty, choose a DC Disadvantage.

CHAPTER 2 I RUNNING THE GAME 29


Advant ag e Degrees of Succe ss
Consider granting Advantage when ... A successful D20 Test can have degrees of success.
For example, when characters participate in an ar-
- Circumstances not related to a creature's own
chery contest, you might decide that the more an
capabilities provide it with an edge.
attack roll exceeds the target’s AC, the higher the
- Some aspect of the environment improves the
character's score. The archery target might have
character's chance of success.
AC It, but it has five concentric rings indicating de-
- A player shows exceptional creativity or cunning
grees of success. So you could decide that an attack
in attempting or describing a task.
roll of 11 or 12 lands in the outermost ring, a 13 or 14
• Previous actions (whether taken by the character
hits the next ring closer to the center, a 15 or 16 hits
making the attempt or some other creature) im-
the third ring, a 17 or 18 hits the fourth, and a 19 or
prove the chances of success.
higher strikes the bull’s-eye.
Disad vant ag e
Critic al Succ ess or Fail ure
Consider imposing Disadvantage when ...
Rolling a 20 or a 1 on an ability check or a saving
• Circumstances hinder success in some way. throw doesn’t normally have any special effect.
- Some aspect of the environment makes success However, you can take such an exceptional roll into
less likely. account when adjudicating the outcome. It’s up to
- An element of the plan or description of an action you to determine how this manifests in the game.
makes success less likely. One approach is to increase the impact of the suc-
cess or failure. For example, rolling a 1 on a failed
Conseque nces attempt to pick a lock might jam the lock, and roll-
As a DM, you can use a variety of approaches when ing a 20 on a successful Intelligence (Investigation)
adjudicating success and failure to tailor the game check might reveal an extra clue.
to your liking. For attack rolls, the rules cover what happens
on a natural 20 (it's a Critical Hit) or a natural 1 (it
Succe ss at a Cost always misses). Resist the temptation to add addi-
When a character fails a D20 Test by only 1 or 2, tional negative consequences to a natural 1 on an
you can offer to let the character succeed at the cost attack roll: the automatic failure is bad enough. And
of a complication or hindrance. Such complications characters typically make so many attack rolls that
can run along any of the following lines: they're bound to roll dozens of natural Is overtime.
- A character gets her sword past an enemy’s de- What might seem like an interesting consequence,
fenses and turns a near miss into a hit, but she like breaking the weapon used for the attack, will
then drops the sword. quickly get tiresome.
• A character narrowly escapes the full brunt of a
Fireball spell but has the Prone condition.
Impr o visin g Damag e ____
- A character fails to intimidate a kobold prisoner, The Improvising Damage table gives guidelines for
but the kobold reveals its secrets anyway while determining damage on the fly.
shrieking at the top of its lungs, alerting other
nearby monsters. Improv ising Dama ge

By putting the choice of success at a cost in the Damage Examples


players’ hands, and even letting them choose the IdlO Burned by coals, hit by a falling bookcase,
setbacks, you can give players more agency in craft- pricked by a poison needle
ing the story of their characters’ deeds. 2dl0 Struck by lightning, stumbling into a
Degrees of Fail ure
firepit
Sometimes a failed D20 Test has different conse- 4dl0 Hit by falling rubble in a collapsing
quences depending on the degree of failure. For tunnel, tumbling into a vat of acid
example, a character who fails to disarm a trapped lOdlO Crushed by compacting walls, hit by
chest might accidentally spring the trap if the check whirling steel blades, wading through lava
fails by 5 or more, whereas a lesser failure means
the trap wasn't triggered during the botched disarm 18dl0 Submerged in lava, hit by a crashing fly-
attempt. Consider adding similar distinctions to ing fortress
other checks. Perhaps a failed Charisma (Persua- 24dl0 Tumbling into a vortex of fire on the
sion) check means a queen won't help, whereas a Elemental Plane of Fire, crushed in the
failure of 5 or more means she throws the character jaws of a godlike creature or a moon-size
in the dungeon for such a display of impudence. monster

30 CHAPTER 2 | RUNNING THE CAME


The Damage Severity and Levei table is a guide to An equally important principle is “No, but..."
how deadly these damage amounts are for charac- Sometimes characters can’t do what their players
ters of different levels. Cross-reference a character’s want, but you can keep the game moving forward
level with the damage being dealt to gauge the se- by offering an alternative.
verity of the damage. For example, imagine the characters are search-
ing for a lich’s lair. A player asks you if there's a
Dama ge Severi ty and Level mages’ guild operating in a nearby city, hoping to
Character Levels Nuisance Deadly find records that mention the lich. This wasn't a
possibility you anticipated, and you don't have any-
1-4 5 (IdlO) 11 (2dl0)
thing prepared for it. One option is to say yes and
5-10 11 (2d 10) 22 (4dl0) use the tools at your disposal to create a suitable
11-16 22 (4dl0) 55 (lOdlO) mages' guild. By doing this, you reward the player
for thinking creatively. Also, the guild can become a
17-20 55 (lOdlO) 99 (18dl0)
great source for adventure hooks.
Nuisance damage rarely poses a risk of death to Another option is to say no, but a solitary mage in
characters of the levels shown, but a severely weak- town might possess the desired information. This
ened character might be laid low by this damage. approach rewards the creative player while de-
Deadly damage poses a significant threat to char- manding less work from you.
acters of the levels shown and could potentially kill
Aids to Impro visa tion
such a character that’s missing many Hit Points.
When you need to make up something on the
Im p rovi sing Answe rs spot—say, a mages’ guild in a town where you hadn’t
previously planned for one—you have abundant
With a little preparation and a lot of flexibility, you
resources to draw on:
can handle any curveball your players throw at you.
One of the cornerstones of improvisational > Lists of NPC names (see “Nonplayer Characters"
theater is called “Yes, and ..." It’s based on the idea in chapter 3)
that an actor takes whatever the other actors give - Random tables (such as the ones in the "Settle-
and builds on that. A similar principle applies as you ments" section of chapter 3)
run sessions for your players. As often as possible, - Campaign journal (described in chapter 3)
weave what the players give you into your story. • Maps (see appendix B)

CHAPTER 2 | RUNNING THE GAME 3»


in social interactions, so let those players take the
Running spotlight and inspire the other players by their ex-
Social Interacti on ample. However, be sure to tailor aspects of social
During a social interaction, the adventurers usually interactions to fit the other players' tastes too.
have a goal. They want to extract information, se- Involve Specific Characters. If you have players
cure aid, win someone’s trust, escape punishment, who don’t readily get involved in social interactions,
avoid combat, negotiate a treaty, or achieve some you can create situations tailored for their charac-
other objective. Successfully completing the en- ters. Perhaps the NPC in question is a family mem-
counter means achieving that goal. ber or a contact of a particular adventurer and fo-
Some DMs run social interaction as a free-form cuses attention on that character. Some NPCs might
roleplaying opportunity, where dice rarely come pay particular attention to characters with whom
into play. Other DMs resolve interactions by having they feel kinship.
characters make Charisma checks. Most games fall If a couple of players are doing most of the talking
somewhere in between, balancing roleplaying with in a social interaction, take a moment now and
the occasional ability check. then to involve someone else. You might have an
NPC address another character directly: “And what
Role p laying _____ about your hulking friend? What will you pledge in
exchange for my favor?” If a player is less comfort-
You don't need to be a practiced thespian or come-
able with roleplaying, you can get them involved by
dian to create drama or humor through roleplaying.
asking them to describe their character’s actions
The key is to pay attention to the story elements
during the conversation.
and characterizations that make your players laugh
Use Other Ability Scores. Consider the following
or feel emotionally engaged and to incorporate
those things into your roleplaying. additional possibilities to give characters whose
Charisma is not their strong suit a chance to shine:
NPC Portra yal s Strength. An NPC won’t talk to the characters until
When thinking about how to roleplay an NPC or a one of them agrees to an arm-wrestling match.
monster, consider one or two adjectives that best Or a strong character needs to bodily prevent the
describe the creature. Knowing the creature's align- NPC from running away.
ment can also help with your portrayal. The classic Dexterity. An NPC is Hostile toward intruders, so
advice for writers holds true: show, don’t tell. For the characters must talk from hiding. Or the so-
example, rather than describe an NPC as jocular cial interaction provides a distraction that allows
and honest, have the NPC make frequent puns and a character to get close enough to the NPC to steal
freely share personal anecdotes. something from the NPC’s pockets.
You can further enhance your portrayal of a Intelligence. An NPC’s speech is so full of obscure
creature in the following ways. references to a particular area of knowledge that
Use Facial Expressions. Your facial expressions the characters can’t use the information they re-
help convey a creature's emotions. Smile, scowl, ceive until they interpret those obscure facts. Or
snarl, yawn, or pout, as appropriate. the NPC refuses to give a direct answer, speaking
Use Motions and Posture. Movement and posture only in vague hints that the characters must piece
can help define an NPC's personality. You might together to get the information they seek.
reflect an archmage’s displeasure by rolling your Wisdom. An NPC is hiding something important,
eyes and massaging your temples with your fingers. and the characters must read the NPC’s nonverbal
Hanging your head and looking up at the players cues to understand what’s true and what's decep-
conveys a sense of submissiveness or fear. Holding tion. Or key information is concealed in details
your head and chin high conveys confidence. around the room where the interaction takes
Use Voices. Changing the volume of your voice place, which a perceptive character might notice.
and borrowing speech patterns from real life, mov-
ies, or television can make NPCs distinctive. Atti tude
Enga ging the Playe rs Each creature controlled by the DM has one of
Although some players enjoy roleplaying more than the following attitudes toward the adventurers:
others, social interactions help immerse all players Friendly, Indifferent, or Hostile. The “Monster Be-
in the game. Consider the following approaches to havior" section in chapter 4 offers guidance to help
make an interaction-heavy game session appeal to you determine a creature's initial attitude.
players of any tastes. Characters can shift a creature’s attitude by their
Appeal to Player Preferences. Players who like act- words or actions. For example, buying drinks for
ing (see "Know Your Players" in this chapter) thrive an Indifferent group of miners might shift their

32 CHAPTER 2 | RUNNING THE GAME


attitude to Friendly. When a shift occurs, describe it
to your players. For example, the miners might dis-
play their newfound friendliness by imparting some
useful information, offering to repay the kind ges-
ture at a future date, or challenging the characters
to a friendly drinking contest.
Abil ity Check s in Soc ial Inte rac tio n
You decide the extent to which ability checks shape
the outcome of a social interaction. A simple social
interaction might involve a brief conversation and
a single Charisma check, while a more complex
encounter might involve multiple ability checks
helping to steer the course of the conversation.
Using the Help Act ion
When a character uses the Help action to help
another character influence an NPC or a monster,
encourage the player of the helpful character to
contribute to the conversation or, at the very least,
describe what their character is doing or saying to
contribute to the other character’s success.

Runnin g Explorat ion


Traversing a wilderness, searching a dungeon, cir-
cumventing an obstacle, finding a hidden object, in-
vestigating a strange occurrence, deciphering clues,
solving puzzles, and bypassing or disabling traps
are all part of exploration.
Not everything in your world needs to be ex-
plored painstakingly. For instance, you might gloss
over an unimportant journey by telling the players
that they spend three uneventful days on the road
before reaching the next point of interest.
Using a Map
A map can help you or your players visualize a lo-
cation or region that the characters are exploring.
D&D maps come in three varieties, with examples of
all three found in appendix B and on the poster map:
Dungeon Maps. D&D uses the word “dungeon”
loosely to describe any adventure location that
has interior spaces to explore (such as a castle,
tower, mansion, or subterranean complex). A
dungeon map shows passages, chambers, doors,
and other important features of a location.
Settlement Maps. A map of a settlement often
shows terrain (cliffs, trees, streams, and so forth)
in addition to buildings, bridges, and other im-
portant features.
Wilderness Maps. A wilderness map shows roads,
rivers, terrain, and other features that might
guide the characters on their travels or lead them
astray. The area shown on a wilderness map might
be as big as a continent or as small as a glade.
Often a map is intended for the DM’s eyes only. You Most combat encounters take less than 1 minute (10
can copy portions of a DM’s map to share with your rounds), but it’s fair to round up to a whole minute
players as a visual aid while omitting details that in most cases, assuming characters take a few sec-
should remain hidden from them. Virtual tabletops onds to puli themselves together after a fight.
often use "fog of war" and similar effects to obscure Use similar principles to track the passage of
areas and features on the map that you want to hours, such as when characters disguise them-
keep hidden from the players. selves with a Seeming spell for 8 hours to infiltrate
Maps designed for use with miniatures (see “Min- a stronghold. In this case, it takes a lot of small
iatures” in this chapter) tend to be player facing, tasks—or something like a Short Rest—to occupy a
revealing nothing that would spoil the adventure. full hour.

Tra ckin g Time Actions in Expl orat ion


If tracking the passage of time is important during Most of what characters do during exploration,
exploration, use a time scale appropriate for the sit- aside from movement, relates to just a few actions:
uation at hand: Search, Study, and Utilize. Characters also often use
the Help action to assist each other in these actions.
Rounds. In combat and other fast-paced situations,
Other actions come up only rarely.
the game relies on 6-second rounds.
It’s seldom necessary to rely on the action rules
Minutes. In a dungeon or settlement, movement
during exploration, except to remember that a char-
happens on a scale of minutes. In the Free City
acter can do only one thing at a time. A character
of Greyhawk, getting from the Silver Dragon Inn
who's busy taking the Search action to look for a se-
to the wharf takes about 10 minutes, whereas it
cret door can’t simultaneously take the Help action
takes about 1 minute to creep down a 200 foot-
to assist another character who’s taking the Study
long hallway, another minute to check for traps
action to find important information in a book.
on the door at the end of the hall, and 10 minutes
to search the chamber beyond for anything inter- Tak ing TUrns
esting or valuable. Often, characters spread out across a room to inves-
Hours. A scale of hours is often appropriate for tigate the elements of the room. (The exploration
short wilderness treks. Adventurers eager to example in chapter 1 of the Player’s Handbook shows
reach the lonely tower 20 miles away, at the heart this dynamic in action.) In such situations, have
of the forest, can hurry there in 5 hours’ time. the characters take turns, though it's usually not
Days. For long journeys, a scale of days works best. necessary to roll Initiative as you would in a combat
Following the road from Veluna City to the Free encounter. Resolve one character’s actions before
City of Greyhawk, the adventurers cover 96 miles moving to the next.
in 4 uneventful days before a bandit ambush in- There's no hard-and-fast rule about how long to
terrupts their journey. spend on each character's activity, but make sure no
The exploration rules in the Player’s Handbook give one is waiting for their turn for too long.
guidelines for determining travel time based on the You can build tension in an exploration encounter
characters’ pace. In most cases, it’s fine to estimate by shifting focus right before a character makes an
that time rather than calculating it down to the ability check or opens a chest, leaving everyone ea-
minute. Exceptions include situations like these: ger to hear what happens next.
Spell Timer. The characters might need to go some- Abil it y Chec ks in Expl ora tio n
where or accomplish something before the dura- When a character tries to do something during ex-
tion of a spell or similar effect runs out. For exam- ploration, you decide whether that action requires
ple, they might use the Locate Object spell to point an ability check to determine success (as described
them in the direction of an item they seek, so you in the earlier “Resolving Outcomes” section).
need to know how far they get in the 10 minutes Certain situations might call for a balance be-
the spell lasts. tween ability checks and roleplaying. For example,
Triggered Event. An event might occur at a specific puzzles are an opportunity for players to do some
time. For example, a door might remain open for 1 problem-solving, but players can also lean on their
minute after the password to open it is spoken, or characters’ talents and attributes to provide direc-
reinforcements might arrive 2d4 minutes after an tion. A character who succeeds on an Intelligence
alarm is sounded. (Investigation) check might notice a clue that gives
If the characters spend time working out a puzzle or the players a hint to the puzzle’s solution.
talking to an NFC, you can estimate the time spent
by keeping track of how much real time passes.

34 CHAPTER 2 | RUNNING THE GAME


Perce ption ____________________ about something under examination. Investigation
applies when characters are trying to figure out
As the DM, you're the interface between your play-
how a thing works—how to open a trick door, how
ers and the world of the game. You tell them what
to get into a secret compartment, and so on.
their characters perceive, so it’s important to make
Don't use the Investigation skill to determine if
sure you're telling them important information
a character notices something—that's the purview
about their surroundings. The Perception skill and
of Perception. For example, a successful Wisdom
Wisdom checks made using it are key tools for you.
(Perception) check allows a character to find a se-
This section offers guidance to help you use the
cret door or something that betrays its presence,
Perception rules in the Player’s Handbook.
such as thin seams marking the edges of the door.
When to Cal l for a Chec k If the secret door is locked, a successful Intelligence
An important time to call fora Wisdom (Percep- (Investigation) check would allow a character to fig-
tion) check is when another creature is taking the ure out the trick to opening it—by turning a nearby
Hide action. Noticing a hidden creature is never statue so it faces the door, for example.
trivially easy or automatically impossible, so char-
Hidden Thing s in Adventu res
acters can always try Wisdom (Perception) checks
Secret doors, hidden compartments, concealed
to do so.
traps, and stashed treasures are common elements
Using Passive Perception. Sometimes, asking play-
in adventures. When using such elements, if some-
ers to make Wisdom (Perception) checks for their
thing is hidden, allow for the possibility that the
characters tips them off that there’s something they
characters might not find it. It’s fine to hide extra
should be searching for, giving them a clue you'd
treasures or delightful surprises, but don’t hide ele-
rather they didn't have. In those circumstances, use
ments that are essential to the characters’ success in
characters' Passive Perception scores instead.
places where characters might not find them.
Using the Investigation Skill. The Investigation
Even if the hidden objects aren't essential to the
skill applies to situations where a character is us-
adventure's success, plant hints that clue players in
ing reason and deduction to arrive at a conclusion
to the idea that there might be something hidden

CHAPTER 2 | RUNNING THE GAME 35


for them to find. Such hints can be subtle (a char- Trave l
acter hears a strange rattle when opening the desk
drawer, suggesting the presence of a hidden com- The rules in the “Exploration” section in the Player’s
Handbook cover the basics of travel on a scale rang-
partment in the back or bottom of the drawer) or
obvious (clear footprints lead across the room to ing from minutes to days. The tools in this section
a blank wall that is actually a secret door). These can add excitement to a longer trek.
hints let players discover fun secrets without re- Journey Sta ges
quiring them to spend extensive time searching ev- It can be helpful to break up a journey into stages,
ery square foot of every room and hallway. with each stage representing anything from a few
Perc eptio n and Enco unt ers hours’journey to ten days or so of travel. A journey
might have only a single stage if the trip is a matter
If the characters encounter another group of crea-
of following a clear path to a well-known destina-
tures and neither side is being stealthy, the two
tion. A journey consisting of three stages makes for
groups automatically notice each other once they
a satisfying trek. For example, the characters might
are within sight or hearing range of one another.
The Audible Distance table can help you determine
travel along a river to the forest’s edge (stage 1), fol-
low a trail into the heart of the woods (stage 2), and
the hearing range, and the following sections ad-
then search the woods for an ancient ruin (stage 3).
dress visibility. If one group tries to hide from the
A long journey might involve even more stages and
other, use the rules in the Players Handbook.
occupy several game sessions.
Audib le Dist anc e You decide how to break up the journey, though
your decision can be shaped by the characters’ plan
Noise Distance for navigating the journey. When the characters
Trying to be quiet 2d6 x 5 feet know the route they must take, the stages of the
Normal noise level 2d6 x 10 feet journey should correspond to the way you might
Very loud 2d6 x 50 feet give someone directions, as in the example above.
Planning the Stages. You can use the accompany-
Visibility Outdoors. When traveling outdoors, ing Travel Planner sheet to plan the stages of a jour-
most characters can see about 2 miles in any ney. (Use multiple copies of the Travel Planner for a
direction on a clear day, except where obstructions journey with more than three stages.)
block their view. That range increases to 40 miles For each stage, note where it starts and ends, the
if they are atop a mountain or a tall hill or are oth- distance covered, and the predominant terrain.
erwise able to look down on the area from a height. Choose or randomly determine the weather on that
Lightly Obscured conditions reduce visibility: rain stage (see “Weather" later in this chapter). Plan
reduces maximum visibility to 1 mile, and fog re- one or more challenges for each stage, such as an
duces it to between 100 and 300 feet. ------------------------------------------------------------------------------------------------------------------------------- k.

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.

36 CHAPTER 2 I RUNNING THE GAME


TRAVEL PLANNER \
ORIGIN: DESTINATION:

STAGE 1
START: END: O FAST __ ___ days/hrs

DISTANCE: TERRAIN: O NORMAL __ ___ days/hrs

WEATHER: O SLOW __ ___ days/hrs

NARRATIVE NOTES CHALLENGES

Qe LAPSEDTIME (DAYS/HRS)

STAGE 2
START: END: O FAST ____ _ days/hrs

DISTANCE: TERRAIN: O NORMAL ____ _ days/hrs

WEATHER: O SLOW ____ _ days/hrs

Ik NARRATIVE NOTES j\ K CHALLENGES ___1

STAGE 3
START: END: O FAST __ ___ days/hrs

DISTANCE: TERRAIN: O NORMAL __ ___ days/hrs

WEATHER: O SLOW __ ___ days/hrs

NARRATIVE NOTES IL CHALLENGES

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."

38 CHAPTER 2 | RUNNING THE GAME


Wind Walk or a magic item such as a Carpet of Flying, descriptions with truly fantastical elements. For
translate the party’s Speed into travel rates using example, a forest might be home to tiny dragonets
these rules: instead of birds, or its trees might be festooned with
giant webs or have eerie green, glowing sap. A single
Miles per hour = Speed ---10
fantastic element within an otherwise realistic and
Miles per day (Normal pace) = Miles per hour memorable landscape is enough.
x number of hours traveled (typically 8) Use the landscape to set the mood and tone for
Fast pace = Miles per day x PA (round down) your adventure. In one forest, close-set trees might
Slow pace - Miles per day x 2/3 (round down) shroud all light and seem to watch the adventurers
If the characters are flying or their special move- as they pass. In another, sunlight streams through
ment allows them to ignore Difficult Terrain, they the leaves above, and flower-laden vines twine up
can move at a Fast pace regardless of the terrain. every trunk. Signs of corruption—rotting wood,
Vehicles. Characters traveling in a vehicle use the foul-smelling water, and rocks covered with slimy
vehicle’s speed in miles per hour (as shown in chap- moss—can be a signal that the adventurers are
ter 6 of the Player’s Handbook) to determine their drawing close to the site of evil power that is their
rate of travel, and they don't choose a travel pace. destination or can provide clues to the nature of the
threats to be found there.
Narr at ion du rin g Travel
just as movies use travel montages to convey long Jou rney Sta ge Chal leng es
and arduous journeys in a matter of seconds, you Challenges that adventurers might face during a
can use a few sentences of descriptive text to paint journey stage include the following, which are dis-
a picture of a journey in your players’ minds before cussed in the sections that follow:
moving on. Describe the journey as vividly as you Encounters with other creatures
like, but keep momentum by focusing on the most Foraging
notable details that reinforce the desired mood.
Navigation (and becoming lost)
Visual aids can help set the scene for the char-
acters’ travels. Image searches on the internet can
Obstacles
lead you to breathtaking landscapes (in fact, that's Searches
a good phrase to search for). You can spice up your Tracking

CHAPTER 2 | RUNNING THE GAME Z9


Encounters with Other Creatures. The Encounter wrong branch of a river, orient themselves to the
Distance column in the Travel Terrain table gives wrong mountain peak on the horizon, or get turned
the range at which creatures might become aware around in the forest. As a baseline, assume that get-
of each other while journeying through the wilder- ting lost extends the length of the current journey
ness. When staging an encounter, consider these stage by ld6 * 10 percent. It might also affect subse-
possibilities: quent stages of the journey.
Obstacles. An obstacle is terrain or weather that
Ambush. Monsters set up an ambush along a route
obstructs the characters' path. Examples include
they expect travelers to follow.
a cliff, a blizzard, or a forest fire. To get past the
Attack from Above. Flying monsters swoop down
obstacle, characters might need to backtrack and
to attack the characters.
find an alternate route, or they might need to take
Distant Sighting. The characters and monsters
shelter until the obstacle goes away. Let the players
spot each other from a distance in open terrain.
spend time thinking about a solution, then be gener-
Found by Chance. The characters happen upon
ous in adjudicating whether their plan works.
monsters that are camping, eating, hunting, bask-
In addition to the chance of a delay (adding a few
ing in the sun, walking along the same trail, or
hours, a day, or a couple of days to the current stage
engaged in some other activity.
of the journey), here are some other consequences
Pursuit. The characters are tracking monsters, or
you can impose if characters fail to overcome or
the monsters are tracking them. The encounter
bypass an obstacle:
begins when the two groups get close enough to
interact. Combat Encounter. The characters encounter one
or more Hostile creatures. For example, march-
Foraging. Characters without water and Rations
ing through a burning forest instead of circling
can stave off dehydration and malnutrition by
around it might prompt an encounter with raging
gathering food and water as they travel. A forag-
fire elementals.
ing character makes a Wisdom (Survival) check
Damage. The characters take damage. For example,
once per journey stage (or once per day if a stage
a character who tumbles over a waterfall might
is shorter than a day). The DC is determined by
take Bludgeoning damage. See “Improvising Dam-
the abundance of food and water in the region, as
age" in this chapter for guidelines on determining
shown in the Foraging DC column of the Travel
how much damage is appropriate.
Terrain table. If multiple characters forage, each
Exhaustion. The obstacle fatigues the characters,
character makes a separate check.
causing them to gain Exhaustion levels. For
A foraging character finds nothing on a failed
check. On a successful check, roll ld6 and add the -M___________________________________________________________________________________ h.

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.

4.0 CHAPTER 2 | RUNNING THE GAME


example, marching through a blizzard instead of Shifting Weather or Terrain. The weather or ter-
taking shelter might cause each character to gain rain changes in a way that makes tracking harder.
ld4 Exhaustion levels. Terrain Obstacle. The trail crosses a river or simi-
Another Condition. The obstacle imposes another lar obstacle that allows no tracks.
condition on the characters. For example, wad-
The DC for the check depends on how well the
ing through a fetid swamp rather than skirting
ground shows signs of a creature’s passage. No roll
around it might impose the Poisoned condition,
is necessary in situations where the tracks are obvi-
which lasts until removed by magic.
ous, such as following an army along a muddy road.
Searches. This challenge often comes up in the last Spotting tracks on bare rock is more challenging
stage of a journey: the characters have to find their unless the creature being tracked leaves a distinct
destination, which might be an island, an old mine, trail. Additionally, the passage of time often makes
an ancient ruin, a magical pool, a hag’s cottage, or tracks harder to follow. In a situation where there
some other feature. is no trail to follow, you can rule that tracking is
The Search DC column of the Travel Terrain table impossible.
suggests DCs for Wisdom (Perception) checks made Use the Search DC column of the Travel Terrain
to find something in different types of terrain. You table as a starting point for setting the DC for
can adjust these DCs based on the specific terrain tracking. If you prefer, you can choose a DC based
features and the nature of what the characters are on your assessment of the difficulty—higher if
trying to find, using the guidelines for setting DCs days have elapsed since the creature passed, lower
earlier in this chapter. if the creature is leaving an obvious trail such as
Tracking. A specific instance of searching on a blood. You can also grant Advantage on the check if
journey is when adventurers choose their path by there's more than one set of tracks to follow or Dis-
following the tracks of other creatures. To track, advantage if the trail passes through a busy area.
one or more trackers must succeed on a Wis- On a failed check, the character loses the trail
dom (Survival) check. You might require track- but can attempt to find it again by carefully search-
ers to make a new check in any of the following ing the area. It takes 10 minutes to find a trail in a
circumstances: confined area, such as a series of caverns, or 1 hour
A hidden list allows you to track combatants who
Running Comba t haven’t been revealed yet, and you can use the list as
This section builds on the combat rules in the Play- a place to record the current Hit Points of monsters,
er's Handbook and offers tips for keeping the game as well as other useful notes.
running smoothly when a fight breaks out. If you use this approach, you tell the players
when it’s their characters' turn. When you call out
Ro lling Initiat ive
the character whose turn is starting, consider also
Combat starts when—and only when—you say it mentioning who’s next, prompting that character’s
does. Some characters have abilities that trigger player to think ahead.
on an Initiative roll; you, not the players, decide if
and when Initiative is rolled. A high-level Barbarian Open List
can’t just punch their Paladin friend and roll Initia- You can track Initiative on a list that is visible to the
tive to regain expended uses of Rage. players using any of the following tools:
In any situation where a character's actions ini- - A whiteboard on a wall or propped up nearby
tiate combat, you can give the acting character - A battle mat you use for miniatures
Advantage on their Initiative roll. For example, if a - Folded index cards for each character and each
conversation with an NPC is cut short because the group of identical monsters, placed like tents in
Sorcerer is convinced that NPC is a doppelganger Initiative order across the top of your DM screen
and targets it with a Chromatic Orb spell, everyone - A virtual tabletop program you're using or a
rolls Initiative, and the Sorcerer does so with Ad- group text chat
vantage. If the doppelganger rolls well, it might still - Magnets, clothespins, or an accessory designed to
act before the Sorcerer’s spell goes off, reflecting the represent the Initiative order spatially
monster's ability to anticipate the spell.
An open list makes everyone aware of the order of
Usin g Init ia tiv e Scor es play. Players know when their characters’ turns are
You can get to the action of combat more quickly by coming up so they can plan their actions in advance.
using Initiative scores instead of rolling. You might An open list also lets the players know when the
use Initiative scores just for characters, just for monsters act in the fight, although you can hold off
monsters, or for both. on adding monsters to the list until they take their
Initiative Scores for Characters. A character’s Ini- first turns.
tiative score is typically 10 plus all modifiers to the
character’s initiative roll (including their Dexterity Tracking Monste rs ’ Hit Points
modifier and any special modifiers). If you want During a combat encounter, you or a player should
your players to use Initiative scores, have them track how much damage each monster takes.
record those scores on their character sheets, and Most DMs track damage in secret so their players
keep your own list of those scores. don’t know how many Hit Points a monster has
Initiative Scores for Monsters. A monster's stat remaining.
block in the Monster Manual includes its Initiative It helps to have a system to track damage for
score after its Initiative bonus. groups of monsters. If you aren’t using miniatures
Advantage and Disadvantage. If a creature has or other visual aids, one way to track your monsters
Advantage on Initiative rolls, increase its Initiative is to assign them unique features. For example,
score by 5. If it has Disadvantage on those rolls, de- imagine that you're running an encounter with
crease that score by 5. three ogres. You might attach descriptions such as
"the ogre with a big scar” and "the ogre with the
Trac king Initiative helmet” to help you and your players track which
The following sections describe different methods monster is which. Once Initiative is rolled, jot down
for keeping track of who goes when in combat. each ogre's Hit Points and add notes (and even a
name, if you like) to differentiate each one:
Hidden List
You can track Initiative on a list your players can’t scar): 63
see using any of the following tools: )/ ketnj: 7f
Tlied (e^re.*
• Paper or a notebook behind the DM screen Aftts wmswCv/dirt}: 59
• A spreadsheet or document on a laptop or tablet If you use miniatures to represent monsters, one
- An app on your tablet or phone way to differentiate them is to give each one a
• Index cards for each character and each group of unique miniature. If you use identical miniatures
identical monsters, placed in Initiative order in a to represent multiple monsters, you can tag the
stack you cycle through

42 CHAPTER 2 I RUNNING THE GAME


For example, in a combat encounter with three Many rules and features in the game apply condi-
ogres, you could use three identical ogre miniatures tions to creatures. You can also apply conditions on
tagged with stickers marked A. B, and C, respec- the fly when it makes sense to do so. For example,
tively. To track the ogres’ Hit Points, you can sort the Poisoned condition can reflect a variety of im-
them by letter, then subtract damage from their pairments, from influenza to intoxication.
Hit Points as they take it. Your records might look You can track monsters' conditions wherever
something like this after a few rounds of combat; you track their Hit Points. Players should track any
conditions affecting their characters. Character
0^4: conditions can also be marked on index cards or a
0^3:7/62^33 whiteboard.
0^C:59 You might also mark index cards or sticky notes
with conditions and their effects or use tokens or
Some DMs prefer to track how much damage a
some other tangible reminder. Then hand the cards,
monster has taken, adding to that number as char-
notes, or tokens to players when their characters
acters deal damage (instead of subtracting from
have a condition. Putting a sticky note with a con-
the monster’s Hit Points). Adding is generally easier
dition's rules on a player’s character sheet can help
than subtracting, and you can track damage on
that player remember the effects of the condition.
a visible list of Initiative (such as a whiteboard)
You can also place tokens or colored plastic rings
without revealing to the players how many Hit
(the rings from soda bottle caps work well) on a
Points the monsters have. The tracking might look
creature’s miniature, helping everyone remember
like this;
which creatures are affected by conditions.

0^.3:27733

CHAPTER 2 I RUNNING THE GAME 43


Mi niat ures Creat ure Size and Spa ce
A creature’s size determines how much space it
Often, players can rely on your descriptions to
occupies on squares or hexes, as shown in the
imagine where their characters are in relation to
Creature Size and Space table and the accompany-
their surroundings and their enemies. Certain com-
ing diagrams.
bat encounters, however, can benefit from having
If the miniature you use for a monster takes up an
visual aids or physical props, the most common
amount of space different from what’s in the table,
of which are miniatures and a battle grid. Minia-
that's fine, but treat the monster as its official size
tures are typically used in conjunction with model
for all rules. For example, you might use a miniature
terrain, modular dungeon tiles, or maps drawn on
that has a Large base to represent a Huge giant.
large vinyl mats. Most virtual tabletops for on-
That giant takes up less space on the battlefield than
line play simulate miniatures and grids in a digital
its size suggests, but it is still Huge for the purposes
environment.
of rules like grappling.
The following sections expand on the rules in the
Player’s Handbook for depicting combat using minia- Crea tu re Size and Spa ce
ture figures on a grid.
Size Space in Squares Space in Hexes
Tac ti ca l Maps Tiny 4 per square 4 per hex
You can draw tactical maps with colored markers
on an erasable vinyl mat with 1-inch squares or a Small 1 square 1 hex
similar flat surface. Preprinted poster-sized maps, Medium 1 square 1 hex
maps assembled from cardboard tiles, and terrain Large 4 squares (2 by 2) 3 hexes
made of sculpted plaster or resin are other options.
If you’re playing on a virtual tabletop, you can find Huge 9 squares (3 by 3) 7 hexes
abundant tactical maps in digital form online. Gargantuan 16 squares (4 by 4) 12 hexes or
The most common unit for tactical maps is the or more more
5-foot square, and maps with grids are readily avail-
able and easy to create. However, you don't have Area s of Effe ct
to use a grid at all. You can track distances with a An area of effect must be translated onto squares
tape measure, string, rulers, or pipe cleaners cut to or hexes to determine which potential targets are in
specific lengths. Another option is a play surface the area. If the area has a point of origin, choose an
covered by 1-inch hexagons (often called hexes), intersection of squares or hexes to be the point of
which makes movement more flexible while keeping origin, then follow its rules as normal. If an area of
the easy counting of a grid. Dungeon corridors with effect covers at least half a square or hex, the entire
straight walls and right angles don’t map easily onto square or hex is affected.
hexes, though.

Creat ure Size on Squa res

Sma ll or Medi um

44 CHAPTER 2 | RUNNING THE GAME

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.

CHAPTER 2 I RUNNING THE GAME 45


Narra tion in Com bat Descr ibing Act io ns

Although it’s important that the players understand Action Description


what's going on in terms of the rules, the game can Dash “Dispensing with attacks, your foe hur-
get dull if everyone uses only “gamespeak”: "That’s ries across the room."
an 18 to hit,” “You hit; now roll damage." “11 points,” Disengage “Careful not to drop its guard, your foe
and “OK, now we're to Initiative count 13.” Instead,
edges away from you."
use the rules and your knowledge of the scene to
help your narration. If 18 is barely a hit, but the 11 Dodge “Your foe watches you closely and tries
points of damage is a bad wound for the enemy, to parry your attacks."
say: “You swing wildly, and the knight brings his Help “While its ally attacks, your foe darts
shield up just a second too late. Your blade catches around, causing a distraction.”
him along the jaw, drawing a deep gash. He recoils, Magic “Your foe gestures in a deliberate man-
bleeding badly!”
ner and utters an invocation.”
As the characters fight monsters, you can reveal
information to help the players make good choices, Ready “Your foe seems to be waiting for
as described in the sections that follow. something, ready to act.”

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.

4-6 CHAPTER 2 I RUNNING THE GAME


Some monsters have the special ability to ignore Hast en a Monster ’s Demise
some or all of a spell’s normal components, which If a combat has gone on long enough and the char-
might prevent characters from recognizing what acters’ victory is almost certain, you can simply
the monster is doing. Similarly, when monsters use have the monster drop dead. The players don’t ever
magical abilities that don't involve casting spells, need to know that it still had 15 Hit Points left after
make sure it's clear to the players that the monster the characters’ last attack.
is drawing on its unique magical abilities, not cast-
ing a spell their characters could counter. End Host ili ti es
Most monsters can see when a fight’s not going
Kee p ing Co m eat Moving _________ their way (or not going anywhere at all). A sapient
Sometimes even the best-planned combat encoun- monster might parley with the characters in an
ter can turn into a slog, where no one’s moving and effort to get out of the situation alive. Suddenly a
neither side is hitting or dealing much damage to combat encounter turns into a social interaction
the other. When that happens, here are a few tech- as the monster and characters negotiate an end to
niques you can use to get things moving again or their hostilities. A nonsapient monster might play
bring the encounter to a speedy close. dead to try to get the characters to stop attacking it,
only to get up and run away as soon as it has the op-
Don ’t Repeat Gam e Stat es portunity. See “Fight or Flight" later in this chapter
When characters do something to change the tacti- for more suggestions.
cal situation, don’t respond by putting things back
to the way they were before. For example, if a char- Add a Combat ant
acter takes the Disengage action to move away from To add excitement to a battle, consider adding a
a group of monsters, don't respond by having those combatant. Maybe a monstrous predator wanders
same monsters chase the character. Move the mon- onto the scene where the characters are locked in
sters somewhere else. battle with another foe. Or maybe the noise of the
ongoing combat attracts the attention of nearby

CHAPTER 2 | RUNNING THE GAME 47


dungeon denizens. The new combatant might at- or lower if you like. On a failed save, the creature
tack both the characters and their foes, or it might either flees or tries to parley with the enemy (see
join one side or the other. Each time one or more "Avoiding or Ending a Fight” below). On a success-
new combatants join the encounter, roll Initiative ful save, the creature is willing to fight. When deal-
for them and weave them into the Initiative order. ing with a group of creatures, the leader makes this
saving throw on behalf of the group.
Chan ge the Terrai n When creatures that are already engaged in battle
Consider changing a battle's terrain to introduce a realize they’re likely to lose, they usually try to exit
new element and give combatants reasons to move that battle. A monster is likely to flee if either of the
around. Perhaps a powerful attack or an explosive following is true:
spell topples a column, shatters a wall, or breaks up
the floor. Maybe a fissure opens in the floor, releas- - The monster starts its turn Bloodied and more
ing noxious vapors, obscuring smoke, or lava. Magic than half its allies are dead or have the Incapaci-
could tear open the boundaries between planes of tated condition, while no one is dead or Incapaci-
existence, unleashing raw elements or other planar tated on the other side.
energy. Or perhaps a monsters desperation causes • The monster starts its turn Bloodied and has the
wild magic to warp the fabric of reality. You can Frightened condition.
use the environmental effects, hazards, and traps in In those circumstances, you can decide the monster
chapter 3 to represent these effects. flees, or you can have it make a DC 10 Wisdom sav-
ing throw and flee or parley on a failed save. In gen-
Chang e the Monste r
eral, if it is obvious to you that a creature is going to
You can transform one monster into another to
lose, assume it’s obvious to that creature as well.
keep a fight interesting. Maybe a worg splits open,
and a gibbering mouther spills out to take its place. Avoid ing or Endi ng a Fig ht
Or a cultist is consumed in a pillar of infernal flame, A creature that wishes to end or avoid a fight has
and a devil erupts from the ashes. You can also alter two options:
a monster’s stat block in subtle ways in the middle
of combat; for example, you might decide that a Flight. The creature can retreat or run away on its
monster flies into a frenzy when it's Bloodied, giv- turn. Select a destination for the fleeing party,
ing it Advantage on its attack rolls—and giving the such as a known place of safety (perhaps a room
characters Advantage on their attack rolls against it with a door that can be closed and barred). If the
as well, speeding the fight to an end. opponents pursue, you can use the “Chases” sec-
tion in chapter 3 to help adjudicate what happens.
Adjust in g Difficu lty _____________ Parley. A parley is an attempt to settle a conflict
nonviolently. The side that wishes to end or avoid
Many of the same techniques that help keep com-
combat offers to surrender or proposes some sort
bat moving can also be useful in situations where
of exchange. If one side wants to parley in the
a combat encounter is either harder or easier than
middle of combat and the other side agrees, you
you anticipated and you want to adjust it. Monsters
can suspend the Initiative order for some interac-
might initiate negotiations when they're winning,
tion. If the two sides don’t come to an agreement,
allowing overmatched characters a chance to sur-
pick up the Initiative order where it left off.
render or retreat. One of the monsters might switch
sides and help the characters defeat its kin (for
noble or selfish reasons). A change of terrain can Characte r Advanceme nt
provide characters a chance to escape or give over- Experience Points (XP) fuel level advancement for
matched monsters an edge. player characters and are most often the reward for
completing combat encounters.
Fight or Flight _____
Few creatures fight to the death. Nearly all crea-
Awardin g XP______ ______
tures have survival instincts that cause them to Each monster has an XP value based on its Chal-
reevaluate their tactics in the face of their own lenge Rating. When adventurers overcome one or
destruction. Sapient creatures confronted by more monsters—typically by killing, routing, cap-
obviously more numerous or powerful opponents turing. or cleverly avoiding them—they divide the
usually try to avoid battle. But brave, desperate, or total XP value of the monsters evenly among them-
devoted creatures might never retreat from a battle. selves. If the party received substantial assistance
If you can't decide whether a creature is willing from one or more NPCs, count those NPCs as party
to fight, have it make a DC 10 Wisdom saving throw members when dividing up the XP, since the NPCs
before Initiative is rolled. You can set the DC higher made the challenge easier. (See also “Nonplayer
Characters" in chapter 3.)

4-8 CHAPTER 2 I RUNNING THE GAME


Nonco mba t Chal le nges VARIANT: TRAINING TO GAIN LEVELS
You decide whether to award XP to characters As a variant rule, you can require characters to
for overcoming challenges outside combat. If the spend time between adventures training or study-
adventurers complete a tense negotiation with a ing before they gain the benefits of a new level. This
baron, forge a trade agreement with a guild of surly variant slows the passage of time in the game world,
smiths, or safely navigate the Chasm of Doom, you which can help support a more realistic or gritty
might decide the characters deserve XP. tone in your campaign.
As a starting point, use the rules for building If you choose this option, after earning enough
combat encounters in chapter 4 to gauge the diffi- Experience Points to attain a new level, a character
culty of the challenge. Then award the characters must train for a number of days before gaining any
XP as if it had been a combat encounter of the same class features associated with the new level. You
difficulty. can decide whether the character can train inde-
pendently or requires a trainer.
Mil estone s The training time required depends on the level to
You can also award XP when characters complete be gained, as shown on the Training to Gain Levels
significant milestones. When preparing your adven- table. The training cost is for the total training time.
ture, designate certain events or challenges as mile-
stones, as with the following examples: Trai ning to Gai n Level s
- Accomplishing one in a series of goals necessary Level Attained Training Time Training Cost
to complete the adventure. 2-4 10 days 20 GP
• Discovering a hidden location or piece of informa-
5-10 20 days 40 GP
tion relevant to the adventure.
- Reaching an important destination. 11-16 30 days 60 GP
17-20 40 days 80 GP
When awarding XP, treat a major milestone as a
high-difficulty encounter and a minor milestone as a
low-difficulty encounter.
Level Ad vanc eme nt with out XP
Other Milestone Rewards. If you want to reward You can do away with XP entirely and advance
your players for their progress through an adven- characters based on how many sessions they play
ture with something more than XP and treasure, or when the characters accomplish significant story
also give them small rewards at milestone points, goals. This method of level advancement can be par-
such as the following: ticularly helpful if your campaign doesn’t include
much combat or includes so much combat that
- The adventurers gain the benefit of a Short Rest.
tracking XP becomes tiresome.
> Characters recover a Hit Point Die or a level 1
spell slot. Sessio n -Bas ed Advanc ement
- Characters regain the use of magic items that A good rate of session-based advancement is to have
have had their limited uses expended. characters reach level 2 after the first session of
play, level 3 after another session, and level 4 after
Le velin g Up two more sessions. Then spend two or three ses-
Some DMs let characters gain the benefits of a new sions for each subsequent level. Above level 10, you
level as soon as the characters have the required can speed the rate of advancement so the characters
XP, which gives the players the joy of using the new gain a new level every one or two sessions. This
features and spells they gain immediately. Other assumes your sessions are about four hours long
DMs prefer to wait until the characters take a Long and include encounters of varying difficulty, ending
Rest or until the end of a session before letting char- with a significant milestone as described above. You
acters level up, which keeps the adventure flowing can adjust the rate if you prefer significantly shorter
smoothly and lets players pore over their new op- or longer sessions and to account for how much
tions during a lull in the action or between sessions. your group accomplishes in a typical session.
Do what works best for your group.
If a character levels up outside a Long Rest, the Story -Based Adva ncement
character's current Hit Points and Hit Point max- Rather than having characters gain a level after a
imum both increase by the appropriate number certain number of sessions, you can instead tie their
for the new level, and the character gains access to advancement to accomplishing particular goals in
additional abilities and spell slots (if appropriate) the campaign. When the characters achieve those
without regaining any that are already expended. goals, they level up. Try to plan significant cam-
paign goals so the characters gain levels at about
the same rate as for session-based advancement.

CHAPTER 2 | RUNNING THE GAME 49


CHAPTER 3

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.

CHAPTER 3 | DM’S TOOLBOX 51


Chases Runnin g the Chase
The rules for movement in combat don’t translate to Participants in the chase are strongly motivated to
every situation. In particular, they can make a po- take the Dash action every round. Pursuers who
tentially thrilling chase seem dull and predictable. stop to cast spells and make attacks run the risk of
Faster creatures always catch up to slower ones, losing their quarry, and a quarry that doesn’t take
while creatures with the same Speed never close the Dash action is likely to be caught.
the distance between each other. Use the follow-
ing rules to introduce random elements that make Dash ing

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.

52 CHAPTER 3 | DM'S TOOLBOX


Ending a Chase ________ evade the thieves pursuing them. Roll Initiative for
the new arrivals, and run both chases simultane-
A chase ends when one side or the other stops,
ously. Alternatively, the fleeing thief might run into
when each quarry escapes, or when the pursuers
his accomplices. The outnumbered characters might
are close enough to their quarry to catch it.
then flee with the thieves in pursuit.
If neither side gives up the chase, the quarry
makes a Dexterity (Stealth) check on Initiative Mappi ng the Ch ase __
count 0 each round, after every participant in the
chase has taken its turn. If the quarry is never out When you plan a chase, draw a rough map that
of the lead pursuer's sight, the check fails automat- shows the route. Insert obstacles and complications
ically. Otherwise, compare the check’s total to the at specific points, especially ones that require the
Passive Perception scores of the pursuers. If the characters to make ability checks or saving throws
quarry consists of multiple creatures, they all make to avoid slowing or stopping, or use the random ta-
the check separately, so it’s possible for one quarry bles of complications in the "Chase Complications"
to escape while others remain in the chase. section to choose obstacles that occur at specific
The quarry can gain Advantage or Disadvantage points.
on its check based on the circumstances, as shown Complications can be barriers to progress or op-
in the Escape Factors table. portunities for mayhem. Characters being chased
through a forest by bugbears might spot a wasp nest
Esca pe Fac tor s and slow down long enough to attack the nest or
throw rocks at it to enrage the wasps within, thus
Factor Check Has... creating an obstacle for their pursuers.
Many things to hide behind Advantage A map of a chase can be linear or have many
A very crowded area Advantage branches, depending on the nature of the chase. For
Few things to hide behind Disadvantage example, a mine cart chase might have few (if any)
branches, while a sewer chase might have several.
An uncrowded area Disadvantage
Other factors might help or hinder the quarry’s
Chase Compl icatio ns
ability to escape, at your discretion. For example, a Unexpected complications make a chase more excit-
quarry with a Faerie Fire spell cast on it might have ing. The accompanying Urban Chase Complications
Disadvantage on checks made to escape because it's table and Wilderness Chase Complications table
much easier to spot. provide several examples. Each participant in the
If the total of the quarry's check is greater than chase rolls ld!2 at the end of its turn. Consult the
the highest Passive Perception score of the pursu- appropriate table to determine whether a complica-
ers. the quarry escapes. If not, the chase continues tion occurs. If it does, it affects the next chase par-
tor another round. Escape doesn’t necessarily mean ticipant in the Initiative order, not the participant
the quarry has outpaced its pursuers. For example, who rolled the die.
tn a city, escape might mean the quarry ducked into Characters can create their own complications
a crowd or slipped around a corner, leaving no clue to shake off pursuers or slow their quarry (for ex-
is to where it went. ample, casting the Web spell in a narrow alley way).
Adjudicate these at your discretion.
Split ting Up ___________
Desig ning Your Own Chas e Tab les
Zreatures being chased can split up into smaller
Unusual environments might suggest unique chase
rroups. This tactic forces pursuers to either divide
tables. A chase through the sewers of the Free City
their forces or allow some of the quarry to escape.
of Greyhawk or through the spiderweb-filled alleys
If 3 pursuit splits into several smaller chases, re-
of Menzoberranzan (a subterranean city teeming
s: ive each chase separately. You can keep all the
with spiders and worshipers of Lolth) might inspire
—eatures in Initiative order, but track the distances
you to create your own tables.
separately for each group.
Role Re vers al _____________________
Hiring a chase, it’s possible for the pursuers to be-
. me the quarry. For example, characters chasing a
thief through a marketplace might draw unwanted
attention from other members of the thieves' guild.
As they pursue the fleeing thief, they must also

CHAPTER 3 I DM'S TOOLBOX 53


Urba n Chase Comp lic at ions Wild erness Cha se Comp lic at ions
ld!2 Complication 3d12 Complication
1 A cart or another large obstacle blocks your 3 You pass through a Swarm of Insects (see
way. Make a DC 30 Dexterity saving throw the Monster Manual, with the DM choosing
to get past the obstacle. On a failed save, whichever kind of insects makes the most
the obstacle counts as 30 feet of Difficult sense). The swarm uses one of its actions,
Terrain for you. targeting you.
2 A crowd blocks your way. Make a DC 30 2 A stream or ravine blocks your path. Make
Strength, Dexterity, or Charisma saving a DC 30 Strength or Dexterity saving throw
throw (your choice) to navigate through the (your choice) to cross the impediment. On a
crowd. On a failed save, the crowd counts failed save, the impediment counts as 30 feet
as 30 feet of Difficult Terrain for you. of Difficult Terrain for you.
3 A maze of barrels, crates, or similar ob- 3 Make a DC 10 Constitution saving throw. On
stacles stands in your way. Make a DC 30 a failed save, blowing sand, dirt, ash, snow, or
Dexterity or Intelligence saving throw (your pollen causes you to have the Blinded condi-
choice) to navigate the maze. On a failed tion until the end of your turn. While you are
save, the maze counts as 30 feet of Difficult Blinded in this way, your Speed is halved.
Terrain for you. 4 A sudden drop catches you by surprise. Make
The ground is slippery with rain, spilled oil, a DC 10 Dexterity saving throw to navigate
or some other liquid. Make a DC 30 Dexter- the impediment. On a failed save, you fall
ity saving throw. On a failed save, you have 10 feet.
the Prone condition. 5 Your path takes you near a patch of razorvine
5 You encounter a brawl in progress. Make (see “Hazards" in this chapter). Make a DC 15
a DC 3 5 Strength, Dexterity, or Charisma Dexterity saving throw or use 10 feet of move-
saving throw (your choice) to get past the ment (your choice) to avoid the razorvine. On
brawlers unimpeded. On a failed save, you a failed save, you take IdlO Slashing damage.
take 2d4 Bludgeoning damage, and the 6 A creature native to the area notices you. (The
brawlers count as 30 feet of Difficult Terrain DM chooses a creature appropriate for the
for you. terrain.) Make a DC 10 Wisdom or Charisma
6 You must make a sharp turn to avoid col- saving throw (your choice). On a failed save,
liding with something impassable. Make a the creature joins the chase, with you as its
DC 10 Dexterity saving throw to navigate quarry.
the turn. On a failed save, you collide with 7-12 There is no complication.
something hard and take 1d4 Bludgeoning
damage.
7-32 There is no complication An iLt-AOviseo att empt to
STEAL Xan ATHAR's PET GOLDFISH.
SvLGAR.LEADS TO A HEATED CHASE

54 CHAPTER 3 | DM’S TOOLBOX


Creati ng a Backgrou nd Charisma. This ability is ideal for a background
that involves performance or social interaction.
A character’s background represents what the char-
acter did prior to becoming an adventurer. Creating 2^Choos e A Feat
a unique background or customizing an existing
Choose one feat from the Origin category. See the
one from the Player’s Handbook can reflect the par- Player's Handbook for examples of Origin feats.
ticular theme of your campaign or elements of your
world. You can also create a background to help a 3: Choose Skill Profic ienc ies
player craft the story they have in mind for their
character. Choose two skills appropriate for the background.
This section describes, step by step, how you can There needn’t be a relationship between the skill
create backgrounds like the ones in the Player's proficiencies a background grants and the ability
Handbook, tailored for your world and the heroes scores it increases.
in it. 4: Choose a Tool Proficie ncy
I^Choose Abil itie s Choose one tool used in the practice of the back-
Choose three abilities that seem appropriate for the ground or often associated with it.
background: 5= Choose Equipme nt _______ _
Strength or Dexterity. These abilities are ideal for Assemble a package of equipment worth 50 GP (in-
a background involving physical exertion. cluding unspent gold). Don’t include Martial weap-
Constitution. This ability is ideal for a background ons or armor, as characters get them from their
that involves endurance or long hours of activity. class choices.
Intelligence or Wisdom. One or both abilities are
ideal for a background that focuses on cerebral or
spiritual matters.

CHAPTER 3 | DM'S TOOLBOX AZ


Creati ng a Creature Armor Class, or Hit Points, which in turn can alter
its Challenge Rating.
Use the approaches and examples in the following
sections to build custom creatures for your game. Lang ua ges
You can change any or all of the languages the
Mino r Al t era tions creature knows. You might want to add languages
You can change the superficial details of a creature's if you’ve made a creature sapient that wasn’t be-
appearance however you like, and you can alter fore. You can also add or remove telepathy or other
any of the following pieces of a monster's stat block forms of communication.
without impacting its functionality.
Profi cie nci es
Size and Crea tu re Type You can give a creature any skill proficiencies you
You can alter a creature's size and creature type as want and give it Expertise if you want it to be very
you please. For example, you can use an Ogre stat skilled. If you want a creature to be good at hid-
block for a human bully—just make it a Medium Hu- ing, give it Expertise in the Stealth skill. If its keen
manoid instead of a Large Giant. senses make it an excellent tracker or otherwise
adept at finding hidden foes, give it Expertise in the
Abil it y Scor es Perception skill. (You can also increase its Wisdom,
You can usually change a creature's Intelligence, as noted above.)
Wisdom, and Charisma scores freely unless the You can also swap a monster’s saving throw profi-
ability is used for spellcasting. For example, a Black ciencies. If it has none, you can add one or two.
Pudding stat block could represent a sapient alien
if you raise its Intelligence and Charisma to 10 or Senses
so. It's usually best to leave its Strength, Dexterity, Blindsight, Darkvision, Tremorsense, and Truesight
and Constitution scores alone, as changes to these have no bearing on a creature’s Challenge Rating.
scores can alter a monster’s attack bonus, damage. You can add or remove them freely.

56 CHAPTER 3 | DWS TOOLBOX


Spel ls Fey Ancestry. The creature has Advantage on saving
If a stat block has spells, you can replace any of its throws it makes to avoid or end the Charmed condition,
spells with a different spell of the same level. Avoid and magic can’t put it to sleep.
replacing a spell that deals damage with one that Forbiddance. The creature can't enter a residence with-
doesn't and vice versa. out an invitation from one of its occupants.
Att ack s Gloom Shroud. Imperceptible energy channeled from
You can freely change the name and flavor of an the Shadowfell extends from the creature in a 20-foot
attack, as well as its damage type. For example, you Emanation. Other creatures in that area have Disadvan-
can turn an ordinary Skeleton into an ice skeleton tage on Charisma checks and Charisma saving throws.
that deals Cold damage as it accosts characters with Light. The creature sheds Bright Light in a 10-foot
a blade of ice or hurls shards of ice at them. radius and Dim Light for an additional 10 feet. As a
Bonus Action, the creature can suppress this light
Resist anc es and Immu niti es
or cause it to return. The light winks out if the crea-
If a creature doesn’t have Resistance or Immunity
ture dies.
to one or more damage types, you can give it Re-
sistance or Immunity to one or two damage types. Mimicry. The creature can mimic Beast sounds and
You can also change the damage type of its existing Humanoid voices. A creature that hears the sounds can
Resistances and Immunities. tell they are imitations with a successful DC 14 Wisdom
(Insight) check.
Traits _____________ Poison Tolerant. The creature has Advantage on saving
You can add traits to a creature's stat block to com- throws it makes to avoid or end the Poisoned condition.
municate aspects of the creature's nature. See the
Resonant Connection. The creature has a supernatural
Creature Traits list for sample traits.
connection to another creature or an object and knows
You can also use traits from other stat blocks in
the most direct route to it, provided the two are within
the Monster Manual, provided you don't add traits
1 mile of each other.
that alter a creature’s Hit Points, confer Temporary
Hit Points, or change the amount of damage the Siege Monster. The creature deals double damage to
creature deals to other creatures. objects and structures.
Slaad Host. When the creature dies, a Hostile Slaad
Creat ure Trait s
Tadpole bursts from its innards in the same space.
Aversion to Fire. If the creature takes Fire damage, it Steadfast. The creature has Immunity to the Frightened
has Disadvantage on attack rolls and ability checks un- condition while it can see an ally within 30 feet of itself.
til the end of its next turn.
Telepathic Bond. The creature is linked psychically to
Battle Ready. The creature has Advantage on Initia- another creature. While both are on the same plane of
tive rolls. existence, they can communicate telepathically with
Beast Whisperer. The creature can communicate with each other.
Beasts as if they shared a common language. Telepathic Shroud. The creature is immune to any effect
Death jinx. When the creature dies, one random crea- that would sense its emotions or read its thoughts, as
ture within 10 feet of the dead creature is targeted by a well as to spells from the school of Divination. As a
Bane spell (save DC 13), which lasts for its full duration. Bonus Action, the creature can suppress this trait or
Dimensional Disruption. Disruptive energy extends reactivate it.
from the creature in a 30-foot Emanation. Other crea- Ventriloquism. Whenever the creature speaks, it can
tures can't teleport to or from a space in that area. Any choose a point within 30 feet of itself; its voice ema-
attempt to do so is wasted. nates from that point.
Disciple of the Nine Hells. When the creature dies, its Warrior's Wrath. The creature has Advantage on melee
body disgorges a Hostile Imp in the same space. attack rolls against any Bloodied creature.
Disintegration. When the creature dies, its body and Wild Talent. Choose one cantrip; the creature can cast
nonmagical possessions turn to dust. Any magic items that cantrip without spell components, using Intelli-
it possessed are left behind in its space. gence, Wisdom, or Charisma as the spellcasting ability.
Emissary of Juiblex. When the creature dies, its body
disgorges a Hostile Ochre Jelly in the same space.

CHAPTER 3 I DM'S TOOLBOX 57


Creati ng a Magic Item however, gives a character the ability to deal Force
damage.
The magic items in chapter 7 are but a few of the The simpler your approach, the easier it is for a
magic treasures that characters can discover during character to use the item in play. Giving the item
their adventures. You can modify these magic items charges is fine, especially if it has several different
or create new ones using the guidelines in this abilities, but simply deciding that an item is always
section. active or can be used a fixed number of times per
Rules for characters crafting magic items are in day might be easier to manage.
chapter 7.
Power Level
Modifying a Magic Ite m If you make an item that lets a character kill what-
You can create a new magic item by tweaking one ever they hit with it, that item will likely unbalance
or more existing ones. Suggestions are provided in your game. On the other hand, an item whose bene-
the sections that follow. fit rarely comes into play isn't much of a reward.
Use the Magic Item Power by Rarity table as a
Alt ered Capa bil iti es guide to help you determine how powerful a magic
One capability can replace a similar one. For ex- item should be based on its rarity.
ample, a Potion of Climbing could become a Potion of
Swimming. Magi c Item Power by Rarit y
Alt ered Form Rarity Max. Spell Level Max. Bonus
You can alter a magic item's form while leaving its Common 1 —
properties intact. For example, you can turn a Ring Uncommon 3 +1
of the Ram into a wand or a Cloak of Protection into Rare 5 +2
some other worn object (such as a circlet) without
altering the item's properties. Very Rare 8 +3
Legendary 9 +4
Alte red Dama ge Types
An item that deals damage of one type could instead Maximum Spell Level. This column of the table in-
deal damage of another type. For example, a Flame dicates the highest-level spell effect the item should
Tongue sword could deal Lightning damage instead confer, in the form of a once-per-day or similarly
of Fire damage. limited property. For example, a Common magic
item might confer the benefit of a level 1 spell once
Comb ini ng Items per day (or just once if it’s consumable). A Rare,
You can merge the properties of two magic items of Very Rare, or Legendary magic item might allow its
the same rarity into a single item, provided no more possessor to cast a lower-level spell more frequently.
than one of them requires Attunement. For exam- Maximum Bonus. If an item delivers a static bonus
ple, you could combine the properties of a Helm of to AC, attack rolls, saving throws, or ability checks,
Comprehending Languages with those of a Helm of this column suggests an appropriate bonus based on
Telepathy into a single helmet. This makes the item the item’s rarity.
more powerful (and probably increases its rarity),
but it won't break your game. Attu neme nt
Decide whether the item requires a character to be
Spec ia l Featu res and Senti ence attuned to it to use its properties. Consider the fol-
Chapter 7 has rules for giving magic items inter- lowing guidelines.
esting histories, minor properties, quirks, and Limit Sharing. If having all the characters in a
sentience. party pass an item around to gain its lasting ben-
efits would be disruptive, the item should require
Cre ATI NG a New Ite m ______________ Attunement.
If modifying an item doesn’t quite fulfill the need, Limit Stacking. If the item grants a bonus that
you can create one from scratch. other items also grant, it’s a good idea to require
A magic item should either let a character do Attunement so characters don’t try to collect too
something they couldn't do before or improve many of those items.
the character’s ability to do something they can
do already. For example, a Ring ofJumping lets its
wearer jump greater distances, thus augmenting
what a character can already do. A Ring of the Ram,

58 CHAPTER 3 I DM’S TOOLBOX


Creati ng a Spell You can use different damage dice than the ones
in the table if the average damage is about the same.
When creating a new spell, use existing ones as ex- For example, you could change a cantrip’s damage
amples. Here are some things to consider: from IdlO (average 5.5) to 2d4 (average 5), reducing
Name. The spell must have a unique name. the maximum damage and making an average result
Balance. If the spell is so good that a caster would more likely.
want to use it all the time, it’s probably too power-
ful for its level. Spel l Damag e
Identity. Make sure the spell fits with the identity Spell Level One Target Multiple Targets
of those who can cast it. Sorcerers and Wizards Cantrip IdlO ld6
don’t typically cast healing spells, for example.
1 2dl0 2d 6
Spell Duration, Range, and Area. A longer dura-
tion, greater range, or larger area can make up for 2 3dl0 3d6
a lesser effect, depending on the spell, Z 5dl0 6d6
Utility. Avoid spells that have very limited use, such 4 6dl0 7d6
as one that works only against Oozes. Few charac-
ters will bother to learn or prepare such a spell. 5 7dl0 8d6
6 TOdlO Hd6
Spell Da mage 7 lldlO 12d6
For any spell that deals damage, use the Spell Dam- 8 12dl0 13d6
age table to determine approximately how much
9 15dl0 16d6
damage is appropriate given the spell’s level. The ta-
ble assumes the spell deals half as much damage on
a successful saving throw or a missed attack. If your
Healing Spel ls
spell doesn’t deal damage on a successful save, you You can also use the Spell Damage table to deter-
can increase the damage by 25 percent. mine how many Hit Points a healing spell restores.
A cantrip shouldn’t provide healing.

CHAPTER 3 I DM'S TOOLBOX 59


Curses and
Magical Conta gions
A curse is a magical burden that lasts for a specified
time or until it is ended by some means. A magical
contagion is an adverse effect of magical origin that
is contagious by definition.
The following sections discuss curses and magical
contagions in detail.
Curse s
A curse typically takes one of the forms detailed
below.
Bestow Curse
The simplest curses are created by the Bestow Curse
spell. The effects of such curses are limited and can
be ended by the Remove Curse spell.
Bestow Curse provides useful benchmarks for
gauging the potency of other curses. A curse that
lasts for 1 minute equates to a level 3 spell, while one
that lasts until dispelled equates to a level 9 spell.
Cursed Creatu res
Some monsters are associated with curses, whether
as part of their origins or due to their ability to
spread curses—werewolves being a prime example.
You decide how a spell like Remove Curse affects
a creature with accursed origins. For example, you
might decide that a mummy was created through a
curse and it can be destroyed permanently only by Envi ronm enta l Curse s
casting Remove Curse on its corpse. Some locations are so suffused with evil that any-
one who lingers there is burdened with a curse.
Cursed Magi c Items Demonic Possession is one example of an environ-
Cursed magic items are created deliberately or mental curse.
originate as the result of supernatural events. Such Demonic Possession. Demonic Possession arises
items are detailed in chapter 7. from the chaos and evil of the Abyss and commonly
Narra ti ve Curse s
besets creatures that interact with demonic objects
or linger in desecrated locations, where demonic
A curse might manifest during an adventure when
spirits await victims.
a creature's violation of a taboo warrants supernat-
A creature that becomes the target of Demonic
ural punishment, such as breaking a vow, defiling a
Possession must succeed on a DC 15 Charisma sav-
tomb, or murdering an innocent. Such a curse can
ing throw or be possessed by a bodiless demonic
have any effects you design, or it might be a custom-
entity. Whenever the possessed creature rolls a 1
ized version of another type of curse discussed in
on a D20 Test, the demonic entity takes control of
this section.
the creature and determines the creature’s behav-
A creature affected by such a curse should know
why they’re being punished and be able to learn ior thereafter. At the end of each of the possessed
creature's later turns, the creature makes a DC 15
how to end their curse, likely by symbolically
Charisma saving throw, regaining control of itself
righting the wrong they committed. How a spell
on a success.
like Remove Curse affects a curse that's part of your
After finishing a Long Rest, a creature with De-
adventure is up to you—the spell might merely sup-
monic Possession makes a DC 15 Charisma saving
press the effects of the curse for a time. Regardless,
throw. On a successful save, the effect ends on the
narrative curses should feel like rare, potent magic
rooted in the lore of your campaign.
creature. A Dispel Evil and Good spell or any magic
that removes a curse also ends the effect on it.

6o CHAPTER 3 I DM'S TOOLBOX


- —• - 1 ■— ~ -M
1 Mfflr l~ , , lU, . , rtfc. .. .L ' IfinH II TTlrtl IBM
Magical Contagi ons ______________
Alchemists, potion brewers, and areas of wild magic Sewer Pla gu e

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.

CHAPTER 3 i DM’S TOOLBOX


Death Provide Fair Warning. Let characters face the con-
sequences of their foolish actions, but make sure
Adventures involve risk, with consequences that you give enough cues for the players to recognize
can be as catastrophic as the death of a single char- self-destructive actions. You might want to ask a
acter or an entire group. Given the degree to which player, “Are you sure?" before committing a char-
players get attached to their characters, character acter to a potentially fatal course of action.
death can be an emotionally charged situation. It Fair Encounters. Your players have to know that
might even be a hard limit for some players (see you’re fair in designing encounters. It's fine to
“Ensuring Fun for All" in chapter 1), so it’s worth throw tough encounters at them and sometimes
having a conversation about how to handle charac- to let them face monsters they can't beat. But it’s
ter death at the start of a new game. not fair if the players have no way to know they
can't win the fight or have no way to escape.
Deat h Must Be Fair
The best way to avoid hard feelings connected to Sca lin g Leth alit y ________________
the death of a beloved character is to make sure the You can adjust the lethality of your campaign using
players know you're being fair. Keep these princi- the encounter-building guidelines in chapter 4. If
ples in mind: your players enjoy games that test their charac-
Don’t Cheat in the Monsters’ Favor. Rolling dice in ters to the utmost and are prepared to create new
front of the players when a situation is especially characters at a moment's notice, consider using
deadly is one way to communicate that you’re not high-difficulty encounters over and over, with little
cheating in the monsters' favor or singling out a opportunity for rests between encounters, to create
single character for punishment. a more lethal adventure. Conversely, using only
Don't Make It Personal. Don’t punish a character low-difficulty encounters is less likely to lead to
for a player’s behavior or some personal grudge. character death, especially if characters have ample
That’s probably the quickest way to undermine opportunity to rest during the adventure.
your players' trust in you as DM and as a fair arbi-
Defea ted , Not Dead It’s also possible for dead characters to be brought
If you and your players agree to avoid character back to life. The most common way is through spells
death in your game, you might consider an alterna- such as Revivify and Raise Dead. It’s up to you to
tive: a character who would otherwise die is instead decide how easy it is for characters to access those
“defeated.” The following rules apply to a defeated spells if they can't cast them. The Player’s Handbook
character. offers suggested prices for spellcasting services.
Comatose. The character has 1 Hit Point and the
Unconscious condition. The character can regain What If Everyone Dies ?
Hit Points as normal, but the character remains Misadventure can wipe out an entire group. (You’ll
Unconscious until they are targeted by a Greater sometimes hear players refer to this as a “total party
Restoration spell or experience a sudden awakening kill" or “TPK.”) Such a catastrophe doesn’t have to
(see below). end the whole game—rather, it presents an opportu-
Sudden Awakening. After finishing a Long Rest, nity to take the game in a new direction. Consider
the character makes a DC 20 Constitution saving these possibilities.
throw. On a successful save, the Unconscious con-
dition ends on the character. On a failed save, the A Fresh Sta rt

condition persists. Everyone makes new characters, and the campaign


starts anew. This might be the most drastic option,
Death Scenes but it allows for new stories and fresh character
When a character is reduced to 0 Hit Points, the dynamics.
player sometimes has to sit out one or more rounds Divi ne Counc il
of combat with nothing to do but roll Death Saving The characters find themselves before a council of
Throws. One way to keep a player involved in the deities who are arguing about the characters’ fate.
game is to prompt some roleplaying along with each The characters must convince the council to return
Death Save. You might ask the player to describe a them to life.
memory that surfaces in the character’s mind while
hovering near death. Consider these possibilities: Escap e fro m the Under worl d

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.

CHAPTER 3 | DM'S TOOLBOX 6z


Doors a successful check, the character finds any secret
door hidden in that section of wall as well as the
Adventurers interact with doors often in a D&D mechanism to open the door. The DC of the check
campaign. This section gives rules for most of the depends on how well the secret door is hidden, as
doors the adventurers encounter. shown in the Secret Doors table.
Comm on Doo rs You can instead call for an Intelligence (Investiga-
tion) check if the challenge involves deducing that
The Doors table provides the AC and Hit Points for a door is present from noticeable clues, rather than
common doors, which are Medium objects. spotting those clues in the first place. See “Percep-
With the Utilize action, a creature can try to tion" in chapter 2 for more advice.
force open a door that is barred or locked, doing
so with a successful Strength (Athletics) check. Sec ret Doors
The table provides the DC of the check. For bigger Secret Door DC to Detect
doors, double or triple the Hit Points and increase
the DC of the check by 5. Barely hidden secret door 10
Standard secret door 15
Doo rs
Well-hidden secret door 20
Door AC HP DC to Open
Glass door 13 4 10 Sec ret Doo r Etiqu ett e
Metal door 19 72 25 Adventurers often fail to locate secret doors. For
Stone door 17 40 20 this reason, don’t hide important treasures or loca-
tions behind secret doors unless you’re comfortable
Wooden door IS 18 15 with the characters not finding them, and don’t risk
letting your adventure grind to a halt because the
Bar red Door only path forward is hidden behind a secret door.
A barred door has no lock. A creature on the barred
side of the door can take the Utilize action to lift the Portcul lise s
bar from its braces, allowing the door to be opened. Typically made of iron or wood, a portcullis blocks
a passage or an archway until it is raised into the
Loc ked Door ceiling by a winch and chain. Creatures within
Characters who don’t have the key to a locked door 5 feet of a lowered portcullis can make ranged
can try to pick the lock using Thieves' Tools. The attacks or cast spells through it, and they have
Lock Complexity table tells you how long it takes to Three-Quarters Cover against attacks, spells, and
try to pick a lock based on its complexity. At the end other effects originating from the opposite side. A
of that time, the character picks the lock by making portcullis can also be attacked and destroyed, using
a successful Dexterity (Sleight of Hand) check using the AC and Hit Points of a metal door (if iron) or a
Thieves' Tools. The DC is determined by the lock’s wooden door (if wood).
quality, as shown in the Lock Quality table. Winching a portcullis up or down requires the
Utilize action. If a creature can’t reach the winch
Lock Comp lexit y Lock Qual ity
(usually because it's on the other side of the portcul-
Complexity Time Quality DC to Unlock lis), lifting the portcullis requires the Utilize action
Simple 1 action inferior 10 and a successful Strength (Athletics) check. The DC
of the check depends on the type of portcullis, as
Complex 1 minute Good 15
shown in the Portcullises table.
Superior 20
Portc ul lise s

Secr et Doors Portcullis Size Iron DC Wood DC


A secret door is crafted to blend into the wall that Medium (8 ft. tall x 5 ft. wide) 20 15
surrounds it. Sometimes faint cracks in the wall or Large (10 ft. tall x 10 ft. wide) 25 20
scuff marks on the floor betray the secret door's
Huge (20 ft. tall x 15 ft. wide) 30 25
presence. Other than the fact that it’s hidden, a se-
cret door is similar to a common door.
With the Search action, a character can search
for a secret door along a 10-foot-square section of
wall and make a Wisdom (Perception) check. On

64 CHAPTER 3 I DM’S TOOLBOX


Dungeons IdlOO Quirk
Some dungeons are old strongholds abandoned by 39-40 Built in or among the branches of a tree
the folk who built them. Others are natural caves 41-43 Built to house a planar portal but aban-
or lairs carved out by monsters. Dungeons attract doned when creatures or energy from the
cults, groups of monsters, and reclusive creatures.
other side of the portal seeped into the
Because of their varied origins and purposes, dun-
dungeon
geons have a range of distinctive qualities. For
example, a dungeon that serves as a stronghold for 44-46 Carved into a meteorite (before or after it
hobgoblin soldiers has a different mood and features fell to earth)
than an ancient temple inhabited by yuan-ti. 47-49 Carved into a sheer cliff face
You can use the Dungeon Quirks table to add dis-
50-52 Caverns carved by a beholder’s disintegra-
tinctive character to a dungeon you're creating or
tion eye ray, with unnaturally smooth walls
one in a published adventure. The quirks on the ta-
ble reflect the characteristics of a dungeon's creator, and vertical shafts connecting different
its intended purpose, its location, or some (often levels
catastrophic) event in its history. You can use a sin- 53-55 Contains something that led to the downfall
gle quirk or combine quirks as you see fit, and roll of its creators or inhabitants
or choose a result that inspires you. 56-58 Dug as a burrow by a monster that might
still live inside
Dungeon Quir ks
IdlOO Quirk 59-61 Entrance concealed behind a waterfall
62-64 Floating on the sea
01-02 Abandoned after internal strife devastated
its population 65-66 Intended as a death trap to eliminate any
03-04 Abandoned because the site was cursed by
creature that enters, perhaps to guard a
treasure or to harvest souls for a necroman-
a god or other powerful entity
tic rite
05-06 Abandoned by its original creators when a
67-69 Intended as a tomb
plague spread through the dungeon
70-72 Long known as the site of a great miracle or
07-09 Amazingly well preserved ancient city in-
another auspicious event
side a dome encased in volcanic ash, sub-
merged underwater, or entombed in desert 73-75 Made by amphibious creatures (such as
sands kuo-toa or aboleths), using water to protect
the innermost reaches from air-breathing
10-12 Built as a fortress guarding a mountain
intruders
pass
76-78 Made by a powerful spellcaster (perhaps
13-15 Built as a maze, either to protect treasure
a lich) as a site for magical research and
from intruders or as a gauntlet where pris-
experimentation
oners were hunted by monsters
79-81 Made by giants at a vast scale
16-18 Built as a stronghold but abandoned after it
fell to invaders 82-84 Natural caverns featuring a range of strik-
ingly beautiful rock and crystal formations
19-21 Built as a treasure vault to protect powerful
magic items and great wealth 85-87 On an island in an underground sea
22-23 Built atop a cloud 88-90 On the back of a Gargantuan creature
24-26 Built beneath a city in catacombs or sewers 91-93 Originally constructed as a mine but aban-
doned when tunnels connected to danger-
27-29 Built beneath or on top of a mesa or several
ous Underdark tunnels
connected mesas
94-96 Secreted away in a demiplane or in a pocket
30-32 Built by a religious group to serve as a tem-
dimension
ple and linked to the energy of other planes
of existence 97-98 Slowly abandoned as its creators died out
or migrated away
33-35 Built by dwarves and decorated with enor-
mous dwarven faces that have been de- 99-00 Transformed by multiple events or disasters
faced by its current inhabitants over the course of centuries
36-38 Built in a volcano

CHAPTER 3 | DM’S TOOLBOX 65


Map ping a Dungeo n __ Wear and Tear. If you’d like to show wear and tear
caused by time or the elements, collapsed passages
A dungeon can range in size from a few chambers
can be commonplace, cutting off formerly con-
to a huge complex of rooms and passages extending
nected sections of the dungeon from each other.
hundreds of feet. The adventurers’ goal often lies as
Past earthquakes might have opened chasms within
far from the dungeon entrance as possible, forcing
a dungeon, splitting rooms and corridors to make
characters to delve deeper underground or push
interesting obstacles.
farther into the heart of the complex.
Natural Features. Many dungeons include nat-
A dungeon is usually mapped on a grid like graph
ural features. An underground stream might run
paper, with each square on the paper representing
through the middle of a stronghold, causing varia-
an area of 5 feet by 5 feet. Appendix B shows several
tion in the shapes and sizes of rooms and necessitat-
examples. If you play with miniatures on a grid, this
ing features such as bridges and drains.
scale makes it easy to transfer a map to a battle grid.
Secrets. Add secret doors and secret rooms to re-
Map ping Princi pl es ward players who take the time to search for them.
As you draw or adapt a dungeon map, keep the fol- For each door and room, consider their original
lowing in mind. purpose: were secret doors a defense against invad-
Asymmetry. Asymmetrical rooms and map layouts ers, or do denizens of the dungeon scheme to keep
make a dungeon interesting and unpredictable. secrets from each other? Secrets can help you de-
Three-Dimensional Layout. Stairs, ramps, lifts, velop the story of a dungeon.
platforms, ledges, balconies, pits, and other changes
of elevation make a dungeon interesting and make
Desi gnin g Dungeon Rooms
combat encounters in those areas challenging. Keep the following things in mind when designing a
Multiple Pathways. Add multiple entrances and dungeon room:
exits—to the dungeon as a whole and to individual Ceiling Support. Underground chambers are prone
rooms. By offering multiple paths the characters to collapse, so many rooms—particularly large
can follow, you present meaningful decision points ones—have arched ceilings or pillars to support
to the players. the weight of the rock overhead.

66 CHAPTER 3 | DM'S TOOLBOX


Decoration. Most sapient creatures decorate their Shrine s
lairs. Statues, bas-reliefs, murals, and mosaics of- Any sapient creature might have some place ded-
ten adorn dungeon rooms. Equally common are icated to worship. Depending on the creature's
scrawled messages, marks, and maps left behind resources and piety, such a shrine can be humble
by others who have passed through the area. or extensive. Adventurers are likely to encounter
Some of these marks are simply graffiti, while priests, cultists, and similar creatures there, and
others may be useful to adventurers who examine wounded monsters might flee to a shrine to seek
them closely. healing.
Exits. Creatures that can’t open doors can't make a
lair in a sealed room without some sort of exter- Vaul ts
nal assistance. Strong creatures without the abil- A vault contains treasure and is usually sealed
ity to open doors smash them down if necessary. behind a locked or secret door. Many vaults are
Burrowing creatures might dig their own exits. further protected by magic, monsters that can sur-
vive without food and water, and traps (see “Traps"
Common dungeon rooms fall into the broad catego- in this chapter).
ries described below.
Work Areas
Crypt s
Sapient creatures often have laboratories, work-
Although it sometimes resembles a vault, a crypt
shops, libraries, forges, and studios. Because such
can also be a series of individual rooms, each with areas tend to contain valuable equipment, their
its own sarcophagus, or a long hall with recesses on doors are often locked and sometimes even warded
either side to hold coffins or bodies. by Glyph of Warding spells and similar effects.
Crypt builders who are worried about undead
rising from the grave lock and trap crypts from Dungeon Deca y
the outside—making the crypts easy to get into but
difficult to exit. Other builders worried about tomb The States of Ruin table can help you determine the
robbers make their crypts difficult to get into. Some general conditions of a dungeon area.
builders make both entry and exit difficult, just to Stat es of Rui n
be safe.
ld6 Features
Gua rd Post s 1 Perilous. The area is dangerously worn and
Sapient, social denizens of the dungeon generally prone to collapse. Any impacts or damage to
guard the entrances to their shared spaces. A guard the structure, including from spells and other
post may just be a room with a table where bored
areas of effect, have a 50 percent chance of
sentries play a dice game, or it might be a pair of
causing a collapse.
iron golems backed up by spellcasters hiding in bal-
conies overhead. 2 Crumbling. Areas within the dungeon section
When you design a guard post, decide how many are choked with rubble and have a 50 percent
guards are on duty, note their Passive Perception chance of being Difficult Terrain. Half Cover
scores, and decide what they do when they notice and hiding places are plentiful.
intruders (see “Monster Behavior” in chapter 4). 3 Neglected. One dungeon hazard—such
Some will rush headlong into a fight, while others as brown mold, green slime, or yellow
will negotiate, sound an alarm, or flee to get help.
mold (see “Hazards” in this chapter)—is
Living Quart ers abundant.
Most creatures have a lair where they can rest, eat, 4 Abandoned. Most of the dungeon is de-
and store their treasure. Living quarters commonly serted. Dexterity (Stealth) checks have Dis-
include beds (if the creatures sleep), possessions advantage because any sounds stand out as
(both valuable and mundane), and some sort of food unusual.
preparation area (anything from a well-stocked
kitchen to a firepit to a hunk of rotting meat). 5 Secure. Ability checks made to break down
doors, open locks, or carry out similar activi-
Natu ral Subterra nean Areas ties have Disadvantage.
Built dungeons often intersect with natural caverns, 6 Thriving. The dungeon is heavily populated.
grottoes, and passages that are home to subterra- Any loud noises draw the attention of nearby
nean creatures, strange rock formations, pools of
creatures.
water, molds, fungi, and bioluminescent moss.

CHAPTER 3 I DM’S TOOLBOX 67


Environm ental Effects the end of each hour or gain 1 Exhaustion level.
Creatures that have Resistance or Immunity to Cold
Characters crossing a frigid tundra might suffer the damage automatically succeed on the save.
effects of extreme cold, while a visit to a cloud gi-
ant’s castle might subject characters to the effects of Extre me ^Heat
high altitude. The following sections provide rules When the temperature is 100 degrees Fahrenheit or
for handling these and other environmental effects. higher, a creature exposed to the extreme heat and
Dead Magic Zon e without access to drinkable water must succeed on
a Constitution saving throw at the end of each hour
A dead magic zone is an area where the fabric of or gain 1 Exhaustion level. The DC is 5 for the first
magic is torn. The effect is the same as the Antimagic hour and increases by 1 for each additional hour.
Field spell, except that it is permanent and typically Creatures wearing Medium or Heavy armor have
covers an area no more than 300 feet in diameter. Disadvantage on the save. Creatures that have Re-
sistance or Immunity to Fire damage automatically
Deep Wate r
succeed on the save.
Swimming through deep water (more than 100 feet
deep) presents additional challenges because of the Frigid Wate r
water’s pressure and cold temperature. After each A creature can be immersed in frigid water for a
hour of swimming in deep water, a creature that number of minutes equal to its Constitution score
lacks a Swim Speed must succeed on a DC 10 Con- before suffering any ill effects. Each additional min-
stitution saving throw or gain 1 Exhaustion level. ute spent in frigid water requires the creature to
Extr eme Cold succeed on a DC 10 Constitution saving throw or
gain 1 Exhaustion level. Creatures with Resistance
When the temperature is 0 degrees Fahrenheit or or Immunity to Cold damage automatically suc-
lower, a creature exposed to the extreme cold must ceed on the save, as do creatures that are naturally
succeed on a DC 10 Constitution saving throw at adapted to living in ice-cold water.

68 CHAPTERS I DM’S TOOLBOX


Heavy Precip itati on the caster must succeed on a DC 10 Charisma sav-
ing throw, or the spell fails and is wasted.
Everything within an area of heavy rain or heavy
snowfall is Lightly Obscured, and creatures in the Winds of Pand emoniu m
area have Disadvantage on all Wisdom (Perception) The winds of Pandemonium are common in Pan-
checks. Heavy rain also extinguishes open flames. demonium and regions where its influence is felt,
including parts of the Underdark. A creature makes
High Alt it ude
a DC 10 Wisdom saving throw after each hour
Traveling at altitudes of 10,000 feet or higher above spent among the howling winds. On a failed save,
sea level is taxing for most creatures because of the the creature gains 1 Exhaustion level. The winds
reduced amount of oxygen in the air. Each hour can’t increase a creature’s Exhaustion level above
such a creature spends traveling at high altitude 3. Finishing a Long Rest doesn't reduce a creature's
counts as 2 hours for the purpose of determining Exhaustion level unless the creature can somehow
how long that creature can travel (see “Travel Pace" escape the winds.
in chapter 2).
Creatures can become acclimated to a high alti- Slip per y Jce
tude by spending 30 days or more at this elevation. Slippery ice is Difficult Terrain. A creature that
Creatures can’t become acclimated to elevations moves onto slippery ice for the first time on a
above 20,000 feet unless they are native to such turn or starts its turn there must succeed on a
environments. DC 10 Dexterity saving throw or have the Prone
condition.
Planar Effect s ____________________
Certain planes of existence—and areas on the Ma- Strong Wind
terial Plane affected by them—have supernatural Strong wind imposes Disadvantage on ranged at-
effects on creatures within them. Several examples tack rolls with weapons. It also extinguishes open
are presented below. See chapter 6 for more infor- flames and disperses fog. A flying creature in a
mation about the planes of existence. strong wind must land at the end of its turn or fall.
A strong wind in a desert can create a sandstorm
Acher onia n Bloo dlu st
that imposes Disadvantage on Wisdom (Perception)
The plane of Acheron rewards a creature for harm-
checks.
ing other creatures by imbuing it with the strength
to keep fighting. While in Acheron or a region un- Thin Ice
der its influence, a creature gains Temporary Hit
Points equal to half its Hit Point maximum when- Thin ice has a weight tolerance of 3dl0 --10 pounds
ever it reduces another creature to 0 Hit Points. per 10-foot-square area. Whenever the total weight
on an area of thin ice exceeds its tolerance, the ice
Arca dia n Vit al it y in that area breaks. All creatures on broken ice fall
On the plane of Arcadia and in regions where its through. Below the ice is frigid water (see “Frigid
influence is felt, creatures benefit from supernatural Water” above).
vitality, which grants them Immunity to the Fright-
ened and Poisoned conditions. Wild Ma gic Zone
A past magical disaster or uncontrolled surge of
Blessed Beneficenc e power in a particular place can cause the fabric of
On the plane of Mount Celestia and in regions magic to unravel, creating a wild magic zone. In
where its influence is felt, creatures are blessed by such an area, which is typically no more than 300
the pervasive beneficence of the plane. Creatures feet in diameter, magic behaves unpredictably.
other than Fiends and Undead gain the benefit of Whenever a creature expends a spell slot to cast a
the Bless spell as long as they remain in an area of spell in a wild magic zone, roll ld20. If you roll a 20
blessed beneficence. In addition, such a creature on the die, roll on the Wild Magic Surge table in the
that finishes a Long Rest in the area gains the bene- Player’s Handbook to create a magical effect.
fit of a Lesser Restoration spell.
Gehenna n Crue lt y
On the plane of Gehenna and in regions where
its influence is felt, creatures are driven to loathe
helping one another. Whenever a creature subject
to Gehennan cruelty casts a spell that restores Hit
Points or removes a condition other than Invisible,

CHAPTER 3 | DM’S TOOLBOX 69


Fear and Ment al Stress Menta l St res s Eff ect s
Due to the nature of their vocation, adventurers When a character is subjected to an effect that
tend to be less susceptible to fear and mental stress causes intense mental stress. Psychic damage is the
than common folk. Whereas a farmer might flee in best way to emulate that effect.
terror from a bear or an apparition, adventurers are The Sample Mental Stress Effects table provides a
made of sterner stuff. That said, certain creatures few examples of such effects, with suggested saving
and game effects can terrify or fray the mind of throw DCs and damage. Mental stress can usually
even the most stalwart adventurer. be resisted with a successful Wisdom save, but
If you plan to use any of these rules, discuss them sometimes an Intelligence or Charisma save is more
with your players at the start of the campaign. See appropriate. On a successful save, a character might
“Ensuring Fun for All” in chapter 1. take half as much damage instead of no damage, at
your discretion.
Fear Eff ects
Samp le Menta l Stress Effec ts
Whenever the characters encounter something that
is supernaturaliy frightful, use the Frightened con- Save Psychic
dition as the baseline effect. Fear effects typically Example DC Damage
require a Wisdom saving throw, with a save DC A character ingests a hallucino- 10 ld6
based on how terrifying the situation is. The Sample genic substance that distorts the
Fear DCs table provides some examples. character’s perception of reality.
Samp le Fea r DCs A character touches a fiendish idol 15 Zd6
Example Save DC that tears at the character's mind,
threatening to shatter it.
When the characters open a sarcopha- 10
gus, a harmless yet terrifying apparition A magical trap flings a character 20 9d6
appears. into the Far Realm until the end of
that character's next turn.
A character triggers a magical trap that 15
creates an illusory manifestation of that
Prolo nge d Effect s
character's worst fears, visible only to that
character. Exposure to mental stress can cause prolonged ef-
fects. Consider the following possibilities.
A portal to the Abyss opens, revealing 20 Short-Term Effects. The character has the Fright-
a nightmarish realm of torment and ened, Incapacitated, or Stunned condition for IdlO
slaughter. minutes. This condition might be accompanied by
alarming behavior or hallucinations. These effects
Typically, a Frightened creature repeats the saving can be suppressed with the Calm Emotions spell or
throw at the end of each of its turns, ending the ef- removed by the Lesser Restoration spell.
fect on itself on a success. Long-Term Effects. The character has Disadvan-
At your discretion, a Frightened creature might tage on some or all ability checks for IdlO * 10
be subject to other effects as long as the Frightened hours, stemming from an unwillingness or inability
condition lasts. Consider these examples: to exert a particular set of abilities. The character
• The Frightened creature must take the Dash ac- might feel enervated and unable to exert much
tion on each of its turns and uses its movement to Strength, for example, or become so suspicious of
get farther away from the source of its fear. others that Charisma checks are more difficult.
- Attack rolls against the Frightened creature have These effects can be suppressed with the Calm Emo-
Advantage. tions spell or removed by the Lesser Restoration spell.
• The Frightened creature can do only one of the Indefinite Effects. An indefinite effect is a long-
following on each of its turns: move, take an ac- term effect (see above) that lasts until removed by
tion, or take a Bonus Action. a Greater Restoration spell. It can be suppressed by a
Calm Emotions spell.

70 CHAPTER 3 | DM’S TOOLBOX


Firearm s and Explosive s Ammun iti on
Firearm Bullets are destroyed upon use in a modern
Renaissance-era pistols and muskets appear in
firearm. Futuristic firearms use Energy Cells that
the Player’s Handbook. In a campaign involving a
become depleted but could possibly be recharged
crashed spaceship or elements of modern-day Earth,
with the proper equipment, at your discretion. An
characters might find the items described here.
Energy Cell weighs 1/2 lb.
Firea rms __ Expl osiv es
The Firearms table provides examples of modern
The Explosives table has examples of explosives. If
and futuristic firearms. If you make them available
no cost is given for an explosive, it can't typically be
for purchase (perhaps in the fantastical market-
bought. If you make these explosives available for
places of the City of Brass), treat modern items as
purchase, treat them as Rare magic items. Rules for
Rare magic items and futuristic items as Very Rare
explosives are given below.
ones (see chapter 7).
Bomb
Prop ert ies
As an action, you can light a Bomb and throw it at
Some weapons in the Firearms table have the
a point up to 60 feet away, where it explodes. Each
following properties, in addition to properties
creature in a 5-foot-radius Sphere centered on that
described in the Player's Handbook.
point makes a DC 12 Dexterity saving throw, taking
Burst Fire. As an action, you can expend 10 pieces
3d6 Fire damage on a failed save or half as much
of a Burst Fire weapon's ammunition to spray shots
damage on a successful one.
in a 10-foot Cube within the weapon’s normal range.
Each creature in that area must succeed on a DC Dyna mite Stick
15 Dexterity saving throw or take damage. Roll the An an action, you can light a Dynamite Stick and
weapon’s damage once, and apply it to each creature throw it at a point up to 60 feet away, where it ex-
that failed the save. plodes. Each creature in a 5-foot-radius Sphere cen-
Reload. You can make a limited number of shots tered on that point makes a DC 12 Dexterity saving
with a Reload weapon. You must then reload the throw, taking 3d6 Force damage on a failed save or
weapon as an action or a Bonus Action. half as much damage on a successful one.

72 CHAPTERS | DM’S TOOLBOX


Fire arms
Modern Item Damage Properties Mastery Weight
Martial Ranged Weapons
Automatic Rifle 2d8 Piercing Ammunition (Range 80/240; Bullet), Burst Fire, Slow 81b.
Reload (30 shots), Two-Handed
Hunting Rifle 2dl0 Piercing Ammunition (Range 80/240; Bullet), Slow 8 1b.
Reload (5 shots), Two-Handed
Revolver 2d8 Piercing Ammunition (Range 40/120; Bullet), Sap 3 1b.
Reload (6 shots)
Semiautomatic Pistol 2d6 Piercing Ammunition (Range 50/150; Bullet), Vex 3 1b.
Reload (15 shots)
Shotgun 2d8 Piercing Ammunition (Range 30/90; Bullet), Push 7 1b.
Reload (2 shots), Two-Handed

Futuristic Item Damage Properties Mastery Weight


Martial Ranged Weapons
Antimatter Rifle 6d8 Necrotic Ammunition (Range 120/360; Energy Cell), Sap 101b.
Reload (2 shots), Two-Handed
Laser Pistol 3d6 Radiant Ammunition (Range 40/120; Energy Cell), Vex 21b,
Reload (50 shots)
Laser Rifle 3d8 Radiant Ammunition (Range 100/300; Energy Cell), Slow 7 1b.
Reload (30 shots), Two-Handed

It takes 1 minute to bind two or more Dynamite Expl osives


Sticks together so they explode at the same time. Item Cost Weight
Each stick after the first increases the damage by
Bomb 100 CP 1 lb.
ld6 (to a maximum of 10d6) and the effect’s radius
by 5 feet (to a maximum of 20 feet). Dynamite Stick — 1 lb.
It takes 1 minute to rig dynamite with a longer Grenade, Fragmentation — 1 lb.
fuse so it explodes after a longer period of time,
Grenade Launcher 7 1b.
such as 1 minute or 10 minutes.
Grenade, Smoke 50 GP 21b.
Gren ades and Grenade Lau ncher s
Gunpowder (keg) 250 CP 201b.
As an action, you can either throw a grenade at a
point up to 60 feet away or use a Grenade Launcher Gunpowder (powder horn) 35 GP 21b.
to propel the grenade to a point up to 1,000 feet
away. The grenade explodes at that point, creating a Ali en Techno logy
particular effect in a 20-foot radius Sphere.
Fragmentation Grenade. Each creature in the
When adventurers find a piece of technology that
isn't from their world or time period, they can
Sphere makes a DC 15 Dexterity saving throw, tak-
ing 17 (5d6) Piercing damage on a failed save or half deduce what it is with a successful Intelligence
(Investigation) check, with the DC depending on
as much damage on a successful one.
the complexity of the item: DC 10 for a relatively
Smoke Grenade. The area of the Sphere is Heavily
simple item like a calculator or a lighter, or DC 20
Obscured by smoke for 1 minute. A strong wind
(such as the Gust of Wind spell) disperses the smoke.
for a complex item such as a computer, a chainsaw,
or a hovercraft. You may require a separate Intelli-
Gunpo wder gence (Investigation) check to determine whether a
Setting fire to a container full of Gunpowder causes character can activate or operate the technology; a
it to explode. When a container explodes, each character who has observed the item in use or has
creature in a 10-foot radius Sphere centered on the operated a similar item either has Advantage on the
container makes a DC 12 Dexterity saving throw, check or succeeds on the check automatically (your
taking 10 (3d6) Fire damage (for a powder horn) or choice).
24 (7d6) Fire damage (for a keg) on a failed save or
half as much damage on a successful one.
CHAPTER 3 I DM’S TOOLBOX 73
the activities of mortal life or limited aspects of the
Gods and Other Powers natural world. They share the fundamentally ineffa-
Different deities rule the various aspects of the cos- ble nature of greater gods, but they are more likely
mos and mortal life, sometimes cooperating with to manifest in mortal realms.
each other, sometimes competing. People gather in Quasi-deities have a divine origin, but they don’t
public shrines to worship gods of life and wisdom or receive or answer prayers. They are still immensely
meet in hidden places to venerate gods of deception powerful beings, and in theory, they could ascend
or destruction. to godhood if they amass enough worshipers.
Divin e Rank Quasi-deities fall into the following subcategories:
The divine beings of the multiverse are often cat- Demigods are divine beings with mortal origin.
egorized according to their relative cosmic power. Some were born mortal and attained godhood,
Some gods who are worshiped on multiple worlds w hile others were born from the union of a deity
have a different rank on each world, depending on and a mortal. Their mortal parentage makes demi-
their influence there. gods the weakest quasi-deities.
Greater deities are generally the oldest gods of a Titans are the creations of deities. They might be
pantheon, responsible (at least in myth) for creating manufactured on a divine forge, born from the
or parenting the other gods. Their provinces are blood spilled by a god, or otherwise brought about
major areas of nature and mortal life, such as agri- through divine will or substance. Some titans, in-
culture, the sun, and death. Greater deities are ul- cluding krakens and the tarrasque, appear in the
timately beyond mortal understanding, and they're Monster Manual.
often known by different names across regions, Vestiges are deities who have lost nearly all their
cultures, and worlds. Having no fixed appearance or worshipers and are considered dead from a mortal
gender, they can assume whatever forms they like. perspective. Esoteric rituals can sometimes con-
Occasionally these deities manifest and perform tact vestiges and draw on their latent power.
mythic deeds among mortals.
Home Plane and Alignm ent
Lesser deities are typically described in myth as
the creations, children, or servitors of the greater Gods aren’t defined by mortal conceptions of align-
deities. They govern narrower provinces, such as ment, and different mortal worshipers might in-
__________________________________________________________________________________ k- terpret a god's behavior and teachings through the
Bui ld Your Own Pant heo n lens of different alignments. That said, gods tend
Most of the published D&.D settings described to live on the Outer Planes that most closely match
in chapter 5 have their own pantheons of gods. If their general alignment tendencies, so it’s safe to
you’re creating your own setting, you can use the assume that the teachings of a god who resides in
list of Greyhawk gods in chapter 5 or build your Pandemonium (a plane of rampant chaos and evil),
own pantheon. encourage behavior that is Chaotic Evil, while a god
A simple way to build a basic pantheon is to who resides in Elysium (the plane of pure good) en-
create one god for each of the Outer Planes de- courages Neutral Good behavior.
scribed in chapter 6, except for the Nine Hells People can worship a god without obeying that
(ruled by the archdevil Asmodeus) and the Abyss god’s tenets or conforming to the god’s presumed
(the domain of demons). So Arborea might be alignment. People from all walks of life might par-
the domain of a god who is patron of the arts, ticipate in the annual festival of innocent mischief
celebrated at great feasts, while Gehenna's deity associated with a trickster god—even people whose
might be a greedy, vengeful god worshiped by alignment is generally lawful and opposed to the
people of the same bent. If you prefer, you can trickster's teachings. To stave off disease, good-
also put multiple deities on the same plane, so hearted people might make offerings to appease the
Arcadia might be home to twin gods who are pa- wrath of a god associated with plague. Even Cleric
trons of merchants and smiths. characters don't need to have any particular align-
Alternatively, you might decide that your world ment to serve their gods.
has only one god (who might be viewed differ- Gods and Divine Magic __
ently by various sects or religions) or one good
god and one evil god. Or your world might be Divine magic—which includes the spells cast by
alive with spirits great and small, from lesser river Clerics, Druids, Paladins, and Rangers—is mediated
spirits to the godlike spirits who inhabit great through beings and forces that are categorized as
mountains. Impersonal forces and philosophies divine. These can include gods but also include the
can also fill the role of gods in a campaign. primal forces of nature, the beneficent power of

74 CHAPTER 3 | DM’S TOOLBOX


ancestral spirits, the sacred weight of a Paladin’s victory, nor should a god’s interference portend
.ath, and impersonal principles or entities such immediate defeat. Gods can act to change the bal-
as Fate or the order of the universe. These beings ance of an encounter or offer an avenue of escape,
and forces grant characters the power to wield the but they count on mortal heroes to act like heroes.
magic of their planar domains.
With those principles in mind, you might have gods
For game purposes, wielding divine power isn’t
intervene in dire situations in one of these ways:
dependent on the gods' ongoing approval or the
strength of a character's devotion. The power is a Blessings. A god might bestow a Blessing (see
gift offered to a select few; once given, it can’t be “Supernatural Gifts" in this chapter) to help a
rescinded. character in need.
That said, characters’ relationships with the di- Emissaries. A god might send a Celestial, a Fiend,
vine forces they access to wield their magic, much or some other kind of emissary to aid a character
ike Warlocks' relationships with their patrons, with information, guidance, or combat.
are ripe for exploration. A Cleric might accompany Miracles. As the simplest form of miracle, a god
every casting of a spell with a litany of complaints can produce the effect of any spell that devotees
directed at the gods. The Paladin class description of that god might cast (typically Cleric or Druid
in the Player’s Handbook offers some suggestions for spells). But a god’s direct intervention can take
how a player might roleplay a situation where their any form you choose, often reflecting the god's
Paladin has broken their oath. You can also decide nature.
how NPCs react to a character whose behavior
doesn’t square with the ideals implied by the Holy Creat ing Relig ions
Symbol the character wears. A list of gods is a good starting point, and it can be
sufficient to get a campaign started. But you can add
Divine Knowle dge more depth to your campaign world by fleshing out
The Commune spell allows its caster to ask a deity more details of religious belief and practice.
tor an agent of the god) yes-or-no questions and
receive correct information, and other spells of the Myth s

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

CHAPTER 3 I DM’S TOOLBOX 75


Hazards A fireball fungus has AC 10, HP 6, and Immunity
to Psychic damage. When it drops to 0 Hit Points,
The Player’s Handbook describes common hazards the fungus explodes as if a Fireball spell (save DC 15)
that adventurers encounter, such as falling and had been centered on it.
dehydration. This section details some unusual At Higher Levels. The explosion of a fireball fun-
hazards you can add to a location to make it more gus causes other fireball fungi in the area of effect
challenging. to explode as well. You can scale the hazard for
higher levels by adding one additional fungus at lev-
Severit y and Leve l
els 11-16 or three additional fungi at levels 17-20.
Each hazard in this section is designated as a nui-
sance or as deadly for characters of certain levels.
A nuisance hazard is unlikely to seriously harm Green Sli me
characters of the indicated levels, whereas a deadly Nuisance Hazard (Levels 1-4)
hazard can grievously damage characters of the Acidic green slime devours flesh, organic material,
indicated levels. and metal on contact. Bright green, wet, and sticky,
Use caution when introducing a hazard to charac- it clings to walls, floors, and ceilings in patches.
ters of a level lower than the hazard’s level range. A One patch of green slime covers a 5-foot square.
hazard that is a nuisance at one level range could be Green slime has Blindsight with a range of 30 feet,
deadly to characters in the next-lower range. and it drops from walls and ceilings when it detects
Exampl e Hazar ds movement below itself. Beyond that, it can’t move.
A creature aware of the slime’s presence can avoid
Hazards are presented in alphabetical order. being struck by it with a successful DC 10 Dexterity
saving throw.
A creature that comes in contact with green slime
Brown Mold takes 5 (IdlO) Acid damage. The creature takes the
Deadly Hazard (Levels 5-10) or Nuisance Hazard (Levels damage again at the start of each of its turns until
11-16) the slime is scraped off (requiring an action) or de-
Brown mold resembles a furry, light-brown carpet. stroyed. Against wood or metal, green slime deals 11
This fungus feeds on warmth, drawing heat from (2dl0) Acid damage each round, and any non magi-
anything around itself. One patch of brown mold cal wood or metal item used to scrape off the green
covers a 10-foot square, and the temperature within slime is destroyed.
30 feet of it is always frigid. Direct sunlight or any amount of Cold, Fire, or
When a creature enters a space within 5 feet of Radiant damage destroys a patch of green slime.
the mold for the first time on a turn or starts its
turn there, the creature makes a DC 12 Consti-
tution saving throw, taking 22 (4dl0) Cold dam- Inferno
age on a failed save or half as much damage on a Deadly Hazard (Levels 5-10) or Nuisance Hazard (Lcm .
successful one. 11-16)
Brown mold has Immunity to Fire damage, and Whenever an uncontrolled fire spreads, it can cre-
any source of fire brought within 5 feet of it causes ate an inferno that quickly engulfs creatures, ob-
the mold to instantly expand across a surface and jects, and vegetation.
toward the fire, creating a new patch that covers a An inferno consists of at least four contiguous
10-foot square. A patch of brown mold exposed to 10-foot Cubes of fire. Each of the inferno's 10-foot
an effect that deals any amount of Cold damage is Cubes can be doused with 10 gallons of water. Ex-
destroyed instantly. posure to a strong wind for 1 minute causes the
inferno to grow, adding ld4 new 10-foot Cubes to it?
volume. An inferno deprived of fuel burns itself our
Fireba ll Fung us
after IdlO minutes.
Deadly Hazard (Levels 5-10) An inferno damages any vegetation or object tha:
A fireball fungus is a Small, inanimate mushroom isn’t being worn or carried that it touches, dealing
that can grow anywhere fungi are found in abun- 22 (4dl0) Fire damage immediately and again at ths
dance. Its luminous, orange cap sheds Bright Light end of each minute. Any creature that enters the
in a 15 foot radius and Dim Light for an additional inferno for the first time on a turn or starts its turn
15 feet. there takes 22 (4dl0) Fire damage and is burning.

76 CHAPTER 3 I DM'S TOOLBOX


Poiso nous Gas Quic ksan d Pit
Nuisance Hazard (Levels 1-4) Nuisance Hazard (Levels 1-4)
Poisonous gas is usually encountered in an enclosed A quicksand pit is 10 feet deep and covers the
space, such as a sewer or sealed tomb. The gas fills ground in a 10-foot square. A creature that enters
as much space as it can, up to a maximum often 10- the area sinks ld4 + 1 feet into the quicksand and
foot Cubes. The transparent gas carries a foul odor. has the Restrained condition. At the start of each
The gas is continuously or periodically replenished of the creature’s turns, it sinks another ld4 feet. As
by some natural or magical source, though a strong long as the creature isn't completely submerged in
wind disperses the gas for 1 minute. quicksand, it can take an action to try to escape, do-
Any creature that enters poisonous gas for the ing so with a successful Strength (Athletics) check
nrst time on a turn or starts its turn there makes (DC 10 plus the number of feet the creature has
a DC 12 Constitution saving throw, taking 5 (IdlO) sunk into the quicksand). A creature that is com-
Poison damage on a failed save or half as much pletely submerged in quicksand has Total Cover and
damage on a successful one. Creatures in the gas the Blinded condition and risks suffocation.
also have Disadvantage on Death Saving Throws. A creature can pull another creature within its
At Higher Levels. You can scale the hazard for reach out of a quicksand pit by taking an action and
higher levels by increasing the Poison damage and succeeding on a Strength (Athletics) check (DC 5
the save DC, as shown in the following table. plus the number of feet the creature has sunk into
Levels Poison Damage Save DC the quicksand).
At Higher Levels. You can scale this hazard for
5-10 11 (2dl0) 14 higher levels by making the pit deeper and increas-
11-16 22 (4dl0) 16 ing the number of feet a creature sinks at the start
17-20 55 (lOdlO) 18 of each of its turns, as shown in the following table.

CHAPTER 3 I DM’S TOOLBOX 77


Levels Pit Depth Sinking Rate rockslide. On a successful save, a creature takes half
as much damage only.
5-10 15 feet ld6 feet When the rockslide stops, its space becomes Diffi-
11-16 20 feet ld8 feet cult Terrain, and all Prone creatures in its space are
17-20 30 feet IdlO feet buried under rocks and debris. A creature buried in
this way has the Restrained condition and has Total
Cover. As an action, a creature can try to crawl out
Razorvi ne from under the rock pile. If the creature succeeds
on a DC 15 Strength (Athletics) check, it is no lon-
Nuisance Hazard (Levels 1-4)
ger Restrained; instead, it has the Prone condition
Razorvine is a plant that grows in wild tangles and and is atop the rock pile. If the check fails, the crea-
hedges. It also clings to the sides of buildings and ture remains buried and gains 1 Exhaustion level.
other surfaces as ivy does. A 10-foot-high, 10-foot- A creature that has neither the Incapacitated nor
wide, 5-foot-thick wall or hedge of razorvine has AC the Restrained condition can spend 1 minute freeing
11; HP 25; and Immunity to Bludgeoning, Piercing, another creature buried by the rockslide.
and Psychic damage. At Higher Levels. You can scale this hazard for
When a creature comes into contact with razor- higher levels by increasing the Bludgeoning damage
vine for the first time on a turn, the creature must as follows: 22 (4dI0) at levels 5-10, 55 (lOdlO) at
succeed on a DC 10 Dexterity saving throw or take levels 11-16, and 99 (18dl0) at levels 17-20.
5 (Id 10) Slashing damage from the bladelike thorns.
p------------------------------------------------------
Vici ou s Vine
River Styx Nuisance Hazard (Levels 1-4)
Nuisance Hazard (Levels 11-16)
Vicious vines are animated by magic. They often
The River Styx courses through the Lower Planes. cling to doorways, archways, walls, and statuary.
Tasting or touching its waters can shatter a crea- Until a vicious vine moves, there’s nothing to distin-
ture’s intellect and personality, as well as strip away guish it from an inanimate vine.
its memories. Certain Fiends are immune to the Each vicious vine has AC 11; HP 16; and Immunity
river’s effects. to Bludgeoning, Piercing, and Psychic damage.
Unless immune to the river's effects, a creature When a creature enters a space within 5 feet of the
that drinks from the Styx, enters the river, or starts vine for the first time on a turn or starts its turn
its turn in the river makes a DC 20 Intelligence there, the vine tries to coil around that creature.
saving throw. On a failed save, the creature takes 19 The target must succeed on a DC 12 Dexterity sav-
(3dl2) Psychic damage and can’t cast spells or take ing throw or have the Grappled condition (escape
the Magic action for 30 days. An affected creature DC 12). While Grappled in this way. the target
can drink from the Styx and swim in its waters takes 5 (IdlO) Necrotic damage from the vine's
without suffering any additional effects. life-draining thorns at the start of each of the tar-
The effect can be ended only by the Greater Res- get’s turns. The vine can grapple only one creature
toration, Heal, or Wish spell. If the effect isn’t ended at a time.
after 30 days, the effect becomes permanent, and As an Influence action, a character under the ef-
the creature loses all its memories. At that point, fect of a Speak with Plants spell or similar magic can
nothing short of a Wish spell or divine intervention try to persuade the vine to release its victim, doing
can undo the effect. so with a successful DC 10 Charisma (Persuasion)
Water taken from the River Styx loses its potency check. A creature released by the vine in this way
after 24 hours, becoming a harmless, foul-tasting won’t be attacked by that vine again for the next
liquid. Arcanaloths, night hags, and other fell 24 hours.
creatures might know rituals that can prolong the At Higher Levels. You can scale the hazard for
water’s potency, at your discretion. higher levels by increasing the Necrotic damage,
the save DC, and the escape DC, as shown in the
following table.
Rock slide
Deadly Hazard (Levels 1-4) Levels Necrotic Damage Save/Escape DC
When a rockslide occurs, every creature in its path 5-10 11 (2d 10) 14
makes a DC 15 Dexterity saving throw. On a failed 11-16 22 (4dl0) 16
save, a creature takes 11 (2dl0) Bludgeoning dam- 17-20 55 (lOdlO) 18
age, has the Prone condition, and moves with the

78 CHAPTER 3 | D.M’S TOOLBOX


P-------------------------------------------------------------------------- -xZ=’------

Webs Yell ow Mol d


Nuisance Hazard (Levels 1-4) Deadly Hazard (Levels 1-4) or Nuisance Hazard (Levels
Giant spiders weave thick, sticky webs across pas- 5-10)
sages and at the bottom of pits to snare prey. These Yellow mold grows in dark places, and one patch
web-filled areas are Difficult Terrain. covers a 5-foot square. If touched, the mold ejects a
A creature that enters a web-filled area for the cloud of spores that fills a 10-foot Cube. Any crea-
first time on a turn or starts its turn there must suc- ture in that area must succeed on a DC 15 Constitu-
ceed on a DC 12 Dexterity saving throw or have the tion saving throw or take 11 (2dl0) Poison damage
Restrained condition. As an action, a creature Re- and have the Poisoned condition for 1 minute. While
strained by the webs can try to escape from them, Poisoned in this way. the creature takes 5 (IdlO)
doing so with a successful DC 12 Strength (Athlet- Poison damage at the start of each of its turns. The
ics) or Dexterity (Acrobatics) check. creature repeats the save at the end of each of its
Each 10-foot Cube of webs has AC 10; HP 15; Vul- turns, ending the effect on itself on a success.
nerability to Fire damage; and immunity to Pierc- Direct sunlight or any amount of Fire damage
ing, Poison, and Psychic damage. destroys a patch of yellow mold.

CHAPTER 3 I DM’S TOOLBOX 79


Marks of Prest ige the gift of a fortification as a pretext for the charac-
ters acquiring their Bastions.
Sometimes the most memorable reward for adven- The individual bequeathing the fortification might
turers is the prestige they acquire throughout a offer to pay its maintenance costs for one or more
realm. Their adventures often earn them fame and months, after which the characters inherit that re-
power, allies and enemies, and titles the adventur- sponsibility. The type of fortification determines its
ers can pass on to their descendants. This section maintenance costs, as shown in the Maintenance
details the most common marks of prestige that ad- Costs table.
venturers might acquire during a campaign.
The best rewards in an adventure are directly re- Main ten anc e Cost s
lated to the circumstances of the adventure. For ex-
Fortification Cost per Day
ample, if a merchant hires the characters to retrieve
a family heirloom from a long-abandoned tower, Fortified outpost or watchtower 50 CP
the merchant might give the deed to the tower as a Keep or small castle 100 CP
reward. Large castle or fortress 400 CP
Fortifi cations
A fortification is a reward usually given to seasoned Lett ers of Recom men dation
adventurers who demonstrate unwavering fealty to A benefactor might provide adventurers with a let-
a powerful political figure or ruling body, such as a ter of recommendation rather than payment. Such a
monarch, a knighthood, or a council of wizards. A letter is usually enclosed in a handsome folio, case,
fortification can be anything from a fortress in the or scroll tube for safe transport, and it usually bears
heart of a city to a provincial keep on the border- the signature and seal of whoever wrote it.
lands. While the fortification is for the characters A letter of recommendation from a person of im-
to govern as they see fit, the land on which it sits peccable reputation can grant adventurers access
remains the property of the crown or local ruler. to NPCs whom they would otherwise have trouble
Should the characters prove disloyal or unworthy meeting, such as a duke, duchess, viceroy, or mon-
of the gift, they can be asked or forced to relinquish arch. Moreover, carrying such a recommendation
custody of the fortification. In that respect, the for- on one’s person establish a baseline of trust with
tification is different from the characters' Bastions local authorities.
A letter of recommendation is worth only as much deal. A Neutral Good or Neutral NPC might pay off
as the reputation of the person who wrote it and of- favors to protect their reputation. A Chaotic Good
fers no benefit where its writer holds no sway. NPC is more concerned about doing right by the
adventurers, honoring any obligations without wor-
Medals _____ __ rying too much about personal risk or adherence to
Although they are often fashioned from gold and the law.
jther precious materials, medals have an even
greater symbolic value to those who award and re- Special Rights
ceive them. Medals are typically awarded by politi- A politically powerful person can reward characters
cal figures for acts of heroism, and wearing a medal by giving them special rights, which might be artic-
is usually enough to earn the respect of those who ulated in some sort of official document or procla-
understand its significance. mation. For example, characters might be granted
Different acts of heroism can warrant different special rights to attack pirate ships or other enemies
kinds of medals. The king of Breland (in the Eber- of the crown, to lead rites or ceremonies in a com-
ron setting) might award a Royal Badge of Valor munity, or to negotiate on a ruler’s behalf. They
(shaped like a shield and made of ruby and elec- might receive a lifetime of free room and board
trum) to adventurers for defending Brelish citizens. from the grateful citizens of a community or gain
The Golden Bear of Breland (a medal made of gold the sworn service of local soldiers to assist them as
and shaped in a likeness of a bear's head, with gems needed.
for eyes) might be reserved for adventurers who Special rights last only as long as the legal docu-
prove their allegiance to the Brelish Crown. ment dictates, and such rights can be revoked if the
A medal doesn’t offer a specific in-game benefit adventurers abuse them.
to one who wears it, but it can affect dealings with
NPCs. For example, a character who displays the Titl es ___________
Golden Bear of Breland is regarded as a hero of A politically powerful figure has the ability to dis-
the people within the kingdom of Breland. Outside pense titles. A title often comes with a parcel of
Breland, the medal carries far less weight, except land (see above). For example, a character might be
among allies of Breland’s king. awarded the title Earl of Stormriver or Countess of
Dun Fjord, along with a parcel of land that includes
Parce ls of Land a settlement or region of the same name. Arch fey
\ parcel of land usually comes with a letter from a are fond of granting whimsical (and alliterative)
iocal ruler, affirming that the land has been granted titles, such as Chancellor of Chocolates or Grand
as a reward for some service. Such land usually re- Duke of Giggles, which might come with minor
mains the property of the local ruler or ruling body supernatural gifts (see "Supernatural Gifts" in this
but is lent to a character with the understanding chapter) rather than land.
that it can be taken away, especially if the charac- A character can hold more than one title, and in a
ter's loyalty is ever called into question. feudal society, those titles can be passed down to (or
Characters who receive a parcel of land are free distributed among) one's children. A character who
to build on it and are expected to safeguard it. They holds a title is expected to act in a manner befitting
may yield the land as part of an inheritance, but that title. By decree, titles can be stripped away if
they can’t sell or trade it without permission from the character fails to meet the obligations and re-
the local ruler or ruling body. If a character already sponsibilities that come with the title.
has a Bastion (see chapter 8), the parcel of land
might surround the Bastion or be close to it. TRAINING___________
Parcels of land make fine rewards for adventurers A character might be offered special training. This
who are looking for a place to settle or who have kind of training isn't widely available and thus is
family or a personal investment in the region where highly desirable.
the land is located. The character must spend 30 days with the
trainer to receive a special benefit. Possible training
Spec ial Favors benefits include the following:
A reward might be a favor the characters can call - The character gains proficiency in a skill.
on at some future date. Special favors work best - The character gains proficiency with a tool.
when the individual granting them is trustworthy. - The character learns a language.
A Lawful Good or Lawful Neutral NPC will do
whatever can be done to fulfill an obligation when
the time comes, short of breaking laws. A Lawful
Evil NPC does the same, but only because a deal is a

CHAPTER 3 I DM’S TOOLBOX 8l


Mobs of the area, then read down until you find its size.
Then check the rightmost column to see about
This section can help you speed up play when re- how many creatures are caught in the area. If you
solving outcomes with large groups of monsters, imagine that the targets are spread out, decrease
also known as mobs. the number by ld3. If they’re bunched up, you can
increase the number by ld3. Of course, an area can’t
Tips __ encompass more creatures than are present in an
Follow these tips to smooth a combat encounter encounter.
with a large number of monsters: Your judgment always outweighs these guidelines,
Damage. Use the average damage specified in a and it’s fine to err on the side of affecting more crea-
monster’s stat block. tures. For example, if eight zombies are crowded
Hit Points. If a spell or attack reduces a monster around a Fighter when the Bard centers a Shatter
to a handful of Hit Points, assume the monster is spell on the Fighter’s space, the spell’s area should
killed or otherwise taken out of the fight. definitely engulf all eight zombies, even though
Monster Mobs. Divide a large number of identical according to the table, a 10-foot-radius Sphere in-
monsters into smaller mobs and spread their turns cludes only three creatures.
out between the characters’ turns. Mobs of five to
eight identical creatures work well, but don’t have
Example s
more mobs than there are characters. The following scenario shows examples of how you
as the DM can apply the guidelines described in the
Averaxl e Resul ts ___ rest of this section.
Whenever you would otherwise make a number of Eight Zombies surround and attack a Fighter. The
D20 Tests for identical monsters, the Mob Results zombies’ attack bonus is +3, and the Fighter's AC is
table can help you determine the number of suc- 18, so the roll needed is 15 (18 - 3). Finding 15 in the
cessful D20 Tests the monsters get without having Normal column and reading across to the Out of
to roll dice. Follow these steps: 8 column, the DM gets a result of 2/8—two of the
zombies hit. Using the zombies' average damage (4
Step 1. Determine the minimum d20 roll the mon- Bludgeoning damage), the Fighter takes 8 Bludgeon-
sters need to succeed on the D20 Test using the ing damage.
following formula: After seeing the Fighter mauled by zombies, the
Roll needed -- target number - monster's bonus Bard casts Shatter, centering the spell on the Fighter.
(The Bard trusts that the Fighter will succeed on
Step 2. Find the roll needed on the Mob Results the Constitution saving throw and survive the re-
table. If all the monsters have Advantage on the sulting damage.) The spell affects a 10-foot-radius
roll (for example, if they're attacking and have Sphere, and the Targets in Area of Effect table
the Pack Tactics trait, or if they're making a suggests that such an area should encompass three
saving throw against a spell and have the Magic zombies. However, the DM decides that all eight
Resistance trait), find the roll needed in the With zombies (and the Fighter) are affected. The zom-
Advantage column. If all the monsters have Dis- bies’ Constitution saving throw bonus is +3, and the
advantage (for example, if they’re attacking a Bard's spell saving throw DC is 16, so the roll needed
creature protected by the Blur spell), use the With is 13 (16 - 3). Finding 13 in the Normal column and
Disadvantage column. Otherwise, use the Normal reading across to the Out of 8 column, the DM gets
column. a result of 3/8, so three of the zombies succeed on
Step 3. Read across the table to find a fractional their saving throws.
number of successes you can easily apply to the Seeing a larger crowd of zombies in the dis-
group of monsters. That’s the fraction of monsters tance, the Wizard casts Fireball. The spell covers a
that succeed on the D20 Test. 20-foot-radius Sphere. The Targets in Area of Effect
Adjudi cati ng Areas of Effec t
table suggests that area covers ten zombies, but the
DM rules that they’re densely packed together and
When the characters are fighting a large number of adds ld3, rolling a 2. So the spell engulfs twelve
monsters, it’s not always practical to use miniatures zombies in its area. The zombies' Dexterity saving
on a battle grid or some other visual aid. So how throw modifier is -2, and the Wizard’s spell save DC
do you determine how many monsters are affected is 16, so the roll needed is 18 (16 - (-2]). Finding 18 in
by the Wizard’s Fireball spell or some other area of the Normal column and reading across to the Out of
effect? 6 column, the DM gets a result of 1/6. Twelve times
The Targets in Area of Effect table offers a guide- 1/6 is 2, so two of the twelve zombies succeed on
line. To use the table, find the column for the shape the save.

82 CHAPTER 3 | DM’S TOOLBOX


Mob Resul ts
----- Roll Needed------------------ ----------------------- Number of Successes---------------------
With With
Normal Advantage Disadvantage Out of 4 Out of 5 Out of 6 Out of 8 Out of 10
1 1-4 1 4/4 5/5 6/6 8/8 10/10
2 5-6 — 4/4 5/5 6/6 8/8 10/10
3 7-8 2 4/4 5/5 5/6 7/8 9/10
4 9 — 3/4 4/5 5/6 7/8 9/10
5 10 3 3/4 4/5 5/6 6/8 8/10
6 11 — 3/4 4/5 5/6 6/8 8/10
7 12 4 3/4 4/5 4/6 6/8 7/10
8 13 5 3/4 3/5 4/6 5/8 7/10
9 14 — 2/4 3/5 4/6 5/8 6/10
10 -— 6 2/4 3/5 3/6 4/8 6/10
11 15 7 2/4 3/5 3/6 4/8 5/10
12 16 — 2/4 2/5 3/6 4/8 5/10
13 — 8 2/4 2/5 2/6 3/8 4/10
14 17 9 1/4 2/5 2/6 3/8 4/10
15 18 10 1/4 2/5 2/6 2/8 3/10
16 —. 11 1/4 1/5 2/6 2/8 3/10
17 19 12 1/4 1/5 1/6 2/8 2/10
18 — 13 1/4 1/5 1/6 1/8 2/10
19 20 14-15 0 1/5 1/6 1/8 1/10
20 — 16-17 0 0 0 0 1/10

Targ ets in Area of Effec t


-----------------------------------------------Area Shape and Size----------------------------------------------- Number of
Cone Cube *
Circular Line Targets
10-foot 5- to 10-foot 5-foot-radius -— 1
15- to 20-foot 15-foot — 30-foot-long, 5-foot-wide 2
25-foot — 10-foot-radius 30-foot-long, 10-foot-wide or 60-foot-long, 3
5-foot-wide
— 20-foot ■— 90-or 100-foot-long, 5-foot-wide 4
30-foot — — 60-foot-long, 10-foot-wide or 120-foot-long, 5
5-foot-wide
35-foot 25-foot 15-foot-radius — 6
40-foot 30-foot —— 90- or 100-foot-long, 10-foot-wide 8
45-foot — — — 9
50-foot 35-foot 20-foot-radius 120-foot-long, 10-foot-wide 10
5 5-foot 40-foot — — 12
60-foot 45-foot 25-foot-radius — 16
50-foot 30-foot-radius — 20
’Use this column for Cylinders, Emanations (using the size of the Emanation rather than its radius), and Spheres.

CHAPTER 3 I DM-S TOOLBOX 83


Nonplaye r Characters Name
You’ll need a name for any NPC who plays a prom-
Nonplayer characters (NPCs) are supporting char-
inent role in your campaign. You can pick a given
acters controlled by you, the DM. Examples include
name and a surname from any of the accompanying
the local innkeeper, the sage who lives in the tower tables; a name can include options from different ta-
on the outskirts of town, and the death knight out
bles. If you like, you can roll ld6 to determine which
to destroy the kingdom.
table to choose a name from, then roll ldl2 to get
The Monster Manual contains stat blocks you can
a name. You can also alter or combine names, pull
use to represent NPCs in your game. You can add
from a book of names, or use a name inspired by a
details to make them distinctive and memorable.
movie or book.
For example, your players will have no trouble re-
membering the no-nonsense blacksmith with the Sta t Bloc k
tattoo of the black rose on her right shoulder or the Choose a stat block from the Monster Manual to
badly dressed musician with the broken nose. NPCs represent the NPC’s game statistics. You don’t need
in your game rarely need much more complexity to do this if you don’t expect the NPC to engage in
than that. combat or use any special abilities (such as casting
spells). You can customize the stat block using the
Detai led NPCs ________ guidelines under “Creating a Creature” in this chap-
Flesh out NPCs who play prominent roles in your ter to better reflect the NPC you have in mind.
adventures. You can use the accompanying NPC
Tracker to record information as you determine Align ment
these six elements of your NPC: Choose the NPC’s alignment, which can help you
sketch the outlines of an NPC’s behavior and per-
Name Alignment Appearance sonality. See the Player’s Handbook and “Alignment"
Stat Block Personality Secret in this chapter for more information.

84 CHAPTER 3 I DM’S TOOLBOX


i: Commo n Names 4: Monosyl la bic Nam es
ld!2 Common Given Name Common Surname Monosyllabic Monosyllabic
1 Adrik Brightsun ld!2 Given Name Surname
2 Alvyn Dundragon 1 Chen Dench
3 Aurora Frostbeard 2 Creel Drog
4 Eldeth Garrick 3 Dain Dusk
S Eldon Goodbarrel 4 Dorn Holg
6 Farris Greycastle 5 Flint Horn
7 Kathra Ironfist 6 Glim Imsh
8 Kellen jaerin 7 Henk Jask
9 Lily Merryweather 8 Krusk Keth
10 Nissa Redthorn 9 Nox Ku
11 Xinli Stormriver 10 Nyx Kung
12 Zorra Wren 11 Rukh Mott
12 Shan Quaal
2: Gut tu ral Names
ldl2 Guttural Given Name Guttural Surname 5: Sinist er Names
1 Abzug Burska ldl2 Sinister Given Name Sinister Surname
2 Bajok Gruuthok 1 Arachne Doomwhisper
3 Bharash Hrondl 2 Axyss Dreadfield
4 Grovis Jarzzok 3 Carrion Gallows
5 Gruuna Kraltus 4 Grinnus Hellstryke
6 Hokrun Shamog 5 Melkhis Killraven
7 Mardred Skrangval 6 Morthos Nightblade
8 Rhogar Ungart 7 Nadir Norixius
S Skuldark Uuthrakt 8 Scandal Shadowfang
10 Thokk Vrakir 9 Skellendyre Valtar
11 Urzul Yuldra 10 Thaltus Winterspell
12 Varka Zulrax 11 Valkora Xandros
12 Vexander Zarkynzorn
z: Lyric al Names
ld!2 Lyrical Given Name Lyrical Surname 6: Whimsic al Names
1 Arannis Arvannis Whimsical
ldl2 Given Name Whimsical Surname
2 Damaia Brawnanvil
1 Cricket Borogove
3 Darsis Daardendrian
2 Daisy Goldjoy
4 Dweomer Drachedandion
3 Dimble Hoddypeak
5 Evabeth Endryss
4 Ellywick Huddle
6 Jhessail Meliamne
5 Erky Jollywind
7 Keyleth Mishann
6 Fiddlestyx Oneshoe
8 Netheria Silverfrond
7 Fonkin Scramblewise
9 Orianna Snowmantle
8 Golly Sunnyhill
10 Sorcyl Summerbreeze
9 Mimsy Tailgrass
11 Umarion Thunderfoot
10 Pumpkin Timbers
12 Velissa Zashir
11 Quarrel Underbough
12 Sybilwick Wimbly

CHAPTER 3 I DM'S TOOLBOX 8g


Perso nal ity -HW
With the NPC’s alignment and ability scores as
a starting point, use the guidelines in the Players
Handbook to pick a few words that describe the
NPC’s personality. You can choose or randomly de-
termine one personality trait associated with each ? M
element of the NPC’s alignment, or with the NPC’s vM
highest and lowest ability scores, and combine them
to inspire a persona.
For example, if you find the adventurers unex- .
pcctedly arguing with a !.awful Neutral guard, you
might create a cooperative but laconic guard who I
is happy to help the adventurers but speaks curtly,
hoping to end the conversation as quickly as possi-
hie. Or. looking at the Imp stat block in the Player’s
Handbook and noting its highest ability (Dexterity)
and its lowest (Strength), you might decide that the t '
little devil is fidgety and indirect, constantly on the W
move and talking in circles to get to its point. y

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.

NPC Appear anc e

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.

86 CHAPTER 3 | DM’S TOOLBOX


NPC TRACKER

NPC NAME:

STAT BLOCK: MM PAGE:

STAT BLOCKJXLT ERATIONS

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.

88 CHAPTERS I DM’S TOOLBOX


Loya lt y example, given a magic weapon as a gift) or rescued
Loyalty is an optional rule you can use to determine by another party member. An NPC’s Loyalty Score
how far an NPC party member will go to protect or can never be raised above its maximum.
assist the characters (even those the NPC doesn’t When other party members act in a manner that
particularly like). An NPC party member who is runs counter to the NPC’s alignment or personality,
abused or ignored is likely to abandon or betray the reduce the NPC’s Loyalty Score by ld4. Reduce the
party, whereas an NPC who owes a life debt to the NPC’s Loyalty Score by 2d4 if the NPC is abused,
characters or shares their goals might fight to the misled, or endangered by other party members for
death for them. You can simply decide on an NPC’s purely selfish reasons. A Loyalty Score can never
loyalty, or you can track a Loyalty Score using the drop below 0.
following rules. Meaning of Loyalty. An NPC with a Loyalty Score
Loyalty Score. An NPC’s loyalty is measured on a of 10 or higher risks anything to help fellow party
numerical scale from 0 to 20. The NPC’s maximum members. An NPC whose Loyalty Score is between
Loyalty Score is equal to the highest Charisma 1 and 10 is tenuously faithful to the party. An NPC
score among all adventurers in the party, and its whose Loyalty Score drops to 0 no longer acts in
starting Loyalty Score is half that number. If the the party's best interests. The disloyal NPC either
highest Charisma score changes—perhaps a char- leaves the party (attacking characters who attempt
acter dies or leaves the group—adjust the NPC’s to intervene) or works in secret to bring about the
Loyalty Score accordingly. party's downfall.
Tracking Loyalty. Keep track of an NPC’s Loyalty Crew Loyalty and Mutiny. If the characters own or
Score in secret so that the players won’t know for operate a sailing ship or similar vessel, you can use
sure whether an NPC party member is loyal or these rules to track the loyalty of individual crew
disloyal. members or the ship's crew as a whole. If at least
An NPC’s Loyalty Score increases by ld4 if other half the crew’s Loyalty Scores drop to 0 during a
party members help the NPC achieve a personal voyage, the crew turns Hostile and stages a mutiny.
goal. Likewise, an NPC’s Loyalty Score increases If the ship is berthed, disloyal crew members leave
by ld4 if the NPC is treated particularly well (for the ship and never return.

CHAPTER 3 I DM'S TOOLBOX 89


PURCHASING POISON___________________
In some settings, laws prohibit the possession and
use of poison, but an illicit dealer or unscrupulous
apothecary might keep a hidden stash. Characters
with criminal contacts might be able to acquire poi-
son easily. Other characters might have to make ex-
tensive inquiries and pay bribes before they acquire
the poison they seek.
Harvest ing Poison ________________
A character can attempt to harvest poison from a
venomous creature that is dead or has the Incapac-
itated condition. The effort takes ld6 minutes, after
which the character makes a DC 20 Intelligence
(Nature) check using a Poisoner’s Kit. On a success-
ful check, the character harvests enough poison
for a single dose, and no additional poison can be
harvested from that creature. On a failed check,
the character is unable to extract any poison. If the
character fails the check by 5 or more, the character
is subjected to the creature's poison.
Sampl e Poisons
Example poisons are detailed here in alphabetical
order. Each poison's description includes the sug-
gested price for a single dose of the poison, its type
(contact, ingested, inhaled, or injury), and a descrip-
Poison tion of the poison's debilitating effects.
Given their insidious and deadly nature, poisons are *
P"------------------------------------------------------------------------ v- —
a favorite tool among assassins and evil creatures. Assass in 's Bloo d (150 GP)
Poisons come in the following four types: Ingested Poison
Contact. Contact poison can be smeared on an A creature subjected to Assassin's Blood makes a
object and remains potent until it is touched or DC 10 Constitution saving throw. On a failed save,
washed off. A creature that touches contact poi- the creature takes 6 (ldl2) Poison damage and has
son with exposed skin suffers its effects. the Poisoned condition for 24 hours. On a success-
Ingested. A creature must swallow an entire dose ful save, the creature takes half as much damage
of ingested poison to suffer its effects. The dose only.
can be delivered in food or a liquid. You may de-
cide that a partial dose has a reduced effect, such
as allowing Advantage on the saving throw or Burnt Othu r Fumes (500 GP)
dealing only half as much damage on a failed save. Inhaled Poison
Inhaled. Poisonous powders and gases take effect A creature subjected to Burnt Othur Fumes must
when inhaled. Blowing the powder or releasing succeed on a DC 13 Constitution saving throw or
the gas subjects creatures in a 5-foot Cube to its take 10 (3d6) Poison damage, and it must repeat the
effect. The resulting cloud dissipates immediately save at the start of each of its turns. On each suc-
afterward. Holding one’s breath is ineffective cessive failed save, the creature takes 3 (ld6) Poison
against inhaled poisons, as they affect nasal mem- damage. After three successful saves, the poison
branes, tear ducts, and other parts of the body. ends.
Injury. Injury poison can be applied as a Bonus
Action to a weapon, a piece of ammunition, or
similar object. The poison remains potent until Carri on Crawl er Muc us (200 GP)
delivered through a wound or washed off. A crea- Contact Poison
ture that takes Piercing or Slashing damage from
an object coated with the poison is exposed to its A creature subjected to Carrion Crawler Mucus
effects. must succeed on a DC 13 Constitution saving throw

go CHAPTER 3 | DM'S TOOLBOX


or have the Poisoned condition for 1 minute. The p------------------------------------------------------------------------ —
creature also has the Paralyzed condition while Pal e Tinc tur e (250 GP)
Poisoned in this way. The creature repeats the save Ingested Poison
at the end of each of its turns, ending the effect on
A creature subjected to Pale Tincture must succeed
itself on a success.
on a DC 16 Constitution saving throw or take 3
(ld6) Poison damage and have the Poisoned condi-
Essence of Eth er (300 GP) tion. The Poisoned creature repeats the save every
Inhaled Poison 24 hours, taking 3 (ld6) Poison damage on a failed
save. The damage the poison deals can't be healed
A creature subjected to Essence of Ether must suc- by any means while the creature remains Poisoned.
ceed on a DC 15 Constitution saving throw or have After seven successful saves against the poison, the
the Poisoned condition for 8 hours. The creature creature is no longer Poisoned.
also has the Unconscious condition while Poisoned
in this way. The creature wakes up if it takes dam-
age or if another creature takes an action to shake Purpl e Worm Poi son (2,000 GP)
it awake. Injury Poison
A creature subjected to Purple Worm Poison makes
Lolt h ’s Sting (200 GP) a DC 21 Constitution saving throw, taking 35 (10d6)
Injury Poison Poison damage on a failed save or half as much
damage on a successful one.
A creature subjected to Lolth's Sting must succeed
on a DC 13 Constitution saving throw or have the
Poisoned condition for 1 hour. If the creature fails Serp ent Venom (200 GP)
the save by 5 or more, the creature also has the Un- Injury Poison
conscious condition while Poisoned in this way. The
A creature subjected to Serpent Venom must suc-
creature wakes up if it takes damage or if another
ceed on a DC II Constitution saving throw, taking
creature takes an action to shake it awake.
10 (3d6) Poison damage on a failed save or half as
much damage on a successful one.
Mali ce (250 GP)
Inhaled Poison
Torp or (600 GP)
A creature subjected to Malice must succeed on a Ingested Poison
DC 15 Constitution saving throw or have the Poi-
A creature subjected to Torpor poison must succeed
soned condition for 1 hour. The creature also has
on a DC 15 Constitution saving throw or have the
the Blinded condition while Poisoned in this way.
Poisoned condition for 4d6 hours. The creature's
Speed is halved while the creature is Poisoned in
Midnigh t Tears (1,500 GP) this way.
Ingested Poison
A creature that ingests Midnight Tears suffers no Truth Seru m (150 GP)
effect until the stroke of midnight. Any effect that Ingested Poison
ends the Poisoned condition neutralizes this poi-
A creature subjected to Truth Serum must succeed
son. If the poison hasn't been neutralized before
on a DC 11 Constitution saving throw or have the
midnight, the creature makes a DC 17 Constitution
Poisoned condition for 1 hour. The Poisoned crea-
saving throw, taking 31 (9d6) Poison damage on a
ture can’t knowingly communicate a lie.
failed save or half as much damage on a successful
one.
Wyver n Poison (1,200 GP)
Injury Poison
Oil of Tag gi t (400 GP)
Contact Poison A creature subjected to Wyvern Poison makes a DC
14 Constitution saving throw, taking 24 (7d6) Poi-
A creature subjected to Oil of Taggit must succeed
son damage on a failed save or half as much damage
on a DC 13 Constitution saving throw or have the
on a successful one.
Poisoned condition for 24 hours. The creature also
has the Unconscious condition while Poisoned in
this way. It wakes up if it takes damage.

CHAPTER 3 I DM'S TOOLBOX 91


Renown Rank
Some groups have hierarchies that characters can
Renown is an optional rule you can use to track
ascend as they improve their Renown Scores. Other
characters' standing, individually or as a party,
groups have positions of honor that characters can
within a particular group, such as a faction, an or-
apply for if their Renown Score is high enough.
ganization, or a community.
Characters can earn promotions as their Renown
A character’s or party’s Renown Score starts at 0,
Scores increase. You can establish certain Renown
then increases as characters earn favor and reputa-
Score thresholds as prerequisites (though not nec-
tion with respect to the group. You can tie benefits
essarily the only prerequisites) for advancing in
to a character's renown, including ranks, titles, and
rank. You can set these thresholds however you
access to resources.
like, creating ranks and titles for the groups in your
Players track renown separately for each group
campaign.
their characters are associated with. For example,
an adventurer might have a Renown Score of 5 with Perks
one faction and a Renown Score of 20 with another, Earning renown within a group might come with
based on the character's interaction with each certain benefits. A character with a Renown Score
group. of 3+ might gain access to a reliable contact, a safe
You can use renown over the course of an entire house, or a discount on adventuring gear. With a
campaign or within a single adventure. At a cam- Renown Score of 10 *. a character might gain access
paign scale, you might set up factions or guilds that to Potions and Scrolls, the ability to call in a favor,
characters can join, individually or as a group, and or backup on dangerous missions. A character
the characters pursue ranks and rewards by gaining whose Renown Score rises to 50 might be able to
Renown within their organizations. At an adven- call on a small army, acquire a Rare magic item, gain
ture level, you might decide that the characters as access to a helpful spellcaster, or assign special mis-
a group need to earn a Renown Score of 5+ with sions to members of lower status.
the council before the council trusts the characters
enough to share resources with them. Losing Renown ___
Gaining Renown Disagreements with members of a group aren't
enough to cause a loss of renown within that group.
At your discretion, a character or party can in- However, serious offenses committed against the
crease their renown in the following ways: group or its members can result in a loss of renown
Completing Missions. Advancing a group’s inter- and rank within the organization. The extent of the
ests increases a character’s Renown Score within loss depends on the infraction and is left to your dis-
that group by 1. Completing a mission specifically cretion. A character's Renown Score with a group
assigned by that group or that directly benefits can never drop below 0.
the group increases the character’s Renown Score
by 2. Hugely significant quests might grant Re-
Level -Based Renown __
nown Score increases of 3 or 4 at once. If you want to use the benefits of renown without
Group Involvement. Once a character has estab- tracking Renown Scores, you can use a character’s
lished a Renown Score of 1* with a group, the level as a shorthand for the character’s Renown
character can gain renown by spending time Score with a group, assuming the character has
between adventures undertaking minor tasks for worked with or for that group for most of the char-
the group and socializing with its members. After acter's career. The Level-Based Renown table shows
doing so for a number of days equal to 10 times equivalencies between Renown Score and character
the character’s current Renown Score, the charac- level.
ter’s Renown Score increases by 1.
Level -Based Renow n
Benef its of Renown ____ Renown Score Character Level
Use these guidelines when determining the benefits 1 1
of increasing renown.
3 3
Reco gni tio n 10 5
A character who has a Renown Score of 3+ with a
25 11
group is a respected member of that group. Other
members of the group are Friendly toward the 50 17
character by default and provide the character with
lodging and food in dire circumstances.

92 CHAPTER 3 I DM'S TOOLBOX


Your campaign world is likely to include settlements Defi ning Trai ts

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.

CHAPTER 3 I DM’S TOOLBOX 93


Cla ims to Fame Tav ern Name s *
1d20 Claim to Fame ld20 Claim to Fame ld20 First Part Second Part
1 Delicious food 11 Piety 1 The Golden Lyre
2 Rude people 12 Gambling 2 The Silver Dolphin
3 Friendly folk 13 Godlessness 3 The Beardless Dwarf
4 Artists or writers 14 Education 4 The Laughing Pegasus
5 Great hero/savior 15 Wines 5 The Dancing Hut
6 Flowers 16 High fashion 6 The Gilded Rose
7 Seasonal festival 17 Political intrigue 7 The Stumbling Stag
8 Hauntings 18 Powerful guilds 8 The Wolf and Duck
9 Spellcasters 19 Patriotism 9 The Fallen Lamb
10 Decadence 20 Ancient ruins 10 The Leering Demon
11 The Drunken Goat
Current Cal amit ies 12 The Wine and Spirit
ldi2 Calamity 13 The Roaring Horde
1 Monsters infest the settlement. 14 The Frowning Jester
2 A key figure died; murder is suspected. 15 The Barrel and Bucket
Z War brews between rival guilds or gangs. 16 The Thirsty Crow
4 A plague or famine sparks riots. 17 The Wandering Satyr
5 Monsters attack anyone who approaches or 18 The Barking Dog
leaves the settlement.
19 The Happy Spider
6 Trade disputes cause economic hardship.
20 The Witch and Dragon
7 A natural disaster threatens the settlement.
*Roll a separate d20 for each part of the tavern's name.
8 A prophecy of doom has residents on edge.
9 Locals are being drafted to fight in a war. Rando m Shop s
10 Political or religious strife threatens violence. ld20 Type ld20 Type
11 The settlement is under siege. 1 Pawnshop 11 Smithy
12 Scandal threatens powerful local families. 2 Apothecary 12 Carpenter
3 Grocer 13 Weaver
Loc al Leade rs 4 Delicatessen 14 Jeweler
ldi2 Leader 5 Potter 15 Baker
1 Respected, fair, and just leader or council 6 Undertaker 16 Mapmaker
2 Feared tyrant 7 Bookstore 17 Tailor
3 Coward manipulated by others 8 Moneylender 18 Ropemaker
4 Illegitimate leader causing civil unrest 9 Armorer 19 Mason
5 Powerful monster 10 Chandler 20 Scribe
6 Mysterious, anonymous conspirators
7 Contested leadership (with open fighting)
8 Acrimonious council unable to make
decisions
9 Doltish lout
10 Dying leader (with disputed succession)
11 Iron-willed and respected leader or council
12 Religious leader or council

94 CHAPTERS I DM'S TOOLBOX


; SETTLEMENT TRACKER

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

NOTEWORTHY PEOPLE NOTEWORTHY PLACES


JOYANG

GP VALUE OF THE MOST EXPENSIVE ITEM FOR SALE:


TM & © 2024 Wizards of the Coast LLC. Permission is granted to photocopy this page for personal use.
Siege Equipme nt
Siege equipment includes objects designed to assail
castles and other walled fortifications. Most siege
weapons require creatures to move them, as well as
to load, aim, and fire them.

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.

96 CHAPTER 3 I DM’S TOOLBOX


Aiming a Lightning Cannon requires the Utilize An iron pot is suspended so that it can be tipped
action, then a crew member can take the Lightning easily, spilling its contents. Once emptied, a caul-
Ball action. dron must be refilled before it can be used again.
Filling the cauldron requires three Utilize actions.
Then a crew member can take the Spill action.
Mang onel Cauldrons are typically filled with boiling oil but
Large Object can be filled with other substances, such as acid or
green slime (see "Hazards" in this chapter), with dif-
Armor Class: 15 Hit Points: 100
Mangonel Stone (Requires Load and Aim). Ranged ferent effects.
Attack Roll: +5, range 200/800 ft. (can’t hit targets
within 60 feet of itself). Hit: 27 (5610) Bludgeoning
Treb uch et
damage.
Huge Object
A Mangonel is a catapult that hurls heavy projec- Armor Class: 15 Hit Points: 150
tiles in a high arc, so it can hit targets behind walls. Trebuchet Stone (Requires Load and Aim). Ranged
Loading a Mangonel requires two Utilize actions, Attack Roll: +5, range 300/1,200 ft. (can’t hit targets
and aiming it requires two more Utilize actions. within 60 feet of itself). Hit: 44 (SdlO) Bludgeoning
Then a crew member can take the Mangonel Stone damage.
action.
A Trebuchet is a catapult that throws its payload in
a high arc so it can hit targets behind walls. Load-
Ram ing a Trebuchet requires two Utilize actions, and
Large Object aiming it requires two more Utilize actions. Then a
crew member can take the Trebuchet Stone action.
Armor Class: 15 Hit Points: 100
Rant (Requires Position). Melee Attack Roll: +8, reach 5
ft. Hit: 16 (3dl0) Bludgeoning damage.
A Ram consists of a movable gallery equipped with
a heavy log suspended from two roof beams by
chains. The log is shod in iron and used to batter
through doors and barricades. Positioning a Ram
requires three Utilize actions. Then a crew member
can use the Ram action.
The gallery roof gives the operators Total Cover
against attacks and other effects from above.

Siege 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.

Susp ended Caul dron


Large Object
Armor Class: Id Hit Points: 20
Spill (Requires a Full Cauldron). Dexterity Saving
Throw: DC 15, each creature in a 10-foot square
directly below the cauldron. Failure: 10 (3d6) Fire
damage. Success: Half damage.

CHAPTER 3 | DM’S TOOLBOX 97


Supernat ural Gifts god might give a Blessing for a particular purpose,
such as recovering a holy person’s remains or top-
A supernatural gift is a special reward granted by a pling a tyrannical empire, and could revoke the
being or force of great magical power. Supernatural Blessing if a character fails to pursue that purpose
gifts come in two forms: or acts counter to it.
Blessing. A Blessing is usually bestowed by a god or A character retains the benefit of a Blessing
a godlike being. forever or until it is taken away by the being who
Charm. A Charm is usually the work of a powerful granted it.
spirit, a magical location, or a mythic creature. There is no limit on the number of Blessings a
character can receive, but it should be rare for a
Unlike a magic item, a supernatural gift isn’t an character to have more than one at a time. More-
object and doesn’t require Attunement. over, a character can’t benefit from multiple in-
Ble s sing s _ stances of a Blessing at the same time. For example,
a character can’t benefit from two instances of the
A character might receive a Blessing from a deity Blessing of Health at once.
for doing something truly momentous—an accom- You can easily create more Blessings by mimick-
plishment that catches the attention of both gods ing the properties of a Wondrous Item.
and mortals. A Blessing is an appropriate reward for
one of the following accomplishments:
• Restoring a god’s most sacred shrine Blessing of Heal th
- Foiling an apocalyptic plot by a god’s enemies Supernatural Gift (Blessing)
- Helping a god's favored servant complete a quest Your Constitution score increases by 2, up to a
An adventurer might also receive a Blessing in ad- maximum of 22.
vance of a perilous quest. For example, a Paladin
could receive one before setting out on a quest to
Bles sing of Mag ic Resista nc e
slay a terrifying lich that is responsible for a magi-
Supernatural Gift (Blessing)
cal plague sweeping the land.
A character should receive a Blessing only if it is You have Advantage on saving throws against spells
useful to that character, and some Blessings come and other magical effects.
with expectations on the part of the benefactor. A

98 CHAPTER 3 | DM’S TOOLBOX


P-------------------------------------------------------------------------

Blessing of Protec tio n Charm of Anima l Conj uri ng


Supernatural Gift (Blessing) Supernatural Gift (Charm)
You gain a +1 bonus to AC and saving throws. This Charm allows you to cast Conjure Animals.
Once used three times, the Charm vanishes from
you.
Blessing of Underst and ing
Supernatural Gift (Blessing)
Your Wisdom score increases by 2, up to a maxi- Charm of Darkv isio n
mum of 22. Supernatural Gift (Charm)
This Charm allows you to cast Darkvision. Once
used three times, the Charm vanishes from you.
Ble ssing of Valh all a
Supernatural Gift (Blessing)
This Blessing grants you the power to summon Charm of Feat her Fall ing
spirit warriors, as if you are blowing a silver Hom of Supernatural Gift (Charm)
Valhalla. Once you use this Blessing, you can’t use it This Charm grants you the benefits of a Ring of
again until 7 days have passed. Feather Falling. These benefits last for 10 days, after
which the Charm vanishes from you.

Bles sing of Weap on Enha ncem ent


Supernatural Gift (Blessing) Cha rm of Heroism
One nonmagical weapon in your possession be- Supernatural Gift (Charm)
comes a +1 Weapon while you wield it. This Charm allows you to give yourself the benefit
of a Potion of Heroism as a Magic action. Once you
do so, the Charm vanishes from you.
Blessing of Wound Clo sure
Supernatural Gift (Blessing)
This Blessing grants you the benefits of a Periapt of Charm of Resto rat ion

Wound Closure. Supernatural Gift (Charm)


This Charm has 3 charges. You can expend some
Charms of its charges to cast one of the following spells:
Charms can be received in many different ways. For Greater Restoration (2 charges) or Lesser Restoration
example, a Wizard who finds an eldritch secret in (1 charge). Once all its charges have been expended,
a dead archmage's spellbook might be infused with the Charm vanishes from you.
the magic of a Charm, as might a character who
solves a sphinx’s riddle or drinks from a magical
fountain. Mythic creatures sometimes grace their Charm of the Sla yer
allies with Charms, and some explorers find them- Supernatural Gift (Charm)
selves bearing a Charm after discovering a long-lost One weapon in your possession becomes a Dragon
location drenched in primeval magic. Slayer or Giant Slayer (DM’s choice) for the next 9
Some Charms can be used only once; others can days. The Charm then vanishes from you, and the
be used a specific number of times before vanishing. weapon returns to normal.
If a Charm lets a character cast a spell, the char-
P"-------------------------------------------------------------------------------
acter can do so without expending a spell slot or
providing any spell components. Unless otherwise Charm of Vita lit y
stated, the spell uses its normal casting time, range, Supernatural Gift (Charm)
and duration; if the spell requires Concentration, This Charm allows you to give yourself the benefit
the character must concentrate. of a Potion of Vitality as a Magic action. Once you do
A Charm can’t be removed from a creature by so, the Charm vanishes from you.
anything short of divine intervention or a Wish
spell. A character can’t benefit from multiple in-
stances of a Charm at the same time.
A typical Charm mimics the effects of a Potion
or spell, so it is easy to create more Charms of your
own.

CHAPTER 3 | DM'S TOOLBOX 99


damage on a failed save or half as much damage on
Traps a successful one. Rubble from the collapse turns the
Traps should be used sparingly, lest they lose their trapped area into Difficult Terrain.
charm. A hidden pit can be a fun surprise, but too Detect and Disarm. As a Search action, a creature
many traps in an adventure can lead players to be- can examine the trapped area and make a DC 11
come overly cautious, which slows down the game. Wisdom (Perception) check, detecting the trip wire
The best traps are fleeting distractions that skilled and the unstable section of ceiling on a successful
characters can overcome in a short amount of time check. Once detected, the trip wire can be easily cut
or deadly puzzles that require quick thinking and or avoided (no ability check required).
teamwork to overcome. Traps that are undetectable At Higher Levels. You can scale the trap for higher
and inescapable are rarely fun. levels by increasing the damage and the save DC, as
shown in the following table.
Part s of a Trap
Levels Bludgeoning Damage Save DC
The description of a trap includes the following
parts after the trap’s name: 5-10 22 (4dl0) 15
Severity and Levels. A trap is designated as a 11-16 55 (lOdlO) 17
nuisance or as deadly for characters of certain 17-20 99 (ISdlO) 19
levels. A nuisance trap is unlikely to seriously
harm characters of the indicated levels, whereas a
deadly trap can grievously damage characters of Fall ing Net
the indicated levels. Nuisance Trap (Levels 1-4)
Trigger. Traps are often set to go off when a crea-
Trigger: A creature crosses a trip wire
ture enters an area or touches an object. Examples
Duration: Instantaneous
of triggers include stepping on a pressure plate,
crossing a trip wire, turning a doorknob, or using A falling net trap uses a trip wire to release a
the wrong key in a lock. weighted, 10-foot-square Net suspended from the
Duration. Some traps have durations expressed in ceiling. The trip wire is 3 inches off the ground and
rounds, minutes, or hours. Others specify that stretches between two columns or trees.
their effects last until the trap is destroyed or The first creature that crosses the trip wire
dispelled. If a trap’s duration is instantaneous, its causes the Net to fall on it. The target must succeed
effect is resolved instantly. If a trap resets after on a DC 10 Dexterity saving throw or have the
activating, that fact is noted in this entry. A trap is Restrained condition until it escapes. The target
otherwise inert after activation. succeeds automatically if it's Huge or larger. A crea-
Use caution when introducing a trap to characters ture can take an action to make a DC 10 Strength
of a level lower than the trap's level range. A trap (Athletics) check, freeing itself or another creature
that is a nuisance at one level range could be deadly within its reach from the Net on a successful check.
to characters of a lower level range. Detect and Disarm. As a Search action, a creature
can examine the trapped area and make a DC 11
Examp le ^Traps ____ Wisdom (Perception) check, detecting the trip wire
and the suspended Net on a successful check. Once
Traps are presented in alphabetical order. detected, the trip wire can be easily cut or avoided
(no ability check required).
Destroy the Net. Reducing the Net to 0 Hit Points
Col la psing Roof
frees any creature trapped in it (see the Player's
Deadly Trap (Levels 1-4)
Handbook for the Net's statistics).
Trigger. A creature crosses a trip wire Set the Trap. A creature that has Thieves’ Tools
Duration: Instantaneous and all the trap’s components (including a Net) can
This trap uses a trip wire to collapse an unstable try to set a falling net trap, doing so with a success-
section of ceiling. The trip wire is 3 inches off the ful DC 13 Dexterity (Sleight of Hand) check. Each
ground and stretches between two weak supports attempt to set this trap takes 10 minutes.
that topple when the trip wire is pulled. At Higher Levels. You can scale the trap for higher
The first creature that crosses the trip wire causes levels by increasing the weight of the Net, which
the supports to topple and the unstable section of increases the save DC and the DC of the Strength
ceiling to collapse. Each creature beneath the unsta- (Athletics) check as follows: DC 12 at levels 5-10,
ble section of ceiling must succeed on a DC 13 Dex- DC 14 at levels 11-16, or DC 16 at levels 17-20.
terity saving throw, taking 11 (2dl0) Bludgeoning

IOO CHAPTER 3 | DM’S TOOLBOX


check, detecting the pit on a successful check.
Fire -Cast ing Sta tue Once the pit is detected, an Iron Spike or a similar
Deadly Trap (Levels 1-4) object can be wedged between the pit’s lid and the
surrounding floor to prevent the lid from opening,
Trigger: A creature moves onto a pressure plate
thereby making it safe to cross. The cover can also
Duration: Instantaneous, and the trap resets at the
be held shut using Arcane Lock or similar magic.
start of the next turn
Escape. A creature needs a Climb Speed, climbing
When a creature moves onto this trap’s pressure gear, or magic such as Spider Climb to scale the pit's
plate for the first time on a turn or starts its turn smooth walls. You can make the pit easier to escape
there, a nearby statue exhales a 15-foot Cone of by adding cracks in the walls big enough to serve as
magical flame. The statue can look like anything, handholds and footholds.
such as a dragon or a wizard. Each creature in the At Higher Levels. You can scale the trap for higher
Cone must succeed on a DC IS Dexterity saving levels by increasing the pit’s depth and damage, as
throw, taking 11 (2dl0) Fire damage on a failed save shown in the following table.
or half as much damage on a successful one. Levels Pit Depth Bludgeoning Damage
Detect and Disarm. A Detect Magic spell reveals
an aura of Evocation magic around the statue. As a 5-10 30 feet 10 (3d6)
Search action, a creature within 5 feet of the statue 11-16 60 feet 21 (6d6)
can examine it and make a DC 10 Wisdom (Percep- 17-20 120 feet 42 (12d6)
tion) check, detecting a tiny glyph on the statue
on a successful check. Once the glyph is found, a
character can take a Study action to examine it and Poiso ned Dart s
make a DC 15 Intelligence (Arcana) check, ascer-
Deadly Trap (Levels 1-4)
taining that the glyph means “fire" on a successful
check. As an action, a character can use a sharp tool Trigger: A creature moves onto a pressure plate
to deface the glyph, which disarms the trap. Duration: Instantaneous, and the trap resets at the
As a Search action, a creature can examine the start of the next turn if it has activated fewer than
section of floor that forms the pressure plate and three times
make a DC 15 Wisdom (Perception) check, detecting When a creature moves onto this trap’s pressure
the pressure plate on a successful check. Wedging plate for the first time on a turn, poisoned darts
an Iron Spike or similar object under the pressure shoot from tubes embedded in the surrounding
plate prevents the trap from triggering. walls. The holes that house these tubes are ob-
At Higher Levels. You can scale the trap for higher scured by dust and cobwebs or skillfully hidden
levels by increasing the damage and the area of ef- amid bas-reliefs, murals, or frescoes.
fect, as shown in the following table. Each creature in the darts’ path must succeed on
Levels Fire Damage Area of Effect a DC 13 Dexterity saving throw or be struck by IdZ
darts, taking 3 (ld6) Poison damage per dart.
5-10 22 (4dl0) 30-foot Cone
Detect and Disarm. As a Search action, a creature
11-16 55 (lOdlO) 60-foot Cone can examine the walls and make a DC 15 Wisdom
17-20 99 (18dl0) 120-foot Cone (Perception) check, detecting the holes on a success-
ful check. Pluggingall the holes with wax, cloth, or
detritus prevents the darts from firing.
Hidde n Pit As a Search action, a creature can examine the
Nuisance Trap (Levels 1-4) section of floor that forms the pressure plate and
make a DC 15 Wisdom (Perception) check, detecting
Trigger: A creature moves onto the pit’s lid
the pressure plate on a successful check. Wedging
Duration: Instantaneous an Iron Spike or a similar object under the pressure
This 10-foot-deep pit has a hinged lid constructed plate prevents the trap from triggering.
from material identical to the surrounding floor. At Higher Levels. You can scale the trap for higher
When a creature moves onto the lid, it swings open levels by increasing each dart's Poison damage as
like a trapdoor, causing the creature to fall into the follows: 7 (2d6) at levels 5-10,14 (4d6) at levels
pit. The lid remains open thereafter. 11-16, or 24 (7d6) at levels 17-20.
A creature that falls into the pit takes 3 (ld6)
Bludgeoning damage from the fall.
Detect and Disarm. As a Study action, a creature
can examine the section of floor that forms the pit’s
lid and make a DC 15 Intelligence (Investigation)

CHAPTER 3 I DM’S TOOLBOX


At Higher Levels. You can scale the trap for higher
Poiso ned Needle levels by increasing the damage and the save DC, as
Nuisance Trap (Levels 1-4) shown in the following table.
Trigger: A creature opens the trap’s lock improperly or Levels Poison Damage Save DC
fails to disarm the trap 5-10 11 (2dl0) 13
Duration: Instantaneous
11-16 22 (4dl0) 15
A poisoned needle is hidden in a lock. When a crea- 17-20 55 (lOdlO) 17
ture opens the lock with any object other than the
proper key, the needle springs out and stabs the
creature. The creature makes a DC 11 Constitution Rol li ng Stone
saving throw. On a failed save, the creature takes 5
Deadly Trap (Levels 11-16) or Nuisance Trap (Levels
(IdlO) Poison damage and has the Poisoned condi-
17-20)
tion for 1 hour. On a successful save, the creature
takes half as much damage only. Trigger: A creature moves onto a pressure plate
Avoid. The trap doesn’t trigger if the lock is Duration: Until the stone stops rolling
opened using a Knock spell or similar magic. When a creature moves onto a hidden pressure
Detect and Disarm. As a Search action, a creature plate, a 5-foot-radius orb of solid stone is released
can examine the trapped lock and make a DC 15 from a secret compartment and begins to roll. The
Wisdom (Perception) check, detecting the needle stone and all creatures nearby roll Initiative: the
on a successful check. Once the trap is detected, a stone gets a +8 bonus on its Initiative roll.
character can take an action to try to disarm the On its turn, the stone moves 60 feet in one direc-
trap, doing so with a successful DC 15 Dexterity tion, changing course if redirected by an obstacle.
(Sleight of Hand) check. On a failed check, the crea- The stone can move through creatures’ spaces,
ture triggers the trap. and creatures can move through the stone’s space,

102 CHAPTER 3 | DM’S TOOLBOX


treating it as Difficult Terrain. Whenever the stone A creature that falls into the pit lands at the bot-
enters a creature’s space for the first time on a turn tom and takes 3 (ld6) Bludgeoning damage from the
or a creature enters the stone's space while the fall plus 9 (2d8) Piercing damage from the spikes.
stone is rolling, that creature must succeed on a DC Detect and Disarm. As a Study action, a creature
15 Dexterity saving throw or take 55 (lOdlO) Blud- can examine the section of floor that forms the pit's
geoning damage and have the Prone condition. lid and make a DC 15 Intelligence (Investigation)
The stone stops when it hits a wall or similar check, detecting the pit on a successful check. Once
barrier. It can’t go around corners, but creative dun- the hidden pit is detected, an Iron Spike or a similar
geon builders incorporate curving turns into nearby object can be wedged between the pit’s lid and the
passages that allow the stone to keep moving. surrounding floor to prevent the lid from opening,
Detect and Disarm. As a Study action, a creature thereby making it safe to cross. The cover can also
can examine the section of floor that forms the be held shut using an Arcane Lock spell or similar
pressure plate and make a DC 15 Intelligence (Inves- magic.
tigation) check, deducing the pressure plate’s func- Escape. A creature needs a Climb Speed, climbing
tion on a successful check. Wedging an Iron Spike gear, or magic such as a Spider Climb spell to scale
or a similar object under the pressure plate prevents the pit’s smooth walls. You can make the pit easier
the trap from triggering. to escape by adding cracks in the walls big enough
Destroy the Stone. The stone is a Large object that to serve as handholds and footholds.
has AC 17, HP 100, a Damage Threshold of 10, and At Higher Levels. You can scale the trap for higher
Immunity to Poison and Psychic damage. levels by increasing the pit's depth and damage, as
Slow the Stone. As an action, a creature can try to shown in the following table.
slow down the stone with a DC 20 Strength (Ath- Levels Pit Depth Damage
letics) check. If the check is successful, the distance
the stone moves on its turn is reduced by 15 feet. If 5-10 30 feet 10 (3d6) Bludgeoning plus
that distance drops to 0, it stops moving and is no 13 (3d8) Piercing
longer a threat. 11-16 60 feet 21 (6d6) Bludgeoning plus
36 (8d8) Piercing
Spiked Pit 17-20 120 feet 42 (12d6) Bludgeoning plus
Deadly Trap (Levels 1-4) 57 (13d8) Piercing
Trigger: A creature moves onto the pit’s lid Bulld ing Your Own Traps ^
Duration: Instantaneous
When designing your own traps, use the Build-
A 10 foot-deep pit has a hinged lid constructed from ing a Trap table to determine an appropriate total
material identical to the surrounding floor. When amount of damage for the trap to deal based on its
a creature moves onto the lid, it swings open like a level and severity. If the trap also applies a condi-
trapdoor, causing the creature to fall into the pit, tion, consider reducing the damage.
which has sharpened wooden or metal spikes at the If the trap requires an attack roll or allows a sav-
bottom. The lid remains open thereafter. ing throw, use the appropriate columns on the table
to determine the attack bonus or an appropriate
save DC.

Bui ldi ng a Trap


------------------Nuisance Traps------------------ ------------------- - Deadly Traps —
Levels Attack Bonus Save DC Damage Attack Bonus Save DC Damage
1-4 +4 10-12 5 (IdlO) +8 13-15 11 (2dl0)
5-10 +4 12-14 11 (2dl0) +8 15-17 22 (4dl0)
11-16 +4 14-16 22 (4dl0) +8 17-19 55 (lOdlO)
17-20 +4 16-18 55 (lOdlO) +8 19-21 99 (18dl0)

CHAPTER 3 I DM’S TOOLBOX IOZ


CHAPTER 4

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.

Step -by -Step Adven tures Advent ure Prem ise


Follow these steps to create an adventure: One way to start brainstorming an adventure is to
imagine a situation that might pique the characters'
Step 1: Lay Out the Premise. Determine the situ- interest. For some D&D players, a rumor of a dun-
ation or conflict that underscores the adventure. geon filled with treasure is enough of a premise to
Also think about the adventure’s setting and what launch an adventure. A brewing war between two
is unique and fun about it. small nations, the death of a leader and the acces-
Step 2: Draw In the Players. Think about how the sion of a new one, a migration of dangerous mon-
characters will get drawn into the situation you’ve sters, the appearance of a comet, and the opening
established. Consider how the adventure might tie of a portal to another plane of existence are other
in with the characters' goals. situations that could lead to adventure.
Step 3: Plan Encounters. Determine the encoun- A simple premise might also boil down to “a magic
ters or events that take the characters from the item that the characters want is hidden away in a
beginning of the adventure to the end. dungeon." Browsing the magic items in chapter 7
Step 4: Bring It to an End. How do you expect the can inspire you to create a simple adventure seed.
adventure will end? Think about possible endings
as well as rewards for the characters. Usin g Publ ish ed Adven tu res
The rest of this chapter offers inspiration and ad- A published adventure includes a pregenerated
vice for each of these four steps. scenario with the maps, NPCs, monsters, and
treasures you need to run it. This allows you to
Lay Out the Premise focus your preparation time on plot develop-
An adventure shares many of the features of a ments that arise from the characters' actions.
novel, a movie, an issue of a comic, or an episode of You can adjust a published adventure so it
a TV show. Comic series and serialized TV dramas better suits your campaign and appeals to your
are particularly good comparisons because of the players. For example, you can replace the villain
way individual adventures are limited in scope but of an adventure with one the players have already
blend together (to some degree) to create a larger encountered in your campaign, or add details
narrative. If an adventure is a single episode or sea- from your campaign setting so the adventure
son of a series, a campaign is the series as a whole. involves your players' characters in ways that the
But while it’s worthwhile to compare an adven- adventure’s designer never could have imagined.
^re to these other forms of storytelling, remember Published adventures also provide inspiration
that an adventure isn’t a complete story until you for your own adventures. You can even take a part
rir. it. Your players are coauthors of the story with of an adventure and incorporate it into a differ-
. ou, and the events of the story shouldn’t be pre- ent one. For example, you might use a map of a
hetermined; the actions of the players
* characters temple but repopulate it with monsters of your
have to matter. For example, if a major villain shows choice, or you might use a chase sequence as a
before the end of the adventure, the adventure model for a pursuit scene in your campaign.
should allow for the possibility that the heroes

CHAPTER 4 I CREATING ADVENTURES 105


Guid e Rail s an d Rai lro ads Advent ure Situat ions ^b ^Level
Players need to feel like they're in control of their Use the tables in this section to inspire adventure
characters, the choices they make matter, and ideas for characters of different levels, with the
what they do has some effect on the outcome of range of possible levels grouped into four tiers. You
the adventure and on the game world. Keep that can roll on the tables and see if the result sparks
in mind as you're planning adventures. If your your imagination or read the entries on the tables
adventure relies on certain events, plan for multi- until you find something that grabs you.
ple ways they might come about, or be prepared
for clever players to prevent those events from Level s 1—4: Loca l Heroes
happening as you expect. Otherwise, your players The fate of a village might depend on the abilities
might end up feeling railroaded. of fledgling adventurers. These characters navigate
On the flip side, players sometimes willfully dangerous terrain and explore haunted crypts,
disregard the adventure hooks you put in front of where they might fight ferocious wolves, giant spi-
them and go entirely off the rails. See “Respect ders. evil cultists, flesh-eating ghouls, and ruthless
for the DM” in chapter 1 and “Draw In the Play- brigands.
ers" later in this chapter for advice about dealing
with this situation. Level s 5-10: Heroes of the Real m
One way to give players impactful choices is to At this tier, characters undertake adventures that
keep multiple adventure possibilities available to might determine the fate of a region. These adven-
them at the same time. If the characters have two turers venture into fearsome wilds and ancient
or three things they can investigate or pursue, ruins, where they confront giants, hydras, golems,
they have a meaningful choice. And if whatever devils, demons, and mind flayers. They might also
threads they don’t investigate turn into bigger face a young dragon that has just established a lair.
problems, you've clearly demonstrated that their
Level s 11-16- Mast ers of the Real m
decisions matter.
The fate of a nation or even the world depends on
the characters at this tier. These adventurers ex-
Adventur e Con fli ct plore uncharted regions and delve into forgotten
A premise can be a good starting point, but before dungeons, where the characters confront terrible
you can turn it into an adventure, it needs a conflict schemers of the Lower Planes, cunning rakshasas
worthy of the heroes' attention. The conflict might and beholders, and hungry purple worms. They
be driven by a single villain or monster, a villain might encounter and even defeat a powerful adult
with lackeys, an assortment of monsters, or an evil dragon. At this tier, they broker peace between
organization. But it need not involve the forces of nations or lead them into war, and their formidable
evil: it could be a rivalry or disagreement between reputations attract the attention of powerful foes.
two families, organizations, or nations: a looming
natural (or magical) disaster: or even conflict within Level s 17-20: Mast ers of the World
the adventuring party about how to pursue the At this tier, adventures have far-reaching conse-
characters' goals. quences, possibly determining the fate of millions
Given a premise of a dungeon filled with treasure, on the Material Plane and even places beyond.
what conflict awaits the characters when they enter Characters traverse otherworldly realms and ex-
the dungeon? That might be as simple as “hostile plore demiplanes and other extraplanar locales,
monsters want to eat the characters" or “two rival where they fight terrible balor demons, titans, arch-
factions of monsters inhabit the dungeon.” It might devils. liches, ancient dragons, and even manifesta-
also involve a rival or a villain hoping to plunder the tions of the gods.
dungeon first, a rumbling volcano threatening to
erupt and bury the dungeon, or two rival families Writing for You rse lf

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.

106 CHAPTER 4 | CREATING ADVENTURES


Levels 1-4 Adventu re Situ at io ns Levels 5-10 Adven tu re Situ at ions
1 d20 Situation ld20 Situation
1 A dragon wyrmling has gathered a band of 1 A group of cultists has summoned a demon
kobolds to help it amass a hoard. to wreak havoc in the city.
2 Wererats living in a city’s sewers plot to take 2 A rebel lures monsters to the cause with the
control of the governing council. promise of looting the king’s treasury.
3 Bandit activity signals efforts to revive an evil 3 An evil Artifact has transformed a forest into
cult long ago driven from the region. a dismal swamp full of horrific monsters.
4 A pack of gnolls is rampaging dangerously 4 An Aberration living in the Underdark sends
close to local farmlands. minions to capture people from the surface
5 A rivalry between two merchant families esca- to turn those people into new minions.
lates from mischief to mayhem. 5 A monster (perhaps a devil, slaad, or hag) is
6 A new sinkhole has revealed a long-buried impersonating a prominent noble to throw
dungeon thought to hold treasure. the realm into civil war.
7 Miners discovered an underground ruin and 6 A master thief plans to steal royal regalia.
were captured by monsters living there. 7 A golem intended to serve as a protector has
8 An innocent person is being framed for the gone berserk and captured its creator.
crimes of a shape-shifting monster. 8 A conspiracy of spies, assassins, and necro-
9 Ghouls are venturing out of the catacombs at mancers schemes to overthrow a ruler.
night. 9 After establishing a lair, a young dragon is
10 A notorious criminal hides from the law in an trying to earn the fear and respect of other
old ruin or abandoned mine. creatures living nearby.
11 A contagion in a forest is causing spiders to 10 The approach of a lone giant alarms the peo-
grow massive and become aggressive. ple of a town, but the giant is simply looking
12 To take revenge against a village for an imag- for a place to live in peace.
ined slight, a necromancer has been animat- 11 An enormous monster on display in a menag-
ing the corpses in the village cemetery. erie breaks free and goes on a rampage.
13 An evil cult is spreading in a village. Those 12 A coven of hags steals cherished memories
who oppose the cult are marked for sacrifice. from travelers.
14 An abandoned house on the edge of town is 13 A villain seeks powerful magic in an ancient
haunted by Undead because of a cursed item ruin, hoping to use it to conquer the region.
in the house. 14 A scheming aristocrat hosts a masquerade
15 Creatures from the fey wild enter the world ball, which many guests see as an opportu-
and cause mischief and misfortune among nity to advance their own agendas. At least
villagers and their livestock. one shape shifting monster also attends.
16 A hag's curse is making animals unusually 15 A ship carrying a valuable treasure or an evil
aggressive. Artifact sinks in a storm or monster attack.
17 Bullies have appointed themselves the village 16 A natural disaster was actually caused by
militia and are extorting money and food magic gone awry or a cult's villainous plans.
from villagers. 17 A secretive cult uses spies to heighten ten-
18 After a local fisher pulls a grotesque statue sions between two rival nations, hoping to
from the sea, aquatic monsters start attack- provoke a war that will weaken both.
ing the waterfront at night. 18 Rebels or forces of an enemy nation have - c-
19 The ruins on the hill near the village lie under napped an important noble.
a curse, so people don’t go there—except a 19 The descendants of a displaced peep e
scholar who wants to study the ruins. to reclaim their ancestral city, which s
20 A new captain has taken charge of a band of inhabited by monsters.
pirates or bandits and started raiding more 20 A renowned group of adventurers never re-
frequently. turned from an expedition to a famous ruin.

CHAPTER 4 CREATING ADVENTURES IO?


Levels 11-16 Adven tu re Sit uat io ns Levels 17-20 Adven tu re Sit uat ion s
ld!2 Situation IdlO Situation
1 A portal to the Abyss opens in a cursed loca- 1 An ancient dragon is scheming to destroy a
tion and spews demons into the world. god and take the god's place in the pantheon.
2 A band of hunting giants has driven its The dragon’s minions are searching for Arti-
prey—enormous beasts—into pastureland. facts that can summon and weaken this god.
3 An adult dragon’s lair is transforming an 2 A band of giants drove away a metallic dragon
expanse into an environment inhospitable to and took over the dragon's lair, and the
the other creatures living there. dragon wants to reclaim the lair.
4 A long-lost journal describes an incredible 3 An ancient hero returns from the dead to
journey to a hidden subterranean realm full of prepare the world for the return of an equally
magical wonders. ancient monster.
5 Cultists hope to persuade a dragon to un- 4 An ancient Artifact has the power to defeat or
dergo the rite that will transform it into a imprison a rampaging titan.
dracolich. 5 A god of agriculture is angry, causing rivers to
6 The ruler of the realm is sending an emissary dry up and crops to wither.
to a hostile neighbor to negotiate a truce, and 6 An Artifact belonging to a god falls into
the emissary needs protection. mortal hands.
7 A castle or city has been drawn into another 7 A titan imprisoned in the Underdark begins
plane of existence. to break free, causing terrible earthquakes
8 A storm tears across the land, with a mysteri- that are only a hint of the destruction that the
ous flying citadel in the eye of the storm. titan will cause if it is released.
9 Two parts of a magic item are in the hands of 8 A lich tries to exterminate any spellcasters
bitter enemies; the third piece is lost. that approach the lich’s level of power.
10 Evil cultists gather from around the world to 9 A holy temple was built around a portal lead-
summon a monstrous god or alien entity. ing to one of the Lower Planes to prevent any
11 A tyrannical ruler outlaws the use of magic evil from passing through in either direction.
without official sanction. A secret society of Now the temple has come under siege from
spellcasters seeks to oust the tyrant. both directions.
12 During a drought, low water levels in a lake 10 Five ancient metallic dragons lair in the Pillars
reveal previously unknown ancient ruins that of Creation. If all these dragons are killed, the
contain a powerful evil. world will collapse into chaos. One has just
been slain.

108 CHAPTER 4 ! CREATING ADVENTURES


Adventu re Sett ing _______________ If they leave by the secret door to the southeast,
you check the map and follow the secret tunnel as it
Many D&D adventures revolve dungeons—interior
winds to the hidden vaults below the great hall.
spaces such as great halls and tombs, subterranean
Sample Maps. Appendix B contains maps you can
monster lairs, mazes riddled with traps, natural cav- use for your adventures or as inspiration for your
erns extending for miles beneath the surface, and
own maps. You can also modify those maps to fit
ruined castles. The "Dungeons" section in chapter
the details of the location you have in mind.
3 can help you craft a dungeon environment for an Map Inspiration. The internet is a great place to
adventure.
find adventure maps that have been made avail-
Of course, not every adventure takes place in a
able, as well as real-world building floor plans and
dungeon. A wilderness trek across the desert or a
city maps and other images that can inspire your
harrowing journey into the jungle can be an excit- mapmaking.
ing adventure in its own right. Outdoors, dragons
wheel across the sky in search of prey, fierce war- Bring ing a Loca ti on to Life
riors pour forth from grim fortresses to wage war An inhabited adventure location has its own ecosys-
against their neighbors, ogres and trolls plunder tem. The creatures that live there need to eat, drink,
farmsteads for food, and monstrous spiders drop breathe, and sleep. Predators need prey, and intel-
from web-shrouded trees. ligent creatures search for lairs offering the best
Adventures can also take place in cities, towns, combination of air, food, water, and security. Keep
and villages, which are often no less dangerous than these factors in mind when designing an adventure
dungeons or the wilds. The "Settlements” section in location. If the site has an internal logic, adven-
chapter 3 can help you create a settlement where an turers can use their understanding of that logic to
adventure can take place. make informed decisions.
For example, characters who find a pool of fresh
Advent ure Map s
water in a dungeon might infer that many of the
An adventure location almost always benefits from creatures inhabiting the dungeon come to that spot
a map, and the more thoughtfully constructed the
to drink. The adventurers might set an ambush at
map is, the more fun players are likely to have as
the pool. Likewise, closed or locked doors can re-
their characters explore the location. strict the movement of some creatures. A dungeon
Maps and Adventure Structure. An adventure map infested with carrion crawlers or stirges would need
can take many forms—from a detailed dungeon
open passages so that these creatures can move
map that shows the dimensions and contents of ev-
about to find food.
ery room to a rough outline of how one encounter
might lead to another, depending on the route the Advent ure Inhab itan ts
characters choose. Whatever form your map takes, The monsters in any adventure location are more
it functions as a flowchart since each decision point than a collection of random creatures that happen
(a branch in a corridor, a room with multiple exits) to live near one another. Fungi, natural animals,
leads to new decision points. If the characters leave scavengers, and predators can coexist in a complex
a room by the north door, you check your map and ecology, alongside sapient creatures who share liv-
determine it leads them into the great hall, lined ing space through some combination of negotiation
with pillars, where the fire giant king holds court. and domination.

Commo n Map Symbols

CHAPTER 4 | CREATING ADVENTURES IOH


Each creature’s entry in the Monster Manual indi-
cates the terrain types where that creature is most
Draw In the Players
often found, and that book also includes tables list- If an adventure situation directly affects the char-
ing the creatures commonly found within each type acters or the people and places they care about, that
of terrain. Using that information, you can decide is often enough motivation for the characters to get
which creatures inhabit an adventure location involved. (However, see “Respect for the Players” in
within a particular environment. You can choose a chapter 1 for advice about harming the people and
range of creatures, from common vermin to sapient places characters love.)
inhabitants and terrifying predators, and decide If the adventure situation doesn’t have an obvious
how they live together. impact on the characters or the people or things
Factions. Particularly in larger areas, groups of they care about, you can use other techniques to
creatures might compete for resources. When these draw in the players. These are best tailored to the
groups consist of sapient creatures, opportunities motivations of your players and their characters.
abound for the adventurers who enter those ar- For example, some adventuring groups are noble
eas. Characters might ally with one group or play heroes who respond without hesitation to the pleas
groups against each other to reduce the threat of of innocent villagers crying for help; other groups
the more powerful monsters. For example, in a dun- are hardened mercenaries who respond only to of-
geon inhabited by mind flayers and the grim locks fers of payment. Some groups are devoted to gods,
they rule, the adventurers might try to incite the rulers, or other patrons who might send them on
grim locks to revolt against the mind flayers. quests, either directly or through intermediaries.
Bring the NPC leaders of groups to life as de- Adventure Patrons
scribed in the “Nonplayer Characters” section in
chapter 3, fleshing out their personalities and goals. Many adventures begin with a patron asking the
Then use those elements to decide how those lead- characters to undertake a quest or mission, offering
ers respond to adventurers. a reward in exchange for this service.
Take the time to flesh out an NPC who serves as a
patron. Once in a while, it can be interesting for the
characters’ patron to betray them. Pulling that trick Super na tural Hooks
more than once in a campaign, though, is likely to
make the players unwilling to trust any future pa- Celestial omens, vivid dreams, or other magical
trons and possibly suspicious about any adventure phenomena can point characters to the adventure
~ooks you put in front of them. situation and suggest a course of action. The Super-
The Patron Hooks table offers some suggestions natural Hooks table offers some suggestions.
for ways a patron can lead characters to an adven-
Supernat ura l Hook s
ture situation. The “Campaign Start" section in
chapter 5 offers some more suggestions for patrons. Ids Hook
1 The characters all have a vivid dream that
Pat ron Hook s foreshadows elements of the adventure.
ld6 Hook 2 While preparing spells, one character receives
1 A town crier announces that someone is a quest from a god or patron.
hoping to hire adventurers. 3 A fortune teller's reading for one of the
2 Someone the characters want to impress or characters points to a quest and offers hints
need a favor from asks them to deal with the about challenges that lie ahead.
adventure situation. 4 Flames, clouds, smoke, or huge flocks of
3 When the characters arrive in a new city, they birds take distinct shapes that portend the
find a job board where someone has posted adventure situation.
in search of adventurers. 5 Animals or animated objects speak clearly to
4 A wealthy patron who is aware of the adven- direct the adventurers toward the situation.
turers’ accomplishments writes to them, 6 Someone who died returns as a ghost and
offering to pay them for their talents. haunts the characters. The ghost prompts
5 A citizen in need, who has learned of the the characters to investigate the cause of the
adventurers' accomplishments and kindness, ghost's death and put it to rest.
travels miles to find them and implore them
for help. Happe nstanc e Hooks
S The adventurers are arrested (on valid or Sometimes, characters just happen on an adventure
invented charges) and offered a chance to through sheer coincidence—or at least what appears
escape punishment by completing a quest. to be coincidence (which might actually involve
divine or other supernatural intervention). The
Happenstance Hooks table provides some ideas.
■— hl

Subvert Clic hes


As you populate your world with interesting Hap pensta nce Hook s
supporting characters, consider the following: ids Hook
Avoiding Stereotypes. Show how multiple people 1 The characters find a letter describing the
from the same culture are different. Don’t use a adventure situation.
real-world accent in a disparaging way.
Beautiful Diversity. Feature members of different 2 The characters are on an unrelated quest,
genders, ethnicities, and sexualities, as well as such as searching for a particular magic item,
people with varied capabilities, beliefs, roles, that leads them into the adventure situation.
professions, interests, and outlooks. 3 The adventure situation disrupts a festival or
Fresh Spin, Whenever possible, put a fresh spin ceremony that the characters are attending.
on a familiar trope. The mysterious figure who 4 A magical mishap places the characters in the
presents adventurers with a quest on behalf of
adventure situation.
the king might be the king in disguise. The wiz-
ard in the tower might be a projected illusion 5 While traveling in a caravan or aboard a ship,
created by a band of thieves to guard their loot. the characters befriend an IXIPC who has
Relatability. Treat NPCs as real people with real news about the adventure situation.
motivations. Put yourself in their shoes. What 6 The characters are attacked after being mis-
would you do? taken for another group of adventurers. They
learn about the adventure situation from a
clue left behind by their attackers.

CHAPTER 4 I CREATING ADVENTURES III


Plan Encoun ters Run a Gau ntl et
The adventurers must pass through a dangerous
Encounters are the individual scenes in the larger
area. As with retrieving an object, reaching the exit
story of your adventure. Reduced to fundamentals,
is a higher priority than killing opponents in the
an encounter is an objective with an obstacle. It
area. A time limit adds a complication, as does a de-
accomplishes one or more of the following:
cision point that might lead characters astray. This
- Moving characters closer to achieving a goal might be an exploration encounter, with traps and
- Frustrating the characters' progress toward a goal hazards as complications, or a combat encounter
- Revealing new information against Hostile monsters.
Characte r Objec tive s Snea k In
The following objectives can be foundations for The adventurers need to move through the encoun-
encounters. Although these objectives focus on a ter area without their enemies noticing. This is typi-
single encounter during an adventure, using the cally an exploration encounter, but if the characters
same objective in multiple encounters allows you to are detected, a combat encounter or social interac-
combine these encounters into a larger obstacle or tion might result.
problem the adventurers must overcome. Sto p a Ritu al
Make Peac e The plots of evil cult leaders, malevolent spellcast-
The characters must convince two opposing groups ers, and Fiends often involve rituals that must be
(or their leaders) to end the conflict that embroils foiled. In a combat encounter, characters might
them. As a complication, the characters might have have to fight their way through evil minions before
enemies on one or both of the opposing sides, or attempting to disrupt the ritual’s magic. This could
some other group or individual might be instigating also drive an exploration encounter, where the
the conflict to further its own ends. An encounter challenge is getting to the place where the ritual is
aimed at making peace might involve only social occurring, or a social interaction encounter, where
interaction, perhaps with the threat of combat if ne- the objective is convincing the ritual leaders to
gotiations go poorly. It could also begin as a combat stop their rite. As a complication, the ritual might
encounter, with the characters trying to stop the be close to completion when the characters arrive,
fighting and get the parties talking to each other. imposing a time limit. The ritual’s completion might
have immediate consequences, too.
Protec t an NPC or Object
The characters must act as bodyguards or protect Take Out a Sing le Targ et
some object in their custody. As a complication, an A villain the characters seek to defeat is surrounded
NPC under the party's protection might be cursed, by minions powerful enough to kill the adventurers.
panicked, unable to fight, or apt to risk the lives of The characters can flee and hope to confront the
the adventurers through dubious decisions. The villain another day, or they can try to fight their
object the adventurers have sworn to protect might way through the minions. As a complication, the
be sentient, cursed, or difficult to transport. Such minions might be innocent creatures under the
an encounter might be a combat encounter or an villain’s control. Killing the villain means breaking
exploration encounter, with either Hostile monsters that control, but the adventurers must endure the
or a dangerous environment threatening the NPC minions' attacks until the villain falls.
or object the characters are trying to protect. If the K E EPI NG THE ADVENTURE MOVING
characters are protecting an NPC, this objective can
add an element of social interaction to a combat or Make sure your players have clear objectives they
exploration encounter. can pursue at every stage of the adventure. Three
simple techniques can ensure that the players un-
Retriev e an Objec t derstand the task at hand and how to pursue it:
The adventurers must gain possession of a specific
Adviser NPCs. A helpful NPC in a social interaction
object in the area of the encounter, often with a
can offer advice and suggestions to the characters.
time limit. This might be a combat encounter, with
Such an NPC might be the patron who initially
monsters protecting the object, or an exploration
sent the characters on the adventure, someone
encounter, with traps or hazards preventing access
they met along the way, or a character’s contact.
to the object. As a complication, enemies might de-
When you’re planning an adventure, include
sire the object as much as the adventurers do, add-
NPCs who can fill this role.
ing a combat element to an exploration encounter
or complicating a combat.

112 CHAPTER 4 I CREATING ADVENTURES


Evil Intrusion. If things start grinding to a halt, appeal to a wide breadth of players. But an adven-
have the characters encounter a minion or mon- ture you create for your home campaign doesn’t
ster connected to the adventure’s main threat. At have to appeal to every possible player interest-
the end of the encounter, perhaps the characters only to the players at your table.
find information that gets them back on track. You can design encounters that appeal to multi-
Plan one or two encounters like this ahead of ple player motivations. Imagine a fight pitting the
time. characters against a gang of gnolls, delighting the
The DM’s Role. If the characters can’t figure out players who enjoy fighting. Then a young dragon
how to solve an encounter or aren't sure what wanders into the middle of the fight. Suddenly the
to do next, you can remind the players of things fight can swing one of two ways: the dragon could
their characters have already learned or call for help the gnolls against the party or help the party
Intelligence (Investigation) or similar checks to against the gnolls. It’s up to the players who thrive
see if their characters can remember and connect on acting to persuade the dragon to help the party.
things that the players might be missing.
Muitt ple ^Ways to Progres s
Somet h ing fo r Eve ryo n e Make sure there are multiple ways the characters
As described in the “Know Your Players" section in can progress through the adventure at any point, so
chapter 2, players have different tastes in the activ- if they miss one way, they have an alternative. Plan
ities they enjoy in the game. An adventure needs to opportunities for the adventure to move forward
account for the different players and characters in even when the characters fail. Use challenges with a
your group to draw them into the story. single path to success only as chances for the char-
An adventure that includes a balance of explo- acters to obtain extra rewards.
ration, social interaction, and combat is likely to

CHAPTER 4 I CREATING ADVENTURES HZ


Comb at Encou nte r s
The following features can make a combat encoun-
ter more interesting or challenging:
Changes in Elevation. Terrain features that pro-
vide a change of elevation (such as stacks of
empty crates, ledges, and balconies) reward clever
positioning and encourage characters to jump,
climb, fly, or teleport.
Defensive Positions. Enemies in hard-to-reach
locations or defensive positions force characters
who normally attack at range to move around.
Hazards. The “Hazards” section in chapter 3 de-
scribes dangerous features, such as patches of
green slime, that characters or their enemies can
use to their advantage.
Mixed Monster Groups. When different types of
monsters work together, they can combine their
abilities—just like characters with different classes
and origins. A diverse force is more powerful.
Reasons to Move. Use features that encourage
characters and their enemies to move around,
such as chandeliers, kegs of gunpowder or oil, and
rolling stone traps.
Comba t Encou nter Dif fi cu lty
Use the following guidelines to create a combat en-
counter of a desired level of difficulty.
Step 1: Choose a Difficulty. Three categories de-
scribe the range of encounter difficulty:
Low Difficulty. An encounter of low difficulty is
Social Jnte ract ion Encounte rs
likely to have one or two scary moments for the
The “Running Social Interaction" section in chapter players, but their characters should emerge vic-
2 offers advice for handling social interaction en- torious with no casualties. One or more of them
counters and can help you craft these encounters. might need to use healing resources, however.
The “Nonplayer Characters” section in chapter 3 is As a rough guideline, a single monster generally
also essential for creating these encounters. presents a low-difficulty challenge for a party of
four characters whose level equals the monster’s
Explor ation Enco unte rs Challenge Rating.
An encounter centered on exploration might in- Moderate Difficulty. Absent healing and other re-
volve the characters trying to disarm a trap, find a sources, an encounter of moderate difficulty could
secret door, or discover something about the adven- go badly for the adventurers. Weaker characters
ture location. An exploration encounter could also might get taken out of the fight, and there’s a slim
involve the characters spending a day crossing a chance that one or more characters might die.
rolling plain or traversing vast caverns. High Difficulty. A high-difficulty encounter could
The “Running Exploration" section in chapter 2 be lethal for one or more characters. To survive
can help you craft these encounters as well as run it, the characters will need smart tactics, quick
them. Various sections in chapter 3 can also help thinking, and maybe even a little luck.
you detail obstacles and dangers in an exploration
Step 2: Determine Your XP Budget. Using the XP
encounter: see "Chases," “Curses and Magical Con-
Budget per Character table, cross-reference the
tagions." “Doors," “Environmental Effects,” “Haz-
party’s level with the desired encounter difficulty.
ards," “Poison," and "Traps” in particular.
Multiply the number in the table by the number of
characters in the party to get your XP budget for
the encounter.

II4 CHAPTER 4 I CREATING ADVENTURES


XP Budg et per Cha rac ter Example 3. A high-difficulty encounter for six level
-------- Encounter Difficulty--------- 15 characters has an XP budget of 7,800 * 6, for a
Party’s
total of 46,800 XP. With that, you could build this
Level Low Moderate High encounter:
1 so 75 100
• 2 Adult Red Dragons (18,000 XP each) and 2 Fire
2 100 150 200 Ciants (5,000 XP each), for 46,000 XP total
3 150 225 400
Troubl eshoot ing
4 250 375 500 When creating and running combat encounters,
5 500 750 1,100 keep the following in mind.
6 600 1,000 1,400 Many Creatures. The more creatures in an en-
counter, the higher the risk that a lucky streak on
7 750 1,300 1,700
their part could deal more damage to the characters
8 1,000 1,700 2,100 than you expect. If your encounter includes more
9 1,300 2,000 2,600 than two creatures per character, include fragile
creatures that can be defeated quickly. This guide-
10 1,600 2,300 3,100
line is especially important for characters of level I
11 1,900 2,900 4,100 or 2.
12 2,200 3,700 4,700 Adjustments. A player’s absence might warrant
removing creatures from an encounter to keep it
13 2,600 4,200 5,400
at the intended difficulty. Also, die rolls and other
14 2,900 4,900 6,200 factors can result in an encounter being easier or
15 3,300 5,400 7,800 harder than intended. You can adjust an encounter
on the fly. such as by having creatures flee (making
16 3,800 6,100 9,800
the encounter easier) or adding reinforcements
17 4,500 7,200 11,700 (making the encounter harder).
18 5,000 8,700 14,200 CR 0 Creatures. Creatures that have a CR of 0,
particularly ones that are worth 0 XP, should be
19 5,500 10,700 17,200
used sparingly. If you want to include many CR
20 6,400 13,200 22,000 0 critters in an encounter, use swarms from the
Monster Manual instead.
Step 3: Spend Your Budget. Every creature has an
XP value in its stat block. When you add a creature
to your combat encounter, deduct its XP from your
XP budget to determine how many XP you have left
to spend. Spend as much of your XP budget as you
can without going over. It's OK if you have a few
unspent XP left over. Examples are given below:
Example 1. A low-difficulty encounter for four level
1 characters has an XP budget of 50 « 4, for a total
of 200 XP. With that, you could build any of the
following encounters:
- 1 Bugbear Warrior (200 XP)
• 2 Ciant Wasps (100 XP each), for 200 XP total
• 6 Twig Blights (25 XP each), for 150 XP total
Example 2. A moderate-difficulty encounter for five
level Z characters has an XP budget of 225 * 5,
for a total of 1,125 XP. With that, you could build
either of these encounters:
. 2 Nothics (450 XP each) and 9 Stirges (25 XP each),
for 1,125 XP total
- 1 Wight (700 XP), 1 Warhorse Skeleton (100 XP),
and 6 Skeletons (50 XP each), for 1,100 XP total

CHAPTER 4 I CREATING ADVENTURES ng


Number of Stat Blocks. The best combat encoun- Init ia l Atti tud es
ters often pair one kind of creature with another, A published adventure typically notes or implies
such as fire giants paired with hell hounds. Be mind- whether a creature’s initial attitude toward the ad-
ful of the number of stat blocks you need to run the venturers is Friendly, Indifferent, or Hostile. In an
encounter. Referencing more than two or three stat encounter you’ve created, you can decide that start-
blocks for a single encounter can be daunting, par- ing attitude, or you can randomly determine it using
ticularly if the creatures are complex. the Initial Attitude table.
Powerful Creatures. If your combat encounter
includes a creature whose CR is higher than the Init ia l Atti tude
party’s level, be aware that such a creature might ld!2
* Initial Attitude
deal enough damage with a single action to take out
one or more characters. For example, an Ogre (CR 4 or lower Hostile
2) can kill a level 1 Wizard with a single blow. 5-8 Indifferent
Unusual Features. If a monster has a feature that 9 or higher Friendly
lower-level characters can’t easily overcome, con-
sider not adding that monster to an encounter for "Roll different dice to alter the range and likelihood of possible atti-
tudes. For example, you could roll ld6 for a predatory monster, 166
characters whose level is lower than the monster’s + 3 for ordinary travelers, or Id6 + 6 for kindhearted individuals.
Challenge Rating.
Monster Perso nal ity
Monster Behavior ______ ___ If an encounter involves a significant individual, use
The attitudes, motivations, and behavior of the the guidance in the “Nonplayer Characters" section
monsters in an encounter help determine how a of chapter 3 to flesh out the details of that individ-
social interaction plays out (and whether it might ual’s personality and aims. For a group of nameless
erupt into combat) and influence the course of monsters, you can decide on a personality based on
combat. the monsters’ entries in the Monster Manual, or you
can use the Monster Personality table to inform

Il6 CHAPTER 4 I CREATING ADVENTURES


how you portray the monsters and their actions. It's Reac tiv e Tac tic s
simplest to assign the same personality traits to an A great way to make an adventure location feel
entire group of monsters in an encounter. For ex- alive—particularly an organized base or strong-
ample, one bandit gang might be an unruly mob of hold—is to allow its denizens to react to the pres-
braggarts, while the members of another gang are ence of the adventurers. Once they are aware of
always on edge and ready to flee at the first sign of trespassers, sapient creatures might either fortify
danger. their own locations or leave those locations to assist
colleagues and expel the invaders.
Monst er Person al ity Take a copy of the adventure map, and pencil in
IdS Personality the locations of all its inhabitants to give yourself
1 Cowardly; surrenders easily a sense of where they’re located relative to each
other. When the adventurers engage in combat or
2 Greedy; wants treasure any other noisy activity, assume that nearby crea-
3 Boastful; makes a show of bravery but runs tures hear the noise and are alerted to the adven-
from danger turers’ presence. (Creatures that can't hear might be
4 Disorderly; poorly trained and easily rattled alerted by vibrations or other sensory cues.) Once
alerted, a creature has several options:
5 Fanatical; ready to die fighting
Ambush. The creature leaves its current location
6 Brave; stands firm against danger and takes up a position near the adventurers’ lo-
7 Jocular; taunts enemies cation, hoping to catch the adventurers unaware.
8 Orderly; difficult to rattle Ambushers try to hide and, once hidden, take ad-
vantage of any opportune moment to attack.
Monster Rela tionshi ps Fortify. The creature attempts to fortify its loca-
Encounters with groups of monsters can be more tion by using furniture or heavy objects to block
interesting if rivalries, hatreds, or attachments exist doors or entryways. Increase the DC to force
among the monsters in the group. The death of a open a blocked door by Z. and hastily blocked pas-
much-revered leader might throw its followers into sageways are Difficult Terrain. A creature with a
a frenzy. On the other hand, a monster might flee ranged attack that selects this option seeks cover
if its hunting companion is killed, or a mistreated in its location.
toady might be eager to surrender and betray its Hide/Flee. If possible, the creature hides in its cur-
boss in return for its life. You can use the Monster rent location, hoping to avoid any adventurers
Relationships table to inspire such relationships that enter. If there is nowhere to hide, the crea-
within a monster group. ture flees to a location farther from the adventur-
ers or flees to any nearby location occupied by its
Monst er Rela tio nshi ps allies. If a fleeing creature reaches allies, those al-
1d6 Relationship lies are immediately alerted to the presence of the
adventurers; determine how those allies react.
1 Two monsters have a bitter rivalry; each Investigate. The creature rushes to the sound of
wants the other to suffer. the disturbance to investigate, possibly joining
2 One monster, bullied by the others, hangs any battle that is underway. A creature that
back and flees at the first opportunity. passes near an ally while moving to investigate a
disturbance might ask that ally to accompany it.
3 One monster is revered or even worshiped by
the others, who will die for it. If you can’t decide what an alerted creature should
do. have it make a DC 10 Wisdom saving throw. On
4 One monster is admired by the group; its
a successful save, the creature either investigates or
allies try to impress or help it. lays an ambush; on a failed save, it hides or fortifies
5 One monster cares only for itself and not the its location. When dealing with a group of crea-
rest of the group. tures, the leader makes this saving throw on behalf
6 One monster bullies the others; it forces of the entire group.
As creatures employ reactive tactics, make notes
them into danger, but they want it defeated.
about their new locations on your adventure map.

CHAPTER 4 | CREATING ADVENTURES n7


Prep are d Defe nde rs of tension (generally, combat encounters offer the
Sapient creatures that have reason to believe their most), but they also feel very different and can
lair is likely to be invaded might set up a defense. have drastically different stakes.
Reasons to set up a defense include the following: Vary Encounter Difficulty. Include encounters
that offer low, moderate, and high difficulty. A
- Adventurers invaded the lair recently and mix of low- and moderate-difficulty encounters
retreated. early in the adventure can lead to a climactic
• Scouts affiliated with the lair’s denizens noticed high-difficulty fight, perhaps against the adven-
the adventurers heading toward the lair. ture’s primary villain or another threat.
• A spy in a nearby settlement overheard or discov- Vary Threats. Build encounters using different
ered the adventurers’ plans and alerted the lair’s threats. If the characters are delving into a kuo-
occupants. toa temple and therefore expect many encounters
Prepared defenders commonly use one or more of to include various kuo-toa, look for opportunities
the following tactics: to include different monsters that might serve as
guards, pets, or allies to the kuo-toa. Include a
Ambushes and Barricades. Some defenders might
variety of hazards, environmental dangers, and
move from their original locations to locations
traps in exploration encounters, and use NPCs
where they can hide near critical passageways.
with different personalities and different goals in
Defenders might also use furniture and debris to
social interaction encounters.
block off passages, hoping to channel invaders to-
ward prepared strongpoints. Urgenc y and Rests
Sentries and Alarms. Some creatures might move While successive encounters increase tension, tak-
from their keyed locations to locations that allow ing a Short Rest relaxes the tension somewhat, as
them to monitor entrances to the lair. If possible, characters have a chance to replenish some of their
these creatures might equip themselves with resources. In many adventures, though, the char-
an alarm such as a horn or improvised gong (an acters and their players have a sense that they need
empty kettle, perhaps). At the first sight of intrud- to act quickly to deal with the situation presented
ers, they raise the alarm, alerting nearby allies so by the adventure. This creates tension between the
those comrades can employ the reactive tactics need to rest and the sense that things are getting
described above. worse while the characters are resting.
Traps. The defenders might place additional traps, You can influence the pace and tension of your
such as falling nets, throughout the lair (see adventure by determining where and when the
"Traps" in chapter 3). characters can rest. If the characters are exploring a
If the denizens of an adventure location employ any vast dungeon, consider scattering a few small rooms
of these tactics, update your map as appropriate. with only one door, where the characters can bar
the door and reasonably expect to spend an hour or
Encounte r Pace and Tension even a night resting in safety. On the flip side, cau-
A good story hooks you in with an interesting in- tious characters might try to take a Short Rest be-
troduction, builds tension steadily throughout the tween every encounter, never really straining their
story, then reaches a climactic conclusion. It’s not resources. It’s OK to interrupt those rests once in a
always easy to mimic that structure in an adventure while to maintain a sense of tension or to heighten
where the players control their characters' actions, the urgency, making it clear that even an hour spent
but you can use the encounters you plan to build resting could jeopardize their chances of success.
tension toward a climax. Easing Up. It is possible to dial up the urgency to
Each encounter in an adventure is an opportunity the point that the players feel they don’t have time
to make the characters’ situation more complex to investigate the interesting details they encounter
and urgent, with more significant consequences. in the world. When this happens, consider using a
Successive encounters raise the tension in an ad- helpful NPC to take some of the pressure off. A wise
venture naturally, as characters spend their limited elder might advise them that the situation is not as
resources. Variety also contributes to a sense of es- urgent as they fear, a whimsical Fey being might use
calating tension. Build variety into your encounters magical mischief to force them to slow down, or a
in three ways: kindly Celestial could tell them they’re taking the
concerns of the mortal world just a bit too seriously.
Vary Encounter Type. Use a mix of social interac-
tion, exploration, and combat encounters. Differ-
ent types of encounters provide different amounts

118 CHAPTER 4 | CREATING ADVENTURES


Rand om Enco unt ers zombies creates a sense of horror and suggests the
Random encounters are randomly determined possibility of even more terrifying foes.
counters that don’t occur in a fixed location. The Provide Assistance. Some random encounters can
options are often presented in a table. When a ran- benefit the characters instead of hindering or harm-
dom encounter occurs, you roll a die and consult ing them. Helpful creatures might give the charac-
the table to determine what the party encounters. ters useful information or assistance.
Sample random encounter tables appear in the Reinforce Campaign Themes. Random encounters
adventure examples later in this chapter. Similar can remind the players of the major themes and
tables appear in many published adventures and conflicts in your campaign. For example, if a war
rulebooks, and you can easily create your own by between two nations is a major conflict in your
following these examples. campaign, you might design random encounter ta-
Handled well, random encounters can serve a bles to reinforce the ever-present threat of that con-
variety of useful purposes. flict, including encounters with bedraggled troops
Create Urgency. Wandering monsters encourage returning from battle, refugees fleeing invaders,
characters to keep moving and to find a safe place lone messengers riding for the front lines, enemy
to rest. Sometimes you can create a sense of danger war parties, and so on.
and urgency by rolling dice behind your DM screen, A Life of Its Own, Sometimes a random encounter
even without an actual encounter! that starts off incidental can become important to
Drain Character Resources. By draining the party's the story. A random encounter with a wandering
Hit Points and spell slots, leaving the adventurers ogre might end with the ogre offering to help the
feeling underpowered and vulnerable, random en- characters get where they need to go, or the ogre
counters can build tension in an adventure. might have something in a nearby den that is sig-
Establish Atmosphere. Thematic links among mon- nificant to the adventure story—a prisoner, a stolen
sters appearing in random encounters create a tone item, or important information. Or the players
and an atmosphere that define the environment the might find the ogre's personality delightful, prompt-
characters are exploring. For example, an encoun- ing you to make the ogre a more important part of
ter table filled with bats, wraiths, giant spiders, and the story.

CHAPTER + | CREATING ADVENTURES HQ


Bring It to an End is in the dragon's hoard, an award ceremony where
the queen gives medals to the victorious heroes, or
The climactic ending of an adventure fulfills the even a time to mourn adventuring companions who
promise of all that came before. The best climax didn’t survive the battle.
is one the players see coming, so if a dragon is the The denouement can also be an opportunity for
mastermind behind all the nefarious activity hap- the players to identify loose threads that haven’t
pening in an adventure, having the dragon’s min- been tied up—threads that can lead them into the
ions mention the nature of their boss sets up the next adventure. The “Episodes and Serials” section
coming climactic encounter. in chapter 5 offers suggestions for weaving these
Although the climax must hinge on the successes connecting threads.
and failures of the characters up to that moment,
the Adventure Climax table can provide suggestions
to help you shape the end of your adventure.
Adventu re Rewards
For some characters, the prospect of material
Advent ure Clim ax reward is their primary reason for going on adven-
tures. For others it’s a welcome added benefit to
IdlO Climax
pursuing their other goals.
1 The adventurers confront a villain and a Chapter 7 describes different kinds of treasure,
group of minions in a battle to the finish. but see also “Marks of Prestige" in chapter 3 for
2 The adventurers chase a villain while dodging other rewards you might use.
obstacles designed to thwart them, leading to The following sections describe how treasure is
a final confrontation in the villain’s refuge. typically dispersed in an adventure.
3 The actions of the adventurers or a villain Indivi du al Tre asur e
result in a cataclysmic event that the adven-
Characters might find small amounts of treasure in
turers must escape. the pockets, pouches, or personal stashes of individ-
4 The adventurers race to the site where a ual monsters. Even if a monster doesn’t intention-
villain is bringing a master plan to its conclu- ally collect treasure, characters might find scattered
sion, arriving just as that plan is about to be coins and other monetary treasure left behind by
completed. the monster’s previous victims.
5 A villain and two or three lieutenants perform You can use the Random Individual Treasure table
separate rites in a large room. The adventur- to determine how much treasure a single monster
has based on its Challenge Rating (CR). The table
ers must disrupt all the rites.
includes the average total in parentheses, which you
6 An ally betrays the adventurers as they’re can use instead of rolling. To determine the total
about to achieve their goal. (Use this climax amount of treasure for a group of similar creatures,
carefully, and don’t overuse it.) you can roll once and multiply the total by the num-
7 A portal opens to another plane of existence. ber of creatures in the group.
Creatures on the other side spill out, forcing
Rando m Indivi dua l Treasu re
the adventurers to close the portal while deal-
ing with a villain at the same time. CR Treasure
8 The dungeon begins to collapse while a villain 0-4 3d6 (10) GP
attempts to escape in the chaos. 5-10 2d8x 10 (90) GP
9 The adventurers must choose whether to pur- 11-16 2dl0x 10 (110) PP
sue a fleeing villain or save an NPC they care 17+ 2d8 x 100 (900) PP
about or a group of innocents.
10 just when the characters think the main Treasur e Hoards __
threat is defeated, it transforms into a differ- Adventurers sometimes discover large caches of
ent monster or a more powerful form. treasure, the accumulated wealth of a large group
of creatures or the belongings of a single powerful
Denouem ent creature that hoards valuables. The Random Trea-
In most stories, there's a period after the climax, in sure Hoard table can help you create such a cache.
which loose plot threads are tied up and everything When determining the contents of a hoard belong-
is explained. An adventure might also include this ing to one monster, use the row for that monster’s
kind of denouement: time to discover what treasure Challenge Rating (CR). When the hoard belongs to a

I2O CHAPTER 4 | CREATING ADVENTURES


A CLIMACTIC ft AT T LG AT THG TEMPLE OF ELEMENTAL

Evil bri ngs an aov CNture to a dramati c gno .

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.

CHAPTER 4 | CREATING ADVENTURES 121


Adven ture Example s The Foule d St ream
This section contains example adventures that Adventure for Level 1 Characters
demonstrate the principles described throughout Situation. An alien fungus in a cave is polluting the
the chapter. Each provides enough information for stream that flows past the village of High Ery. The
you to run a one-session adventure, with the help of fungus has spawned vile creatures in and around
the maps in appendix B and the monster stat blocks the cave.
in the Monster Manual. Hook. The folk of High Ery are noticing fungal
Each adventure in this section includes the fol- growths on the riverbanks and a layer of scum on
lowing information: the water. The characters might live in the village,
Title. An adventure title can help you organize your or a contact in the Free City of Greyhawk might
campaign notes, and if you share the title with ask them to investigate.
your players, it can set the tone for what's ahead. Enco unt ers
Character Level. Each adventure specifies the
The adventure consists of these encounters.
level of characters it's aimed at. The difficulty of
The First Fork. A mile upstream from the village,
encounters in each adventure is tailored for four a stream flows into the river from a little wood on
characters of that level. You can use adventures
the river's south side. Characters can tell that this
for characters of higher or lower level or for stream is the source of the pollution.
larger or smaller groups. However, the encounters
Journey Upstream. Borogrove, a kindly Treant,
might be easier or harder than you expect unless
keeps watch over the wood and meets the charac-
you adjust them. ters as they follow the polluted stream. He knows
Situation. Each adventure lays out what's going
the source of the corruption is inside a cave that the
on—the situation that the adventurers are called
stream spills out of. He gives the characters a magic
on to deal with. See "Lay Out the Premise” earlier
acorn. If swallowed, the acorn conveys the benefits
in this chapter. of a Potion of Healing and the Lesser Restoration spell.
Hook. Each adventure offers one way to draw char-
Twig Blights, just outside the cave, the characters
acters in to the adventure. See “Draw In the Play-
encounter six Twig Blights.
ers” earlier in this chapter.
Corrupted Cave. Use the Underdark Warrens map
Encounters. The rest of each adventure description
in appendix B for the corrupted cave. Ignore the
is a series of encounters. The text describes the secret door and the inner chambers behind it. Close
location where the encounter occurs, often point- off the tunnels leading off the map to the south,
ing to the maps in appendix B, and any triggering
east, and north. The characters enter the cave in the
event that might provoke the encounter. Monster
southeast, following the stream. The cave’s main
names in bold point you to the stat blocks in the
features and inhabitants are as follows:
Monster Manual. Some encounters also specify
treasure the characters might find. Entrance. A Shrieker Fungus just inside the cave
entrance alerts the inhabitants to the characters’
Use your imagination to bring the locations and
arrival. On watch near the entrance and quick to
encounters to life, and build on the ideas the players
respond to the shriekers’ cry are four Bully wug
bring to each encounter. Alter these outlines freely
Warriors who have fungal growths on them.
to suit your tastes—and those of your players—and
Berserk Bear. In a side cave to the southeast is a
your ideas for your campaign.
Brown Bear that drank from the stream. It's up-
A Start ing Camp aig n
set because the water made it ill. If the characters
can make it eat Borogrove's acorn or otherwise
You can use the adventures in this section to get
rid it the Poisoned condition, the bear recovers
a new campaign off the ground. These adven-
immediately and leaves them alone.
tures are linked to locations near the Free City Ooze's Lair. At the north end of the stream are a
of Greyhawk, as described in chapter 5. You can
Psychic Gray Ooze and six Stirges. After defeat-
run the first three adventures in sequence, having
ing these creatures, the characters can destroy
the characters gain a level after each adventure.
the brain-like fungus in the water, which is the
They might return to their home base in the city
source of the corruption. If they do, each charac-
between adventures, or they could travel to Grey-
ter earns a bonus 100 XP.
hawk after they complete "The Winged God." Use
the encounters and interactions the characters Journey Home. As they leave the wood, the char-
have in these early levels, and the situations that acters encounter Borogrove again. If they used his
interest your players, to plan later adventures. acorn, he gives them another one. If they purified
the source of the stream, he gives them a Staff of
Flowers in gratitude.

122 CHAPTER 4 i CREATING ADVENTURES


Miner Difficul ties The Winged God
Adventure for Level 2 Characters Adventure for Level 3 Characters
Situation. After miners dug into an Underdark tun- Situation. A few weeks ago, a Red Dragon Wyrm-
nel, a Hook Horror found its way into the mine ling drove a band of kobolds out of their warren
and became trapped. It has eaten a few miners, to claim the place as its lair. Now some of the
and the others are too terrified of the echoing kobolds are causing trouble in the Cairn Hills.
clicks in the mine to hunt down the predator. They’re raiding merchants, hoping the dragon will
Hook. The mayor of the village of Blackstone, allow them to return home as its loyal servants.
Kristryd Splitanvil (a Lawful Good, dwarf Tough), Hook. A merchant named Nondy Barducks (a Law-
hires the adventurers—perhaps because of how ful Neutral, gnome Commoner) hires the char-
adeptly they handled the situation in “The Fouled acters to escort his wagon to the remote mining
Stream"—to deal with the monster in the mines. village of Diamond Lake, which happens to be
She offers a precious topaz worth 500 GP to ad- near the dragon's new lair. Nondy was robbed by
venturers who kill the creature or drive it away. kobolds on his last trip, and he wants protection
this time. He offers to pay each character 150 GP.
Encou nters
The adventure consists of these encounters. Enco unt ers
Exploring the Mine. Use the Mine map in appen- The adventure consists of these encounters.
dix B. In the weeks since the miners abandoned the Kobold Bandits. Along the road, the wagon is sur-
place, pests have flourished in the tunnels. Each rounded by eight Kobold Warriors (Neutral) who
time the characters enter a distinct area of the demand that the merchant surrender his goods.
mine, roll on the following table. In combat, the kobolds shout things like "For the
Winged God!" and “Fight to reclaim our home!” If
Id6 Encounter
four of them fall in battle, the remaining kobolds try
1 Four Violet Fungi and one Rust Monster to flee. Any captured kobold explains the situation.
2 One Giant Spider and two Swarms of Insects Kobold Supplicants. If the characters continue on
(spiders) their way without pursuing the kobolds, twelve Ko-
bold Warriors (including any survivors of the first
3 One Darkmantle and three Piercers
encounter) and six Winged Kobolds (all Neutral)
4 A patch of yellow mold (see "Hazards" in approach the wagon. These kobolds humbly ask the
chapter Z) on a miner's remains adventurers to help them. They promise to return
5 One Gelatinous Cube the goods they stole from Nondy if the adventurers
drive off the dragon.
6 Sounds of Terror (see below) Kobold Camp. If the adventurers follow fleeing ko-
Sounds of Terror. The first time this encounter bolds, they can find the kobolds’ camp on a nearby
occurs, the characters hear eerie clacking and outcropping. The kobolds there don’t fight, though,
scraping noises echoing in the mine shafts and no- instead begging the adventurers to help them (as in
tice gouges in the walls. The second time, they find “Kobold Supplicants” above).
the source of those sounds and markings—the Hook Dragon’s Lair. Use the Volcanic Caves map in ap-
Horror. The creature is hungry, but what it really pendix B for the dragon’s lair, but close off passages
wants is to find its way back to the Underdark. It to keep the lair small. Near the entrance, the char-
retreats from a fight that is going badly for it. acters encounter a gang of four Magma Mephits
Underdark Connection. The tunnel in the south- and three Smoke Mephits, drawn to the lair by the
east corner of the bottom level of the mine is where magic of the dragon.
the miners accidentally connected to an Underdark In the inner cave, the troublesome Red Dragon
tunnel. The hook horror entered the mine through Wyrmling rests on its little hoard:
a hole in the wall, but the hole closed behind it in a • Crate holding Nondy’s stolen goods (worth 400 GP)
cascade of rubble. If the characters clear away the . 4,200 CP, 2,000 SP, and 180 GP
rubble from the hole, they hear clacking and scrap-
• Seven gemstones worth 50 GP each
ing from the other side. The hook horror hears it
too and hurries here to rejoin its kin. As long as the - Potion of Healing
characters stay out of its way. it ignores them as it • Rope of Climbing
scrambles back through the hole, never to plague • Two Spell Scrolls (Alarm and Comprehend Languages)
the mine again. Each character then earns a bonus If the characters defeat or drive off the dragon, each
200 XP. of them earns a bonus 400 XP.

CHAPTER 4 | CREATING ADVENTURES I2Z


Horns of the Beast _______________ Id20 Encounter
Adventure for Level 5 Characters 18 Two Ankylosauruses tromp through the for-
Situation. A long-forgotten ruin is rumored to hold est nearby. They are territorial and aggressive
a fiendish Artifact called the Horns of the Beast. A but Indifferent, and they won't pursue a flee-
villain hopes to claim the Artifact and put it to ing party.
terrible use. 19 A band of humans, including a Veteran
Hook. An unassuming human merchant named
Warrior and eight Infantry Warriors, watch
Melchis (secretly a Chaotic Evil Fiend Cultist
devoted to luz) hires the characters to escort him the party. They are Indifferent; they live in
on an expedition to find an ancient temple lost in the jungle and aren’t used to seeing other
the jungle. He offers to pay them a total of 2.000 people.
GP in trade bars—half when they reach the tem- 20 Four Minotaurs of Baphomet prowl the jun-
ple and half when they safely return to civiliza- gle looking for Humanoids they can capture
tion—and promises to support them with what he and bring back to the temple.
claims to be “limited magical ability.”
Stage 3. Once the characters reach the edge of
Enco unt ers the lake, Melchis leads them southwest along the
You can use the poster map of the world of Grey- shore until they find the ruin. This stage covers 90
hawk for this adventure; the temple is located near miles through coastal terrain. The second day of
the southern edge of the map. in the Amedio Jungle. the journey, heavy rain obscures vision and creates
The journey unfolds in three stages (see “Travel” in quicksand pits (see “Environmental Effects" and
chapter 2). culminating in the discovery of the ruins "Hazards” in chapter 3). The front rank of the party
and the artifact. might fall into a quicksand pit while two Giant
Stage 1. Melchis hires a ship to carry the party Crocodiles attack at the same time. The rest of the
to the Amedio Jungle. Use the map to determine journey passes without incident.
how long the sea voyage takes, depending on where The Ruins. For the ruins, use the western half of
the adventurers begin the trip and figuring that the ground floor of the Dungeon Hideout map in ap-
the ship covers about 114 hexes per day. Near the pendix B, and ignore the stairs leading to the lower
end of the trip, as the ship crosses Jeklea Bay, it’s levels. Dwelling in the ruins are six Minotaurs of
attacked by a group of Hostile sahuagin, including Baphomet who are Hostile to all intruders. They
two Sahuagin Priests, six Sahuagin Warriors, and are spread out around the ruins but come quickly
a Water Elemental. (Assume the ship’s crew stays when they hear combat.
out of the way of these terrifying monsters and lets The Artifact. The Horns of the Beast—a jagged
the characters and Melchis deal with this threat.) crown made from the horns of demons and wild an-
Stage 1 ends when Melchis and the characters row a imals—rests on a pedestal in the northwest corner
launch ashore. of the ruins. Melchis immediately attempts to seize
Stage 2. Melchis leads the characters into the the Artifact and place it on his head. If he does, he
jungle, aiming for the shore of the lake. This stage is transformed into a Hezrou and tries to kill the
covers about 180 miles through the dense forest. characters. A character who dons the Artifact is
Each day of the journey, roll once on the following cursed with Demonic Possession (see “Curses and
table to determine what the characters encounter Magical Contagions” in chapter 3). The Artifact
on their journey, if anything. can’t be removed from the character’s head until
ld20 Encounter a Remove Curse spell is cast on the character. If the
characters defeat Melchis and search him, they find
1-14 No encounter
a Bag of Holding containing twelve 5-pound gold
15 An Indifferent Giant Ape protects its terri- trade bars (worth 250 GP each) and a Spell Scroll
tory; its primary concern is getting the party of Teleportation Circle. The scroll also contains the
to leave. sigil sequence for a permanent teleportation circle.
16 A Hostile Tyrannosaurus Rex is on the hunt At the end of the adventure, each character earns a
and tries to eat the characters. bonus 1,000 XP.
Destroying the Artifact. The Horns of the Beast
17 Three Allosauruses are hunting in the jungle; can be destroyed only by dropping it in the River
they are Hostile and treat the party as prey. Oceanus, which flows through the Upper Planes
(see chapter 6). A character can learn this by cast-
ing Identify on the Artifact.

124 CHAPTER 4 I CREATING ADVENTURES


Borea l Ball - Fidget is a playful Pixie who is Indifferent and
Adventure for Level 7 Characters pesters the adventurers with pranks throughout
the evening, without causing any actual harm.
Situation. The Baron of the Boreal Ball, a minor • Granny Snailtongue is a Hostile Green Hag who
noble of the Feywild, holds an unending ball in his sees the adventurers as potentially useful tools.
ice palace. Behind the revelry, the ball is the scene She offers to help them at every turn in hopes of
for schemes and intrigues. putting them in her debt.
Hook. The adventurers receive a magical invitation • Raxas Albrethin is an arrogant. Chaotic Neutral
to the Boreal Ball that teleports the group to the drow Mage who is initially Hostile and wants to
ball at the appointed time. see the adventurers humiliated. However, once
Encou nters the characters' Renown Score reaches 6. Raxas
admits he misjudged them and becomes Friendly.
The adventure plays out over three dances. During
each one, the characters can decide whether they Rude Interruption. After the second dance, the ball
dance, mingle, watch the dancers, or engage in some is interrupted by a Neutral Evil Hobgoblin Warlord
other activity. (The Manor map in appendix B can named Varka, who is accompanied by a Hobgoblin
serve as a floor plan for the baron’s palace.) Each Captain and five Hobgoblin Warriors. The hobgob-
character has the opportunity to earn renown for lins are offended by the adventurers' presence and
the party (see “Renown" in chapter 3) by making a attack them. If the characters defeat the hobgoblins,
positive impression on whomever they're interact- their Renown Score increases by 2.
ing with—a potential Renown Score increase of 1 Conclusion. After three dances, the Baron of the
per character per dance. These guests pay particu- Boreal Ball appears. If the party’s Renown Score is
lar attention to the characters: at least 6, he bestows on each character a Charm
of the Boreal Ball. This charm (see “Supernatural
- Cannifer is a Satyr Revelmaster who is used
Gifts " in chapter 3) allows a character who has it to
to being the center of attention at every ball he
cast the level 3 version of the fee Knife spell. Once
attends and is thus Hostile to the adventurers.
used, the Charm vanishes. Each character also
• Daris is a Friendly, fun-loving Dryad who wants
earns a bonus 1,700 XP.
to be seen dancing with all the adventurers.

CHAPTER 4 I CREATING ADVENTURES I2Z


126
CHAPTER 5

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

CHAPTER 5 I CREATING CAMPAIGNS 127


CAMPAIGNJOURNAL

SESSION NUMBER: SESSION DATE:

SESSION/ADVENTURE TITLE:

Important events from earlier sessions that might have bearing on this game session:

[Enter events]

Brief summary of what’s planned for this game session:

[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

CHAPTER 5 I CREATING CAMPAIGNS


DM’S CHARACTER TRACKER

CHARACTER’S NAME:

PLAYER’S NAME:

PLAYER MOTIVATION

O EXPLORING O FIGHTING O INSTIGATING

O OPTIMIZING O PROBLEM-SOLVING O SOCIALIZING O STORYTELLING

NOTES ON PLAYER EXPECTATIONS

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

CHAPTERS I CREATING CAMPAIGNS tZI


CAMPAIGN CONFLICTS

Adventurers vs.
[Enter notes]
1
CONFLICT

Adventurers vs.
[Enter notes]
CONFLICT 2

Adventurers vs.
[Enter notes]_______________________________________________________________
CONFLICT 3

JOY ANG, CALDER MOORE

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

IJ4 CHAPTER 5 I CREATING CAMPAIGNS


syndicate has spies everywhere, including among
the adventurers’ families or friends.
Shape-Shifting Assassins. A secret association
of doppelgangers or other shape-shifters slowly
assassinates prominent figures one by one.
To Catch a Thief. An extraordinary thief steals
only the most valuable jewelry and works of art.
The characters might become a target of the thief
when they acquire a priceless treasure.
Swash buc kling
The swashbuckling adventures of pirates and mus-
keteers make for a dynamic campaign in which
dashing, charming heroes weave their way through
palace intrigues and leap from balconies onto wait-
ing horses to escape dogged pursuers. In a swash-
buckling campaign, the characters typically spend a
lot of time in cities, in royal courts, and aboard sea-
faring vessels. Nevertheless, the heroes might end
up in classic dungeon situations, such as escaping
from a prison cell block or searching storm sewers
to find a villain’s hidden chambers.
Swashbuckling Conflicts. Conflicts like these high-
light the themes of a swashbuckling campaign:
Inherited Antagonists. A character inherits a
magic item from a deceased relative, unaware that
this relative’s enemies are after the item.
Pirates and Privateers. A new monarch cracks
down on piracy by commissioning privateers and
naval officers to hunt pirate ships.
The Waking Deep. A monstrous horror slumbering
in the depths of the ocean stirs, driving minions
such as sahuagin, merrows, or dragon turtles to Crossi ng the Stream s
attack seafaring vessels. Deep in D&D's roots are elements of science fiction
and science fantasy as well as a wide-ranging col-
War lection of fantasy inspiration, and your campaign
A campaign focused on warfare centers on heroes might draw on those sources as well. You can send
whose actions turn the tide of battle. The charac- your characters hurtling through a magic mirror to
ters carry out specific missions: capture a magical Lewis Carroll's Wonderland, put them aboard a ship
standard that empowers undead armies, gather traveling between the stars, or set your campaign in
reinforcements to break a siege, or cut through the a far-future world where laser weapons (see “Fire-
enemy's flank to reach a demonic commander. The arms and Explosives" in chapter 3) and Wands of
party might also support the larger army by hold- Magic Missile exist side by side.
ing a strategic location until reinforcements arrive, Crossing the Streams Conflicts. Conflicts like these
killing enemy scouts, or cutting off supply lines. create opportunities for crossing the streams:
Information-gathering and diplomatic missions can Beyond the Magic Mirror. A mysterious mirror
supplement combat-oriented adventures.
in a strange dungeon is a portal into a different
War Conflicts. Conflicts like these highlight the world where whimsical tales unfold—or perhaps
themes and flavor of a war campaign:
some version of the modern world.
Freedom Fighters. Poorly armed and disorganized Gamma World. The characters inhabit a post-
subjects of a tyrant revolt. apocalyptic wasteland that is largely medieval in
Invaders. A militaristic nation invades its benevo- feel, but isolated outposts still hold futuristic tech-
lent neighbors. nology from before the cataclysm.
Pawns in a Game. A war rages on for decades, its Invaders from Wildspace. Spaceships land on the
original cause all but forgotten. The people caught characters’ world and disgorge hostile creatures
up in it strive to find meaning and purpose in a armed with advanced technology.
bleak and violent world.

CHAPTER 5 I CREATING CAMPAIGNS IZZ


Camp aign Set ting Crea ting Your Own Setti ng
Just like an adventure’s setting (as described in One advantage of creating your own world is it
chapter 4), a campaign setting is an essential part of can be whatever you want it to be. Your players
a campaign’s premise, shaping the kinds of stories will never know more about the world than you do,
which can be both a comfort to you and a source of
that unfold there.
wonder to your players. Moreover, you don’t need to
As the DM, you have two options when choosing
memorize any source material about the campaign
a campaign setting:
setting, other than what you create for yourself.
■ Use a published campaign setting. Whether you create a setting from scratch or bor-
- Create your own campaign setting. row elements from established settings, the result
Whether you create your own campaign setting needs to resonate with your players. As you create
or use a published one, the world of your game is your world, ask your players what settings and
always your own. You can customize it to suit your genres they enjoy, then use those sources for inspi-
tastes and those of your players. ration to create compelling locations, memorable
inhabitants, exciting conflicts, and an internal logic
Usin g a Publ ishe d Sett ing that will resonate with your players.
One advantage of using a published campaign set- Five Questions to Consider. As you contemplate a
ting is that much of the world-building is done for new campaign setting, think about your answers to
you. However, this means your players might know the following questions:
as much about the setting as you do. You can get What’s Your Campaign Setting Called? Choose an
around this by changing key aspects of the setting evocative name for your setting. It can be a word
to better serve your needs, which has the added or phrase that reflects the theme and tone of the
benefit of challenging your players' expectations. game, or just a made-up name that sounds cool to
The D&D Settings table describes several estab- you. Keep a running list of ideas as you decide on
lished campaign settings. other aspects of your setting.

D&D Sett ings


Setting Description
Dark Sun Heroes make their mark on a postapocalyptic world defiled by magic and forsaken by
the gods.
Dragonlance The forces of good battle the evil queen of dragons and her armies in the world-shaking
War of the Lance.
Eberron In the aftermath of a deadly war, magically advanced nations rebuild as a cold war threat-
ens lasting peace.
Exandria Heroes make names for themselves in the world made popular by the streaming show
Critical Role.
Forgotten Realms Larger-than-life heroes and villains struggle to determine the fate of the world as they
explore the ruins and dungeons of fallen kingdoms and long-forgotten empires.
Grey hawk As tensions rise among warring nations, heroes plunder dungeons to gain the magic and
might they need to defeat the growing forces of evil.
Planescape Sigil, the City of Doors, is where heroes begin to explore the wonders of the D&D multi-
verse and its many planes of existence.
Raven loft Heroes are drawn into the gloomy Domains of Dread—cursed realms ruled by evil
lords—-and must find a means of escape.
Ravnica
* In a world-spanning city, ten disparate factions draw heroes into a web of adventure and
danger.
Spelljammer Travel among the stars on a spelljamming ship, and visit worlds floating in the majestic
oceans of Wildspace.
Strixhaven
* Strixhaven, a school of magic, serves as a hub of learning and adventure.
Theros
* Heroic destinies wait to be fulfilled in this setting inspired by the myths of ancient Greece.
“This setting is based on a Magic: The Gathering world,

136 CHAPTER S I CREATING CAMPAIGNS


What Factions and Organizations Are Prom- Cha ract er Crea tio n
inent? Nations, temples, guilds, orders, secret When players are choosing their characters’ classes
societies, and colleges shape the social fabric of and origins, you can restrict options that are un-
the setting. What organizations or societal groups suitable for the campaign.
play an important part in your setting? Which Encourage the players to choose different classes
ones might be involved in the lives of player char- so that the adventuring party has a range of abili-
acters as patrons, allies, or enemies? What orga- ties. It’s less important that the party include mul-
nizations can characters join, becoming part of tiple backgrounds or species; sometimes it’s fun to
something larger than themselves? play an all-Dwarf party or a troupe of adventuring
How Common Is Magic? Spellcasters and magic Entertainers.
item shops might be common, rare, or practically The origins the players choose define who their
nonexistent in your world. How readily available characters were before becoming adventurers.
are spells such as Lesser Restoration, Raise Dead, Think about how the characters’ backgrounds
and Teleportation Circle? Is magic so widespread might inform adventures in your campaign. For ex-
that it’s part of daily life, or so rare that it con- ample, if a player chooses the Criminal background,
jures all sorts of superstitions? help the player flesh out their character’s criminal
What Mysteries Does the World Hold? Every past, and use that information when building rele-
campaign setting has mysteries: a fabled land vant storylines into the larger campaign.
across the sea, a grim forest hiding a terrible se- Starting Level. What level are the characters
cret, restless spirits haunting a ruined keep for when they start? Many D&D campaigns start the
reasons unknown, an ancient dungeon built for a characters at level 1. If you want the characters to
forgotten purpose, and so on. Dream up as many be a bit more resilient and your players are expe-
mysteries as you wish—you never know which rienced, start the campaign at level 3 instead, (See
ones will seize your players’ imaginations and be- the Player's Handbook for rules on starting at higher
come central to the campaign—and record them in levels.)
your campaign journal.
What Roles, If Any, Do the Gods Play? What Bring ing the Part y Tog ethe r
greater gods, lesser gods, and quasi-deities are During session zero, help the players come up with
present or worshiped in your world? if there are explanations for how their characters know each
gods, how involved are they in the world? Are other and have some sort of history together, how-
they distant and detached beings, or do they ever brief that history might be. To get a sense of
appear before their worshipers and meddle in the party's relationships, here are some questions
mortal affairs? you can ask the players as they create characters:
- Are any of the characters related to each other?
Campaig n Start - What keeps the characters together as a party?
With your campaign journal in hand and the basic - What does each character like most about each
premise of your campaign (characters, conflicts, member of the party?
and setting) in mind, it’s time to consider how to be- • Does the group have a patron—an individual
gin the campaign. or organization that points them toward their
adventures?
Session Zer o
If the players are having trouble coming up with a
At the start of a campaign, you and your players can story for how their characters met, you can suggest
run a special session—called session zero because it the following options.
comes before the first session of play—to establish Bonding Event. Some bonding event (such as a
expectations, share ideas, and discuss house rules, wedding, a festival, or a funeral) brings the charac-
with the goal of ensuring the game is a fun experi- ters together, whereupon they quickly discover a
ence for everyone involved. The “Ensuring Fun for shared sense of purpose.
All" section in chapter 1 covers some of the most Happenstance. Someone puts out a call for ad-
important groundwork you need to establish at the venturers to complete a quest, and the characters
start of a new campaign. answer the call. Alternatively, all the characters
Often session zero includes building characters could meet by accident, only to discover they're
together. As the DM, you can help players during headed to the same place, or they could find them-
character creation by advising them on which op- selves trapped together.
tions best suit the campaign. Mutual Acquaintance. The characters are
introduced to one another by a mutual NPC

CHAPTER 5 | CREATING CAMPAIGNS IZ7


acquaintance whom they all trust. This shared ac- Key Events. Describe any current or past events
quaintance could serve as a patron for the party— that help frame the campaign. For example, the
perhaps a representative of an organization (an campaign might start on the heels of a great war
academy, a criminal syndicate, a guild, a military or on the day of a festival. Describing key events
force, or a religious order), a politically powerful helps set the mood and prepare players for up-
person (an aristocrat or even a sovereign), or a mag- coming adventures.
ical creature like a sphinx or a dragon. House Rules. If you're using any house rules (as
Shared History. The characters grew up in the discussed in chapter 2), or adopting any of the
same place and have known one another for years. variant rules presented in this or any other book,
Despite their different backgrounds and training, let your players know about them.
they’re already good friends. Remember, you'll always know more about your
Tavern Gathering. The characters meet in a tavern
campaign world than the players do. Having spent
over mugs of ale and decide to embark on a life of all their lives in this world, though, the characters
adventure together—a tried and true trope! also know more than their players do. Fill in the
Setti ng the Stag e basics of what the characters should know anytime
Session zero is a great time to share basic informa- that information matters to their adventures.
tion about the campaign with your players. Such
information typically includes the following:
Star ting Locati on
Begin your campaign in a location you can detail,
Starting Location Details. Your players need basic such as a village, a neighborhood in a larger city,
information about the place where the characters an outpost, or a roadside tavern. Be prepared to
are starting, such as the name of the settlement, give players enough information about that loca-
important locations in and around it. and prom- tion to help them figure out what ties, if any, their
inent NPCs they’d know about (see “Starting characters have to it. Once you have this campaign
that might serve as adventure locations, such as a of this book, such as the “Nonplayer Characters"
haunted house on the outskirts of town or a dun- and “Settlements” sections in chapter 3, can help
geon complex tucked in the nearby hills. you expand your campaign quickly.
If you’re using a published campaign setting, pick
any location in that setting and develop it as you Episode s and Seria ls
like. A published setting or adventure might give There are two basic ways to think about how
you all the details you need. The Free City of Grey- adventures fit together in your campaign: as distinct
hawk, described later in this chapter, is an ideal episodes or as a serialized story. If you’re not sure
starting location and illustrates the kinds of things which type of campaign to run, ask your players
to consider as you detail a starting location. what they prefer. If your players have different pref-
If you're building your own setting, start small by erences, you can intersperse episodic, stand-alone
detailing only this starting area. The rest of your adventures among serialized adventures to break
setting can remain undeveloped for now. Don’t up the bigger story.
spend too much time fleshing out the geopolitical
landscape of your world or locations the adventur- Episodes
ers aren’t likely to visit right away; save those fun An episodic campaign is a campaign in which the
tasks for when you and your players have a better component adventures don’t combine to form an
sense of where the campaign is headed. overarching story. Episodic adventures are stand-
alone quests, and the villains who appear in one
First Adve nture adventure rarely resurface to trouble the characters
If you're using a published adventure to launch again. If your game group plays infrequently, an ep-
your campaign, use the character hooks in that ad- isodic campaign might be ideal because the players
venture to bring the characters from their starting can enjoy the current adventure even if they’ve for-
location to the adventure’s action. Many campaigns gotten the details of earlier adventures.
begin with a published adventure and then develop Starting a New Episode. In an episodic campaign,
organically as the characters explore beyond the the start of a new adventure doesn't necessarily
scope of the adventure. have any connection to the end of the last one. The
If you’re creating your own adventure for the action might pick up immediately after the end of
start of your campaign, refer to the advice in chap- the previous adventure, but it might instead begin
ter 4. Keep the first adventure relatively short and weeks, months, or years after the last adventure,
simple, allowing plenty of time for the characters allowing interim events to unfold while the charac-
to get to know each other as the players roleplay. ters take a break from adventuring.
What’s most important is that they begin to feel
Seria ls
like an adventuring party and get comfortable with
A serialized campaign is one continuous story bro-
their abilities. The full scope of the campaign can
ken up into smaller parts that flow naturally from
unfold to them later.
one to the next. It often has one or more overarch-
ing threats, and the outcome of one adventure can
Plan Adventure s affect how the rest of the campaign unfolds. If your
A D&D campaign is like a garden. Each new game group meets regularly and often, a serialized
adventure plants new seeds in the garden, which campaign allows you to keep your players guessing
requires regular tending lest it run wild. Over time, what will come next as the campaign builds toward
your campaign will grow and flourish in ways you a satisfying conclusion.
expected and in ways that will surprise you. You Linking Adventures. In a serialized campaign,
might need to weed out elements that aren't reso- make connections between the end of one adven-
nating with your players while planting new ele- ture and the start of the next to help it feel like a
ments to tantalize them. connected story. Sometimes you can simply con-
Most D&D campaigns grow organically, rather tinue the current storyline with new locations to
than having all their elements set in stone from explore and new threats to overcome. Alternatively,
the get-go. From time to time, the characters’ deci- you can use the Adventure Connections table to
sions will require you to improvise and create new inspire a link from one adventure to the next. The
campaign elements on the fly. For example, a new table suggests things you can do near the end of one
location might need to be developed to address the adventure to lead characters into the next one.
needs of the unfolding story, or certain NPCs might
need fleshing out at a moment's notice. Other parts

CHAPTER 5 I CREATING CAMPAIGNS 139


Advent ure Conne ct io ns need help, such as a local leader, an innkeeper, a
ld6 Adventure Connection patron, a retired adventurer, or a family member.
Friendly Resources. Provide experts or institutions
1 Introduce a person, an object, or informa- that can assist the characters, like a temple that
tion that the characters need to transport can provide healing or a learned sage who can
safely to a location involved in the new help solve mysteries.
adventure. Likable Villain. Craft a villain who has at least one
2 Have a major villain flee to a location that likable or redeeming quality the characters can
features in the new adventure. The charac- appreciate—ideally a villain who isn’t preoccupied
ters might be able to pursue the villain, or with killing or harming the characters.
they might have to search for clues about As your campaign continues, introduce new people
where the villain has gone. and locations, and bring back favorites from earlier
3 Introduce clues suggesting that a villain or in the campaign for the occasional cameo.
another NPC in this adventure is part of a Play er Favo rit es
larger group—a group that features promi- It’s often easier to describe people and places that
nently in the new adventure. are hostile or frightening than it is to detail a fea-
4 Introduce a villainous group that's featured ture you want characters to love. How can you
in the new adventure by having its agents know what rustic scene will make a character asso-
spy on or interfere with the characters' ciate a place with home or what personality quirk
activities. will remind a character of their favorite mentor?
You can ask a character's player directly, but instead
5 Have travelers bring news of events trans-
consider handing over your narrative reins and let-
piring elsewhere, leading characters toward ting a player describe the perfect detail.
the new adventure. For example, say you have a peaceful village you
6 Give the characters a treasure that’s plan to feature across several adventures. You hope
wrapped in mystery they'll need to unravel the characters will connect with the place and treat
in the new adventure. it as home. As the characters enter the community,
they smell something amazing. At this point, you
Gett in g Player s Jnveste d could describe something you think smells good or
something you think a character would like. Or you
To get your players excited about and invested in
can ask a player, “The smell of something amazing
your campaign, create a setting that features people
drifts from around the corner. What is it?” What-
and places they recognize and where their charac-
ever the player's answer—cinnamon rolls from a
ters’ choices matter.
nearby baker, firework charges being prepared for
The following sections suggest ways to help
a celebration, or anything else—becomes part of the
you create a world your players will be excited to
village, and the player has added an important detail
explore.
to the location.
Recu rring Element s You can use player input whenever you want to
When characters form relationships—friendships, pinpoint something meaningful to the characters
business arrangements, or even lasting antago- and their players. Consider asking players questions
nism—with the people and places of your setting, like these whenever you want to describe something
those people and places stick in the players' minds. in an impactful way:
Introduce opportunities to forge these lasting rela- - The tavern owner brings out your favorite dish-
tionships early and often. cooked to perfection. What's the dish, and what
Consider featuring recurring elements such as makes this one remarkable?
these in your game: - The curio shop is selling a trinket that reminds
Community. Introduce a small group or commu- you of one of your family members. What’s the
nity the characters can think of as their people, trinket, and who does it remind you of?
like a village, neighborhood, guild, or crew. • The local children are playing a game you played
Home Base. Give the characters a place to call in your hometown. What is it?
home, such as a tavern, a hideout, or a ship. Bas- - The young pickpocket reminds you of someone
tions, as presented in chapter 8, are ideal home you once knew. Who?
bases for characters. • From the animate mass of murderous dolls scram-
Prominent Friend. Create a supportive NPC whom bles a figure that reminds you of your favorite
the characters can trust and turn to when they childhood toy. What is it?

140 CHAPTER S I CREATING CAMPAIGNS


warm memories. Having players describe what un- past exploits?
settles or disgusts their characters can make menac- • How might an NPC comment on a character's
ing encounters more impactful as well. In any case, abilities or recognize that they’re special?
take note of interesting character details that your
players share, and record them in your campaign Break Episodes
journal, as these details might be useful inspiration It’s easy to get caught up in a story with dramatic
for later adventures. stakes, pitting characters against mounting threats.
But every so often, at least once every three to five
Ackno wl edge the Incr edi bl e levels, give the characters a break—a low-stakes
Adventurers are, by their nature, remarkable. Even session or adventure that has nothing to do with the
at level 1, they perform miraculous deeds and pos- overarching plot or broader perils.
sess qualities that set them apart from common A break episode can be an opportunity for the
folk. Reinforce this in your game. NPCs don’t need characters to reflect on the events of the ongoing
to gush over the characters, but the characters’ campaign, explore the nuances of the world, and
reputations as heroes, problem-solvers, or wonder- further develop the relationships between them
workers should be cemented early and develop in a more relaxed setting. Give the group space to
throughout a campaign. breathe, note developments you want to highlight
During every session, look for opportunities to later, then continue with your adventures.
make the characters feel like the stars of the story, Consider these ideas for a break episode.
and try to answer one or more of the following Bastions Episode. The characters take a break
questions: from adventuring to tend to their Bastions (see
• How are the characters the perfect people to solve
chapter 8). with players taking one or more Bastion
a problem? turns and describing what happens.
Carnival Episode. A carnival tempts the characters
- How are the characters’ talents highlighted during
the adventure? with magical attractions, games, and prizes. The

CHAPTER 5 | CREATING CAMPAIGNS 14,1


Witchlight Carnival, described in The Wild Beyond stories need to end in a satisfying way, just as the
the Witchlight, is one such carnival. campaign story does. Ideally, some of the charac-
Creature Comedy. The characters encounter mon- ters' individual goals will be fulfilled by the final
sters with a comedic flavor—such as flumphs, pixies, adventure. Give characters with unfinished goals a
faerie dragons, or chatty mimics—in a situation that chance to finish them before the very end.
leads to mischief and humor rather than combat. Once your campaign has ended, a new one can
Missing Pet Episode. Someone’s pet is missing. The begin. If you intend to run a new campaign for the
characters must search a settlement and connect same group of players in the same setting, using
with locals to help find it. their previous characters’ actions as the basis for
Shopping Episode. A friendly NPC asks the char- legends is one way to invest your players in the new
acters to help shop for someone’s birthday. campaign. Let the new characters experience how
Special Event Episode. The characters are invited the world has changed because of the actions or ac-
to a sporting event, holiday celebration, fancy complishments of the previous campaign’s charac-
dinner, or ball. ters. In the end, though, the new campaign is a new
Vacation Getaway. The characters relax on a quiet story with new protagonists. They shouldn’t have to
beach, enjoy the comforts of a grateful noble’s villa, share the spotlight with the heroes of days gone by.
withdraw to a serene monastery, or while away the
hours in a fairy hot spring. Ending Sooner Than Expect ed
Sometimes you run out of ideas for your campaign,
Time in the Campaign ____________ or it gets so sidetracked that you have no idea how
Most conflicts in a D&D campaign take weeks or to bring it to a satisfying conclusion. You might just
months of in-world time to resolve. A typical cam- not feel excited about it anymore, or you might be
paign concludes within a year of in-world time so excited with ideas for a new campaign that you
unless you allow the characters to enjoy lengthy can’t focus on the current one. Any of these might
periods of quiet time between adventures. signal the end of your campaign.
If you don’t want to track the passage of days, The best way forward when you want to end a
weeks, and months, you might instead track the campaign is to talk to your players about it. If you’re
passage of time using seasons and seasonal festivals. not excited about the game anymore, it’s quite pos-
The answer to the question “When does this adven- sible they're not either, and you can change or end
ture take place?” can be as simple as “in the winter" the campaign to everyone’s satisfaction. Consider
or “during the fall harvest festival.” the following possibilities:
Timed Events Player Input. If you're running out of ideas for your
Extraordinary events coinciding with certain times campaign, your players might be more than happy
of year make for great adventure opportunities. to supply you with some. Find out what they’d like
Perhaps a ghostly castle appears on a certain hill on to have happen if the campaign continues. They
the winter solstice every year, or every thirteenth might give you all the inspiration you need!
full moon is blood red and fills werewolves with a Switch DMs. One of your players might have so
particularly strong bloodlust. The appearance of a many ideas about the future of the campaign that
comet in the sky might portend all manner of signif- they're willing to take over as the DM. You can
icant events. The festivals of the gods can serve as either take over that player’s character or make
opportunities to launch adventures, especially if the a new one of your own. Let go of your plans for
gods themselves are involved. where the story was going, and allow the new DM
to have creative control.
Ending a Campai gn Transport the Characters. If you or another DM
wants to start up a campaign in a new setting but
A campaign’s ending should conclude the last of the the players don't want to make new characters,
major conflicts and tie up most of the threads of its consider having the characters travel through a
beginning and middle. (It’s OK to leave some loose portal to a new world.
ends for characters to explore in the next cam- Arrange a Grand Finale. Sometimes an end to the
paign.) You don’t have to take a campaign all the campaign is the right answer. Look for ways to
way to level 20 for it to be satisfying; wrap up the end the campaign with a bang, even if it’s earlier
campaign whenever the story reaches its natural than you originally planned. Flip through your
conclusion. campaign journal to see if there are forgotten ele-
Allow time near the end of your campaign for the ments you can resurface for one last hurrah.
characters to finish up any personal goals. Their

142 CHAPTER 5 I CREATING CAMPAIGNS


REYHAWK IS A D&D SETTING YOU CAN
Greyha wk ’s Premise
use as the backdrop for your campaign
or as a model you can reference while The year is 576 CY (Common Year). Evil is ascen-
creating your own setting. Important as- dant across the lands of Eastern Oerik. If something
pects of Greyhawk are described herein so isn’t done to curtail the growing threat, Eastern
that you can make it your own, expanding or Oerik will fall to tyrants, evil dragons, and mon-
altering it however you wish. strous hordes. Heroes are needed to bring hope to
Greyhawk is the invention of Gary Gygax, one of the people of the Flanaess. Even if the heroes die
the D&D game's original creators. Gary based many trying, the legends of their exploits will live on!
of D&D’s earliest adventures in this home-brewed Adventuring parties from the Free City of Grey-
setting. The version of Greyhawk presented here is hawk and other settlements trek across the vast
largely based on The World of Greyhawk gazetteer, wilderness of Eastern Oerik, slaying monsters and
published in 1980. exploring dungeons to find magic items the adven-
turers can use to defend their homeland and take
Importan t Names the fight to their enemies.
A handful of important names are defined below: Greyh awk Conflic ts
Oerth (pronounced orth or oyth) is the world of Although Greyhawk lends itself well to any D&D
Greyhawk. It has four continents, four oceans, adventure you might want to run, the default set-
and a plethora of islands and seas. ting features conflicts with three major villainous
Oerik (pronounced or-ick or oy-rick) is one of groups: chromatic dragons, Elemental Evil cults,
Oerth’s continents. and luz and his followers. You can replace one or
Eastern Oerik, the vast region explored in this more of these conflicts with ones of your devising
chapter, is home to many powerful nations and or with ones from the "Flavors of Fantasy" section
some of the D&D game's most famous dungeons earlier in this chapter.
and adventurers. If you use these conflicts, look for opportunities
The Flanaess (pronounced flah-nay-ess or in your adventures to introduce creatures in service
flay-nayz) is another name for Eastern Oerik to the three villainous groups. Give goals to these
and means “land of the Flan.” The region's first villains that bring their operatives into conflict with
human settlers and their descendants are known the player characters.
as the Flan. The three major conflicts and the goals of the
Greyhawk is an independent city in Eastern Oerik villainous groups are described below.
that attracts large numbers of adventurers.
Greyhawk doubles as the name of the campaign Chromat ic Drag ons
setting. Evil chromatic dragons dwell in the wilds of East-
ern Oerik. For years, adventurers have kept these
Poste r Map evil dragons at bay, sometimes with the help of
Included with this rulebook is a poster map show- benevolent metallic dragons. Lately, the chromatic
ing the lands of Eastern Oerik on one side (each dragons have grown restless, their dreams invaded
hex on the map is equivalent to 30 miles) and the by the whispers of Tiamat, who is trapped in the
Free City of Greyhawk on the other. These loca- Nine Hells. The five-headed queen of dragons be-
tions are described in the “Free City of Greyhawk” lieves her escape is nigh, and from the depths of her
and "Greyhawk Gazetteer” sections later in this prison, she commands her kin to go forth and claim
chapter. the world of Oerth for themselves. Only the greatest
among them will live to become her consorts.

CHAPTER 5 | GREYHAWK 143


Goals of Chromatic Dragons. Fortify their lairs to Elemen tal Evil
safeguard their treasure hoards; strike out across "Elemental Evil” is the name given to a host of de-
Eastern Oerik, raiding poorly defended settlements structive, extraplanar entities—demon lords, evil
and stealing cattle; demand tribute in the form of elemental princes, and elder gods—who ravaged the
food or treasure; and destroy territorial rivals (dra- world of Oerth long ago. Many of these entities are
conic or otherwise). now trapped in dungeons, with cults and monsters
A Chromatic Dragon Arc. The conflict between seeking to free and serve them. Adventurers are the
adventurers and chromatic dragons might follow only ones equipped to keep these malign entities
this broad outline: from escaping their subterranean prisons.
Levels 1-4. Consider introducing this conflict as Goals of Elemental Evil. Search for a demon lord,
the adventurers reach level 3 or 4. with the ad- an elemental prince, or an elder god trapped in a
venturers confronting an aggressive chromatic dungeon; build a stronghold above or near the dun-
dragon wyrmling. (You can use the adventure geon; drive other inhabitants out of the region; and
“The Winged God" from chapter 4.) use a special magic item or ritual to free whatever is
Levels 5-10. The adventurers might face a handful trapped in the dungeon.
of ambitious young chromatic dragons, without An Elemental Evil Arc. Two published adventures
hinting at a more significant conflict. have explored campaign arcs centered around Ele-
Levels 11-16. It eventually becomes clear that the mental Evil. The Temple of Elemental Evil (published
behavior of the adult dragons the characters face in 1985) is set in the world of Greyhawk, in the
isn't normal. The characters might get involved in Kron Hills between Verbobonc and Celene. It be-
one dragon's schemes to undermine or overthrow gins in the unremarkable village of Honunlet, with
another, or the characters might hear whispers of characters slowly discovering that agents of Ele-
the dragons’ dream of liberating Tiamat. mental Evil have taken up residence in the nearby
Levels 17-20. The conflict reaches its world- ruins and are working to rebuild their great temple.
shattering conclusion, with ancient dragons The rest of the adventure focuses on exploring the
threatening nations and clashing with each other ruined Temple of Elemental Evil and dealing with
in devastating battles. The campaign might end the varied evil factions and forces within (including
with Tiamat herself appearing in the Flanaess— agents of luz, described below).
perhaps emerging from the Riftcanyon (see “Mys-
Princes of the Apocalypse, inspired by The Temple of of luz to the characters. After their return from
Elemental Evil, presents an alternative arc for an Ele- that expedition, they start having unpleasant en-
mental Evil-themed campaign: counters with the City Watch in Greyhawk. Even-
tually, they discover that Captain-General Sental
Levels 1-4. The characters discover the villainous
activity of four elemental cults.
Nurev is being manipulated by the leaders of
Stoink, a petty fief in the Bandit Kingdoms. When
Levels 5-10. The characters strike at the four head-
the characters undertake an expedition into that
quarters of these evil cults while investigating
dangerous realm to confront Stoink's leaders and
the cults’ activities in the surrounding region.
free the captain-general's captive brother, they
While the characters are battling one cult in its
discover that the villains were agents of luz.
headquarters, the other three cults might still be
Levels 11-16. luz and the Horned Society launch an
wreaking havoc nearby, forcing the characters to
all-out invasion into the Shield Lands, overwhelm-
divide their attention.
ing its defenses and moving toward Furyondy.
Levels 11-16. Finally, the characters discover an
The characters might have adventures to muster
ancient Temple of the Elder Elemental Eye deep
forces in surrounding lands and bring them to
beneath the cults' separate temples, and they
Furyondy's defense or hinder luz’s advance.
strive to contain the damage wrought by the cults’
activities and thwart the cults' evil leaders before
Levels 17-20. Finally, the characters discover that
luz’s assault is merely a cover to distract the
these leaders unleash an apocalypse.
southern realms from his true aim: retrieving the
Though this adventure is set in the world of the For- Eye and Hand of Vecna from an ancient keep on
gotten Realms, it includes notes on how you might Lake Quag. The characters confront luz at the
transplant it into Greyhawk or any other setting. shores of the lake, perhaps facing a terrible choice:
Will they wield the power of Vecna to stop luz,
luz the Evil or will they risk luz wielding that awful might
North of the Free City of Greyhawk, a demigod against them?
named luz has reclaimed the vast tract of land he
lost after being imprisoned under Castle Greyhawk The Gr eyh awk Setti ng
by the archmage Zagig Yragerne. The newly freed
The planet Oerth is at the very center of a Wild-
luz aims to lay waste to the kingdoms, steadings,
space system called Greyspace. (See chapter 6 for
temples, and outposts of his rivals. To that end,
more information about Wildspace). Oerth has two
luz's spies are searching for powerful Artifacts
moons: Luna (a great white moon, also called the
they can use to ensure victory, while evil creatures
Mistress) and Celene (a smaller blue moon, also
spawn in luz's homeland and threaten neighboring
called the Handmaiden). Greyspace’s sun orbits
realms. Adventurers can thwart luz by keeping evil
Oerth, rather than the other way around.
Artifacts out of his hands and defeating the vile
The sun takes 360 days to travel once around
creatures that serve him.
Oerth. Luna waxes and wanes in fixed cycles of 28
Goals of luz. Install loyal operatives in settlements
days each, upon which the months are based, while
across Eastern Oerik, search libraries and vaults
Celene follows a path that has full moons only four
for lore pertaining to ancient and powerful magic,
times each year, coinciding with four lunar festivals.
scour dungeons for lost Artifacts and other magic
items, secure such items, and use magic and mon-
Your Worl d ’s Calenda r
sters to conquer rival nations.
An luz Arc. The conflict between adventurers and What does your campaign's calendar look like?
luz might follow this broad outline: The more your campaign calendar resembles the
one that’s familiar to you and your players, the
Levels 1-4. Early in their adventuring careers, the easier it will be to remember and use. Familiar
characters might face what appear to be ordinary names for months and days of the week lend
toughs who are disrupting mining operations your campaign a wonderful simplicity that many
near the Free City of Greyhawk (see “Beyond players will appreciate. A calendar that uses ten-
the City Walls” in this chapter), only to discover day weeks or names such as “Moonday" and
these toughs are agents of some greater villain. “Coldeven” is harder for players to internalize
The identity of this villain remains a mystery—for but reminds them they're in a fantasy world.
now. If you use the adventure “Miner Difficulties" The Greyhawk calendar has twelve months and
from chapter 4, NPCs speaking to the characters seven-day weeks like the Gregorian calendar, but
might assume the trouble in the mine is related to gives unique names to months and days and in-
these toughs and their bullying. troduces festivals that fall outside the calendar’s
Levels 5-10. You might use the adventure “Horns months, giving it a fantastical feel.
of the Beast" from chapter 4 to introduce an agent

CHAPTER 5 I GREYHAWK 145


Days of the Week
Starday Sunday Moonday Codsday Waterday Earthday Freeday
(Saturday) (Sunday) (Monday) (Tuesday) (Wednesday) (Thursday) (Friday)
Day of Worship Day of Rest

Mont hs and Festi val s


The standard year is 360 days long and consists
of twelve twenty-eight-day months (each
month divided into four seven-day weeks)
and four six-day lunar festivals (Need-
fest, Growfest. Richfest, and Brewfest). iW
The midwinter festival of Needfest is /-h
considered the start of the year. The , f
diagram here shows the months and A yX
festivals that make up a year.
Fac tio nsand
Orga niza tions /.1
In addition to the many political
entities that dot the lands of the
Flanaess and the temples of its itrie
many gods, several organizations
operate across national borders in
pursuit of their goals. Some of these
organizations could serve as patrons
or allies of adventurers in a Greyhawk
campaign, while others might appear as
villains. Some might even accept adven-
turers as members.
Circle of Eight. Some of the greatest spell-
casters of the world of Greyhawk form the
Circle of Eight, a group dedicated to preserving
balance in the world. The group's general aim is
to prevent any single country, faction, or other
organized group from becoming too powerful and
overwhelming others. The membership of the Circle first line of defense against these varied threats. In
of Eight is secret but includes Mordenkainen (the recent years, they have mobilized against the rising
strategist behind the group), Bigby, Jallarzi Sallavar- threats of luz and Elemental Evil, forcing them to
ian, Otiluke, and Otto. broaden the scope of their operations into neighbor-
Knights of the Watch. The order of the Knights of ing realms where these evils are active.
the Watch originated as a military force protecting Scarlet Order. The Scarlet Order is a monastic or-
the lands of Bissel, Gran March, Geoff, and Keoland der of Suloise militarists whose spies and assassins
from hostile neighbors to the north and west (par- have infiltrated many courts and castles through-
ticularly Ket and the Ulakandar). Though Watchers out the Flanaess, ready to strike. The leader of the
maintain strongholds along the border with Ket, order is a seemingly immortal being known as the
most of their energy is spent defending against Father of Obedience, Korenth Zan. He is rumored
giants and dragons in the western mountains. The to be a Suloise monk who walked the lands of Oerik
Watchers are sworn to an ascetic and disciplined long before the Rain of Colorless Fire destroyed
code, and they train rigorously to the exclusion of the Suloise Empire. Others claim Korenth is a red
personal property or other attachments. dragon—a former consort of Tiamat who became
Order of the Hart. The knights of the Order of the trapped in human form. Whatever the true story,
Hart were organized to preserve the freedom of the the Father of Obedience is revered by all who pledge
states of Furyondy, Veluna, and Highfolk against their lives to the Scarlet Order. His goals—and, by
the threats of bandits and hostile neighbors. These extension, the order's goals—are shrouded in mys-
nations have little centralized authority or military tery and could one day tilt the balance of power
power, so the knights have historically served as a across the whole of Eastern Oerik.

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

CHAPTER 5 I GREYHAWK 147


Cods of Grey haw k
Name and Epithet Home Plane Typical Worshipers Symbol
Beory, Heart of Oerth
* Material Plane Farmers, herders Green disk
Berei of the Hearth Bytopia Families, farmers Sheaf of wheat stalks
Boccob the Uncaring, Arch- Outlands Sages, spellcasters, seers Eye within a pentagram
mage of the Gods
*
Celestian, the Far Wanderer Astral Plane Wanderers, astronomers Arc of seven stars inside
a circle
Cuthbert of the Cudgel Arcadia Practical, honest folk Circle at the center of a
starburst of lines
Ehlonna of the Forests Beastlands Hunters, foragers Unicorn horn
Erythnul. the Many Pandemonium Raiders, bandits, berserkers Blood drop
Fharlanghn, the Dweller on Outlands Travelers Circle crossed by a curved
the Horizon horizon line
Heironeous the Invincible Mount Celestia Knights, soldiers Lightning bolt
Hextor, Scourge of Battle Acheron Soldiers, tyrants Six down-pointing arrows
in a fan
Incabulos, the Black Rider
* Hades Necromancers, those who Reptilian eye within a hor-
seek to ward off illness izontal diamond
Istus, Weaver of Our Fate
* Mechanus Seers, advisers Spindle with three
strands
luz the Evil1 Material Plane His subjects and allies Grinning human skull
Kord, the Brawler Ysgard Athletes, berserkers Spears and maces radiat-
ing from a point
Nerull, the Reaper
* Career! Murderers, necromancers Skull with a scythe
Obad-Hai, the Shalm Outlands Hunters, gatherers, hermits Oak leaf and acorn
Olidammara, the Laughing Ysgard Revelers, gamblers, Laughing mask
Rogue pranksters
Pelor, the Radiant Sun
* Elysium Healers, the compassionate Sun
Pholtus of the Blinding Light Arcadia Judges, lawyers, arbiters Silver sun partially
eclipsed by a crescent
moon
Ralishaz, the Unlooked For Limbo Gamblers Three bone fate-casting
sticks
Rao, the Mediator
* Mount Celestia Mediators, sages, scientists White heart
Syrul Oathbreaker Gehenna Liars, charlatans, traitors Forked tongue
Tharizdun, the Eater of Imprisoned in a Nihilistic cultists Spiral rune
Worlds demiplane
Trithereon, the Summoner Arborea Rebels, individualists Triskelion
Ulaa, the Bejeweled Arcadia Miners, jewelers, quarriers Ruby-hearted mountain
Vecna, the Whispered One Unknown Necromancers, undead, those An eye in the palm of a
who keep or unearth secrets left hand
Wee Jas, the Witch Acheron Spellcasters, advisers Red skull in front of
fireball
*Greater god
’Demigod

I48 CHAPTERS GREYHAWK


disappearance of those who stray too close to the
Plume reinforces this belief.
White Plume Mountain is detailed in Tales from
the Yawning Portal.
Gods of Greyha wk
The Gods of Greyhawk table shows many of the
most popular deities worshiped in the Flanaess.
Greater gods and demigods are marked as such; the
others are lesser gods. Many other deities and demi-
gods are also worshiped in the Flanaess, beyond
those shown on the table. Some deities of Greyhawk
have also transcended their origin on this world
to impact the broader multiverse. Two of these,
Tharizdun and Vecna, are described in appendix A.
The greater gods of Greyhawk rarely get directly
involved with happenings on Oerth. Lesser gods
are more likely to manifest in some form on the
Material Plane and interact with their worshipers.
Cuthbert, for example, is well known for appearing
in mortal guise, appearing as a dirt-covered farmer,
a wanderer robed in brown and green, or an elderly
tinker. And of the many quasi-deities that appear on
Oerth, most prominent among them is luz, a demi-
god who rules his own nation in the Flanaess.

Free City of Greyha wk


Would-be heroes are drawn to the Free City of
Greyhawk by promises of adventure. The city is rife
with opportunities for peril and plunder.
The city stands on the eastern banks of the Selin- Bast ion Friend ly

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.

CHAPTER 5 | GREYHAWK 14.9


Port in the Storm City Acti vit ies
The city provides a place to rest, heal, acquire in- Greyhawk is an ideal place for activities that sup-
formation. and procure magic items. Adventurers port adventuring. There's endless opportunity for
looking to visit distant lands can book passage on social interaction in such a bustling place, as well
ships docked at the wharf. as places where characters can rest and recuperate
between adventures, acquire new adventuring gear,
Trad e Hub and spend their gold.
Adventurers can buy gear and sell their hard-won
loot in the city's shops and markets. Home Base
As a home base for characters. Greyhawk can serve
How to Use the City as a place to live, train, and recuperate between
A bustling city like Greyhawk can serve the follow- adventures. As described under “Getting Players
ing important functions in a campaign. Invested" in this chapter. Greyhawk offers a host of
potential friends, rivals, villains, and resources. Use
Bac kg rou nd Connec ti ons the people and locations mentioned in this chapter
Use the backgrounds of the characters to connect as a starting point for fleshing out characters' con-
them to people and places in the city. These con- nections to the city, and work with your players to
nections help the players feel like Greyhawk is their develop those connections. Choose one neighbor-
characters’ home—or will quickly become their hood of the city (see “City Neighborhoods" below)
new home. A character who was born and raised as a focus for the characters and their activities.
in Greyhawk might have known one of the city's
prominent figures for many years, while someone Urba n Advent ure s
who has just arrived in the city might have a mutual A city isn’t just a place to spend time between ad-
friend with that connection or might carry a letter ventures—plenty of adventures happen within the
of introduction recommending them to that per- city walls. From wererats in the sewers to schem-
son. (Each location detailed in the “City Locations” ing bureaucrats in the halls of power, dangers lurk
section includes potential connections for two char- around every corner.
acter backgrounds.)
City Overview an adult halfling. The city’s portcullises are usually
left open even when the gates are closed.
The city is yours to make your own. A few im-
Each gate is contained within a small gatehouse
portant features and locations are described in the
flanked by a pair of towers. The tower tops and con-
sections that follow, but otherwise flesh out the city
necting blockhouse are equipped with arrow slits
as you and your players see fit.
and holes for pouring boiling oil straight down onto
City Governme nt invaders. Each gatehouse tower connects to the city
The Free City of Greyhawk is ruled by a council through a door in its base and to the wall top by a
called the Directing Oligarchy, made up of six- door in its side. The towers contain three platforms,
teen coequal rulers. This council elects its chief beginning at the top of the wall and extending up-
officer, the lord mayor—a position currently held ward. Each of these can shelter and provide a firing
by a human Spy Master (Lawful Neutral) named platform for up to forty archers.
Nerof Gasgol. The other directors include the Three of the city's gates typically remain open
captain-general and constable of the City Watch, throughout the day and night: the Highway Gate
several guild masters, priests of Boccob and Rao, the (the grand entrance to the city), the Cargo Gate
inspector of taxes, and a few influential magic-users (used primarily by traders and merchants), and the
with ties to politically active secret societies. Sev- Garden Gate (one of the city's two inner gates). The
eral of these directors represent criminal or unsa- remaining gates are closed from dusk until dawn,
vory interests, including Nerof Gasgol himself, who and a visitor must produce a written message from
achieved his position and wealth as the owner of a the lord mayor of Greyhawk, the captain-general
notorious gambling den. of the City Watch, or a head of state to be allowed
through. In the latter case, the guards ensure the
Cit y Wat ch traveler is harmless before opening the gates.
The City Watch is a standing garrison of some eight Those passing through open gates aren’t asked
hundred Guards and Veteran Warriors. Bolstering to explain their business, nor are they detained or
these defenders are Mages from the city’s Guild of turned back unless they are recognized as known
Wizardry, as well as Priests from local temples. fugitives. Wagons and carts might get searched if
The captain-general and constable of the City they trigger the guards’ suspicions, but most ve-
Watch are stationed at the Grand Citadel (see “City hicles are waved through without inspection. The
Locations”). guards keep a daily roster of who and what pass
through their gates.
City Wal ls
A 30-foot-high stone wall winds like a snake around Crime
the city. Two other walls, identical in height to the The Free City of Greyhawk is home to many
outer wall, separate the city into its three great thieves, vandals, charlatans, and hooligans. Crimes
sections. Access to the wall tops can be gained via are divided into three categories.
lifts in each gatehouse. In addition, along the inside Petty Crime. Public unarmed brawling, pickpock-
base of the outer wall are secret compartments at eting, vandalism, and other crimes that cause up to
300-foot intervals, each one containing a 30-foot- 50 GP in property damage are petty crimes. The
tall wooden ladder. All members of the City Watch perpetrator pays a fine of 2dl0 GP or works to pro-
know the locations of these secret ladders, which, vide restitution.
in an emergency, can be pulled out and used by city Minor Crime. The category of minor crimes in-
defenders to quickly reach the parapets. cludes armed assault (defined as any nonfat al attack
The walls are patrolled regularly. During daytime, made with a weapon or damaging spell) and prop-
the typical patrol is one sentry (a Guard) placed erty crimes that cause between 50 and 250 GP in
every 300 feet along the top of the wall. At night, damages. The perpetrator must pay a fine of at least
the guard patrol is quadrupled, with two sentries 100 GP and is sentenced to ld6 years in prison.
posted together every 150 feet along the wall. Also Major Crime. Crimes more severe than those de-
at night, torches light the wall top at 150-foot inter- scribed above—including murder, bribery or imper-
vals between the guards so each sentry station is 75 sonation of a city official, and magical coercion—are
feet from a torch in each direction. major crimes. The criminal faces 2d 10 years of
imprisonment, the death penalty, or permanent ex-
City Gates ile. A city magistrate decides which punishment is
Each city gate consists of a pair of iron-rein forced appropriate.
wooden doors that can be barred from the inside.
These heavy doors are backed by a massive portcul-
lis of iron bars. A very small child might be able to
squeeze between the bars, but not a youth or even

CHAPTER 5 I GREYHAWK 151


Reli gio n City Locations
The city has temples and shrines dedicated to var-
The locations detailed here can serve as a good
ious gods. Religious practices that are certifiably
starting point for your campaign. Use them as ex-
evil aren’t tolerated, however. When an evil sect is
amples when fleshing out new locations for your
discovered in the city, its wealth is confiscated, its
game.
leaders are put to death, and all other members are
banished from the city for life. Bla ck Drag on Inn
See the “Gods of Greyhawk” table for many deities
worshiped by the inhabitants of the Free City.
This three-story, slightly run-down inn is situated
City Neighborhoods in the heart of the city. A sign carved to resemble
The Free City of Greyhawk is split into three main the grinning visage of a black dragon hangs over
sections by two internal walls running west to east. the front door. A stable is located behind the inn.
The northern section is home to the High Quarter
and the Garden Quarter, where the wealthiest folk The Black Dragon Inn in Clerkburg has good food
of the city reside. The central section is home to the
and affordable rooms. The inn’s stable can hold up
River Quarter, Clerkburg, the Artisans’ Quarter, to a dozen steeds.
and the Foreign Quarter. The southern portion,
The inn’s proprietor is Miklos Dare, a human Vet-
known as the Old City, includes the poorer and eran Warrior (Chaotic Good) who loves to recount
rowdier neighborhoods of the Slum Quarter and the
his heroic exploits in the Battle of Emridy Mead-
Thieves’ Quarter.
ows seven years ago, when warriors from across
Brief descriptions of the city’s neighborhoods are
the Central Flanaess united to drive the forces of
presented below:
wickedness from the Temple of Elemental Evil (see
Artisans’ Quarter. The Artisans' Quarter is built “Central Flanaess" in this chapter). A red-bearded
around a large marketplace. The finest artisans bear of a man with a prosthetic leg. Miklos is affable
live and work here, and the city’s trade guilds are and proud. His friendly rivalry with Olaf and Sivan,
headquartered here. the proprietors of the Silver Dragon Inn just up the
Clerkburg. Clerkburg is the university district of street, is the talk of the city. Olaf and Sivan recently
Greyhawk, with dozens of schools and colleges hired a mage to make Miklos’s black dragon sign
and the businesses that support them. Temples drool acid, much to the chagrin of visitors entering
line the appropriately named Street of Temples in and leaving the Black Dragon. Miklos is itching to
the southeast corner of the district. pull a similar prank of his own.
Foreign Quarter. The Foreign Quarter is among Character Backgrounds. An adventurer with the
the most multicultural districts of the city, and it Soldier background might have a tie to Miklos, per-
boasts fine apartments and restaurants. haps having fought alongside him at the Battle of
Garden Quarter. The Garden Quarter is an extrav- Emridy Meadows. A character with the Wayfarer
agant neighborhood similar to the High Quarter, background might know Miklos as a generous man
but the mansions aren’t quite as ornate, the es- who gives away food and sometimes even lodging to
tates aren’t as large, and it’s not as gaudy. people in need.
High Quarter. Palaces, temples, mansions, and Reasons to Visit. Adventurers might visit the Black
gardens fill the posh High Quarter. Extravagant Dragon Inn for one of the following reasons:
architecture and wide-open spaces define this
Eavesdropper’s Paradise. Many clandestine meet-
quarter.
ings occur at the Black Dragon. Adventurers
River Quarter. The River Quarter encompasses
eavesdropping on private conversations might
taverns and entertainment venues, as well as the
overhear tantalizing rumors or uncover valuable
wharves along the Selintan River outside the city
information.
wall. Because it’s a hub of trade, it’s the most di-
Information Source. If the adventurers let Miklos
verse, multicultural part of the city.
tell stories of his past exploits or agree to help him
Slum Quarter. The Slum Quarter is the poorest,
play a prank on his rivals, he can steer them to-
most desperate region within Greyhawk’s walls,
ward new adventure opportunities. He's also quite
full ofcrime-ridden apartments.
familiar with the nature of Elemental Evil.
Thieves' Quarter. The buildings of the Thieves’
Place to Stay. The Black Dragon is close to the
Quarter are slightly less run down than their
city's central marketplace. A traveler can sleep in
Slum Quarter equivalents, and its people are mar-
a common room for 2 SP per night or secure a pri-
ginally better off.
vate room for 5 SP per night. A luxury suite costs
2 GP per night.

IZ2 CHAPTER 5 | GREYHAWK


awuRtMt-^ WiU

/y£*2High>Tower,inffl
■Temple of the RadianGSuA
Ri ver&Quardefl^

SilvenDragon'inn ,Tem pleffit Ke' Far^Horizoff

Unearthed'Arcana ,
. -• A
Wrffisansi\QuanterA - T**.

^uanteri

CHAPTER 5 I GREYHAWK 153


■ ■ri'-n.,- ■ ■

Grand Cita del Grea t Libr ar y

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.

154 CHAPTER 5 I GREYHAWK


High Towe r Inn Reasons to Visit. Adventurers might visit the High
Tower for one of the following reasons:
Conveniently located near the Selintan River, Information Source. Erlynn knows all the local
this inviting inn is distinguished by its tall tower, rumors. If she trusts the adventurers, Erlynn can
which is pointed at the top like the hat of an direct them to an NPC who needs their services.
eccentric wizard. The clientele is notably wealthy, Place to Stay. The adventurers need a place to stay,
and the High Tower boasts comfortable quar-
but the inn itself isn't at all ostentatious.
1 M ters, ample supplies of wine and ale, and spicy
food. The establishment has six private sleeping
The High Tower Inn's human proprietor, Erlynn chambers, each of which rents for 3 GP per night.
Goodfellow, is a soft-spoken, middle-aged, pot- Three of these guest rooms are in the tower, each
bellied Mage (Lawful Good) with gray hair, bright- one on its own floor.
blue eyes, and platinum-rimmed spectacles. She Spellcaster. The adventurers might have business
dabbled in adventuring before realizing she had with a powerful spellcaster staying at the inn.
little taste for danger and her life’s calling might in-
volve more sedentary pursuits. Few guests know of Silve r Drag on Inn
Erlynn's magical abilities, as she rarely casts spells
in front of strangers. This grandiose, multistory inn sports a wooden
The High Tower, located in the Garden Quarter, is sign bearing the words “Silver Dragon Inn” in
a favorite haunt for some of the city’s most famous fancy silver script, the S shaped like a silver drag-
wizards, including Otto and Jallarzi. on. A more modest sign next to the front door
Character Backgrounds. Adventurers with the
reads, "No metal armor. Shields and weapons
Merchant or Noble background might have a con-
nection to the High Tower Inn, which caters to peo- must be checked at the door."
ple of means.
The grand Silver Dragon Inn. located in the For-
eign Quarter, is often the first place sought by new

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.

I56 CHAPTER 5 I GREYHAWK


Id3 copies of each scroll in stock on any given day. Unea rthed Arca na
The priests also have Cure Wounds and Lesser Res-
toration spells prepared, which they customarily
cast for free. This quaint, two-story shop has a sign depicting
Raise Dead. Archpriest Sarana is one of a handful a white-bearded human wizard holding a staff
of people in the Free City of Greyhawk who can that has a copper ball affixed to its tip. Displayed
cast the Raise Dead spell, but she needs the requi- in the store’s window box are various potions,
site 500 GP diamond to do so. Sarana can recom- scrolls, wands, and wondrous oddities.
mend a jeweler who sells diamonds of sufficient
value. Before agreeing to cast the spell, Sarana
Magic items are bought and sold in Unearthed Ar-
casts Zone of Truth and asks questions about
cana, a quaint shop in Clerkburg. Magical wards
the deceased individual to make sure she’s not
render the store's windows and doors shatterproof,
returning to life someone who should stay dead.
and no one can use magic to enter or leave the shop
Service to the Greater Good. The temple might
without the consent of its proprietor, Morley, whose
call upon the adventurers to perform good acts in
quarters take up the second floor.
the city or abroad. Sarana is particularly vigilant
Morley is an Adult Copper Dragon (Chaotic
about the threat of Elemental Evil, since she was
Good) who spends his days shape-shifted into a
involved in the battle at the Temple of Elemental
talkative, alert, white-bearded human mage wear-
Evil seven years ago. In exchange for their service,
ing a pointed hat, frayed robes, and pointed slippers.
the characters and their companions are entitled
Only a few people in the city—including the es-
to a 50 percent discount on goods purchased at
teemed local members of the Circle of Eight, Jallarzi
the temple.
Sallavarian and Otto—know Morley’s true form.
Morley is one of the city’s secret weapons, ready
to repel invaders or break a siege should the need
arise. The dragon has a soft spot for adventurers
who risk their lives for good causes. He occasionally
loans magic items free of charge to valorous heroes
who can't afford them, on the condition that the
items be returned to him as soon as they're no lon-
ger needed.
Character Backgrounds. Adventurers with the
Charlatan or Hermit background might have a con-
nection to Unearthed Arcana, as Morley has a vari-
ety of unusual interests.
Reasons to Visit. Adventurers might visit Un-
earthed Arcana for one of the following reasons:
Buying and Selling Magic Items. Morley buys and
sells magic items at standard prices (see chapter
7). Although he keeps a few magic items in the
shop to catch the eye, most of his inventory is
stored in extradimensional vaults only he can ac-
cess. The shop sells many Common, Uncommon,
and Rare magic items—mainly potions, rings, rods,
staffs, wands, and wondrous items. Morley has
access to a few Very Rare and Legendary magic
items as well.
Free Loan. A benefactor arranges for Morley to
loan the characters a magic item to help them
complete a quest. Before giving them the item,
Morley asks they return it in pristine condition.
Magic Item Identification. Morley can cast the
Identify spell at will. He charges 50 GP for each
casting of the spell.

CHAPTER 5 | GREYHAWK 157


I58 CHAPTER S I GREYHAWK
Beyo nd the City Wall s Gorge of the Selintan. Soaring cliffs flank the
Selintan River for nearly ten miles. Spanning this
The City of Greyhawk and Environs map shows the
gorge, 800 feet above the river, is a stone arch
lands around the Free City of Greyhawk. Locations
bridge sculpted to look like an extension of the
on the map are presented below as places where
natural bedrock. The bridge allows easy travel
adventures can happen:
between Greyhawk and Grossettgrottell. As a
Blackfair Manon Typical of several manor houses defensive measure, the bridge’s gnome architects
and keeps scattered across the Plain of Greyhawk, hid an iron pin somewhere in the bridge; if this
Blackfair Manor was founded by a distinguished pin is removed, the entire structure collapses.
cavalry commander. Its stable is the most famous Grossettgrottell. An industrious community of
source of fast, durable warhorses across the gnome miners and foragers lives in this network
breadth of the Flanaess, drawing shrewd shoppers of hewn tunnels and natural caverns. The gnomes
from Greyhawk and beyond. The manor house is trade gemstones and rare fungi in exchange for
surrounded by farms, extensive pastureland, and help repelling monsters from the Underdark.
a small village with a mill, taverns, a smithy, and a Marsh Keep. Like Blackwall Keep, Marsh Keep
saddlery. is newly built and watches over the Mistmarsh.
Blackstone. See “Mining Towns” below. The Dwarfwalk road leads east from the tower to
Blackwall Keep. One of two new keeps built to Greysmere, a quarrying town with a large popula-
keep an eye on the Mistmarsh, Blackwall Keep tion of dwarves.
is a strong, stone tower with a horse corral sur- Mining Towns. Blackstone, Diamond Lake, and
rounded by a wooden stockade. Soldiers from Steaming Springs are small mining towns gov-
Greyhawk garrison the keep and venture out from erned and protected by the Free City of Grey-
it to patrol the northern edge of the swamp. hawk. The city frequently dispatches adventurers
Cairn Hills. Hidden among the hills north and east to quell threats to the towns’ miners and mining
of the city are ancient tombs and half-buried ruins operations, which of late includes agents of luz
that attract adventurers, bandits, cultists of Ele- intent on destabilizing the city's economy.
mental Evil, and monsters. Mistmarsh. This vast swamp holds the half-sunken
Castle Greyhawk. Travelers who follow the Selin- ruins of an ancient city that is now shrouded by
tan River westward from the city come to a stone fog and guarded by a family of black dragons.
bridge. From there, they must travel several miles Will-o'-wisps lure prey to the ruins, where doom
northeast to reach the ruins of Castle Greyhawk. awaits.
Built by the archmage Zagig Yragerne and aban- Peculiar Manor. Like other manors in the Plain of
doned with his demise, the ruins (and the many- Greyhawk, Peculiar Manor was established by a
leveled dungeon below) are a powerful draw to now-forgotten hero of an ancient war. However, a
adventurers who seek wealth, glory, and magical few years ago it was purchased by retired adven-
might. All manner of marvels are said to fill the turers from Ekbir, Sanjarah and Chetna Mohsin.
ruins, including numerous portals to other planes. The Mohsins brew an extraordinary ale they call
Diamond Lake. See “Mining Towns” below. Old Peculiar, which lends its name to the manor.
Elmshire. This sleepy town with a sizable halfling Steaming Springs. See “Mining Towns” above.
population lies on the shore of the Nyr Dy v. Fish- Stone Bridge. A small garrison in the fort of Stone
ing boats crowd the wharves. The townsfolk wel- Bridge keeps careful watch over river traffic
come peaceful visitors—particularly adventurers approaching Greyhawk.
who can help fend off monsters, bandits, and cults Stonefort. A garrison of soldiers from Greyhawk
of Elemental Evil lurking in Cairn Hills. watches over the southern Nyr Dyv from the high
Ery Villages. The villages of High Ery and Erybend battlements of Stonefort. The fort also guards a
are populated largely by farmers who send most gravel quarry.
of their produce for sale in Greyhawk. The two Tokhel Castle. This blasted ruin stands on a rocky
villages are both dominated by two prominent promontory above the Nyr Dyv. A dead magic
families, the Fairheights and the Witherwinns. zone (see “Environmental Effects” in chapter
The families have a complicated history including 3) encompasses most of the ruin, and monsters
abundant instances of feuding and intermarriage, guard whatever secrets the ancient castle and its
as well as a catalog of lesser slights and favors. dungeons might hold.
Ford Keep. A ferry crossing allows traffic from Two Ford. The small village of Two Ford relies on
Greyhawk and regions to the south to cross the river trade to supply its inns, smithies, and mer-
Selintan River at its first major bend. The lord chants. Ore from the mining towns is also traded
mayor of Greyhawk built Ford Keep here to pro- here, as it is easier to transport it by river than
tect the crossing from bandits. overland.

CHAPTER 5 I GREYHAWK IZ9


Greyha wk Gazet tee r Northern Flanaess. In vast wilderness expanses
populated by indigenous folk, one’s mettle is
The poster map in this book shows the entire region tested by the environment and roving dragons.
of the Flanaess, with the Free City of Greyhawk Old Keoland. The former provinces of Keoland
near the center. As characters venture beyond the contend against evil monsters from the western
confines of the city and its surrounding lands, you mountains, including dragons and giants.
can use the map and the information on these pages Western Flanaess. The Baklunish peoples and
to inspire your own adventures and world details. nations navigate complex political relationships.
The Big Pictu re _________________
Living Histor y
To understand the Greyhawk of today (the year Greyhawk has a long history of ancient empires
576 in the Common Year), it is helpful to picture and more recent wars, but the only relevant
the Flanaess about 200 years ago. At that time, the details of this history are those that feature in
Great Kingdom of Aerdy stretched from the Vast your adventures. Highlight significant in-world
Swamp to the Rakers, and from the Solnor Ocean details by revealing them in the course of your
to the Yatil and Lortmil Mountains. Between the adventures. Use the following techniques to share
Lortmil Mountains and the Crystalmists was the lore with your players:
Kingdom of Keoland, mimicking the Great King-
dom in its imperialist approach. To the west of the Echoes of the Past. Features like a crater in the
mountains, the Baklunish nations—survivors of the side of a mountain, a defaced statue in the town
Invoked Devastation—stood much as they do now. square, or a holiday celebrating a local hero
And to the north, nomadic peoples (the Chakyik, provide concrete touchstones to past events.
the Wegwiur, the rovers of the Hunting Lands) and The characters might learn that a ruin they're
the North Kingdoms were, as now, independent of exploring was destroyed in a catastrophic battle
the politics of the south. or natural disaster.
The contraction of the two southern realms over Historical Records, Written historical details
the last two centuries is the primary force that has might appear anywhere in an adventure: glyphs
shaped the modern Flanaess. First, the provinces on ancient dungeon walls, books in a library,
of Perrenland, Veluna, and Furyondy—far from the files in a royal vault, or tapestries depicting key
overking's throne in Rauxes—declared their inde- events. Use such set dressing to share import-
pendence from the Great Kingdom. When Nyrond ant details. Summarize what lengthy works say,
joined them (in 356 CY), the stage was set for the and focus on the most plot-worthy parts.
slow disintegration of the Great Kingdom and the Scholarly Expertise. Characters who have profi-
ongoing rebellion that dominates the eastern part of ciency in the Arcana, History, or Religion skill
the Flanaess to this day. can be fonts of useful information. When it
The beginning of Aerdy's decline marked the would be helpful for a group to know something
high-water mark of Keoland's expansionist poli- about the setting, ask such characters to make
cies, as it held sway from the Pomarj to the borders an Intelligence check using the relevant skill,
of Ket. Aided by Celene. rebels in the Ulek region then share plot-relevant details if their roll war-
strove to curb the kingdom’s warlike ways, and the rants it.
accession of King lavish IV in 453 CY marked a Magical Footnotes. Spells such as Contact Other
dramatic shift in royal policy. The Yeomanry and Plane, Legend Lore, and Speak with Dead allow
the Ulek states were granted autonomy, the Gran characters to learn information while leaving
March and Sterich became semi-independent while you control of the particulars.
remaining loyal to the crown, and the diverse Primary Sources. Personify the past through a
peoples of this region coexist in relative peace tragic ghost, an otherworldly guardian, an ar-
once again. tificial intelligence, an ancient sage, or another
With this big picture in mind, you can think of the long-lived individual. Such NPCs give you a way
Flanaess beyond the Free City of Greyhawk as five to share relevant information and respond to
major regions, each with its own store of adventure questions from the party. If the characters miss
possibilities waiting to be explored: an important detail, this NPC can reinforce de-
tails in a way books and recollected facts can’t.
Central Flanaess. Diverse peoples clash against luz
and the forces of Elemental Evil. Any one of these methods is useful for revealing
Eastern Flanaess. The remnants of the Great King- a few details. You can combine them to share nu-
dom struggle to determine the fate of the lands in anced histories and help players feel like they're
the overking’s wicked clutches. digging into a rich and realistic history.

160 CHAPTER 5 I GREYHAWK


CHAPTER 5 I GREYHAWK
Centr al Flanae ss Veluna. Their marriage would have united Fury-
ondy and Veluna as a single entity, with the canon
The rich soil and pleasant climate of the region be-
of Veluna ruling in matters spiritual and the king
tween the Nyr Dyv and the Yatil Mountains—com
of Furyondy ruling in matters temporal. This com
bined with healthy trade relations between these
bined state, with its powerful elf allies in Celene,
realms and their neighbors to the east, south, and
could wage a steady war against the evil plaguing
west—make this a strong and prosperous region. Eastern Oerik. The prince’s disappearance has
Bat tl e of Emridy Meado ws stalled these plans.
Seven years ago, knights and soldiers from Fury- The Rise of Iuz
ondy, the Archclericy of Veluna, the Viscounty
luz is the offspring of the demon lord Graz’zt and a
of Verbobonc, and the elven kingdom of Celene
human archmage named Iggwilv. For ages, he ruled
formed an alliance to repel an evil horde that
the lands from the Howling Hills to Lake Whyestil,
had gathered in the grassy fields south of the
naming his domain after himself. These lands are so
Velverdy va River. This clash of armies—arguably
despoiled and dangerous that the otherwise fierce
the greatest seen in Eastern Oerik—was called the
nomads of the Hunting Lands and Wegwiur pass
Battle of Emridy Meadows. The forces of evil were
through the Cold Marshes rather than enter the
smashed, and their remnants were driven back into
merest edge of luz’s realm.
the dungeons under their stronghold, the Temple of
luz's evil reign was interrupted by a sixty-five-
Elemental Evil. The forces of good, under the com-
year imprisonment in the dungeon under Castle
mand of Prince Thrommel IV of Furyondy, besieged
Greyhawk. During his absence, the Kingdom of
the temple, which fell in a fortnight. Only a few of
Furyondy and its allies prospered, while the land
the temple’s wicked leaders escaped, and it is sus-
of Iuz was overrun with evil bandits and monsters,
pected that these individuals were responsible for
luz’s absence turned him into a legend and attracted
the subsequent kidnapping of the prince.
a host of new followers, whose misplaced faith in-
Prince Thrommel was engaged to marry Lady
vested him with the power of a demigod.
Jolene, a priest from a prominent noble family of

l62 CHAPTER 5 I GREYHAWK


Centra l Fla nae ss Loc at ions
Location Ruler Description
Celene Queen Yolande (elf) Elven monarchy with large gnome and halfling populations
Dy vers (Free City) Magister Thymantia Important port and trading center with a powerful navy
Gortoz (a a si mar)
Furyondy, the King Belvor IV (human) Former province of the Great Kingdom, among the first to
Kingdom of claim independence
High folk (Free City) Mayor Talisyr (appears as Fortified city with large population of elves: the mayor is a
an elf) disguised adult silver dragon
Horned Society, the Nine hierarchs (mostly Theocracy ruled by devil worshipers allied with luz, sup-
humans and hobgoblins) ported by mercenaries enforcing their tyrannical rule
luz luz (cambion demigod) The monster-infested domain of the demonic dictator,
steeped in wickedness
Nyr Dyv — The Lake of Unknown Depths; home to barge dwellers
Perrenland Voorzitter Yrenda Fiercely independent confederation of canons
Schwartzen (human)
Pomarj, the Lawless peninsula; home to bandits and marauders
Shield Lands, the Various allied nobles Independent alliance of nobles protected by the Knights of
Holy Shielding, led by Knight Commander Aleshh Kaarth
(dragonborn) and fortified by Furyondy and Urn st
Veluna, the Canon Hazen (human) Theocracy ruled by priests of Rao, a divine beacon of jus-
Archclericy of tice and hope
Verbobonc (Free City Viscountess Wilfrick Rejjin Vassal state of Veluna; site of the Temple of Elemental Evil
and Viscounty) (human)
Wild Coast, the Various burgomasters, Free territory with self-governing settlements; haven for
lord mayors, and others outcasts and dissidents

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

CHAPTER s GREYHAWK tfiz


Ghost Tower of Inverness. Ages ago, an archmage Shar
raised the mighty fortress of Inverness from the Fanatical Suloise militarists called the Scarlet Order
very rock of the Abbor-Alz. In the great inner tower founded the Hidden Empire of Shar, which is closed
of the keep, he hid his most prized possession: the to outsiders. The order controls the peninsula west
Soul-Gem. Legend says this great white diamond of the Tilva Strait, as far north as the Vast Swamp.
fell from the sky and glowed with the brilliance See “Factions and Organizations” in this chapter for
of the sun. and its magic could drag mortal souls more about the Scarlet Order.
screaming from their bodies and trap them. The
fortress was ruined long ago, but on foggy nights Easte rn Fla nae ss Cul tu re
the great central tower still appears. The culture of the Eastern Flanaess is largely that
Lost Caverns ofTsojcanth. The archmage Iggwilv of the ancient Aerdi tribe of humans that conquered
is said to have acquired much of her prowess from the region and established the Great Kingdom al-
the hidden magic she discovered within the Lost most 800 years ago. The Aerdi valued common
Caverns ofTsojcanth (pronounced SAWJ-kahn). sense, hard work, and knowing one's place in a
In these caverns she conducted experiments and strict social order. Having claimed their position of
rituals to increase her powers. One of these rituals power through conquest, they put great emphasis
led to her downfall, though, when she accidentally on military power and martial skill. These values
freed the demon lord Graz’zt from the prison where persist throughout the region, reinforced in the
she had bound him. Though Graz’zt fled to the Great Kingdom by strict laws and even stricter
Abyss, Iggwilv was weakened and forced to aban- social mores.
don the caverns, but a secret cache of her treasure These same values persist in many of the lands
is said to remain. The Lost Caverns ofTsojcanth are resisting the overking’s reign. Nyrond and Almor,
detailed in Quests from the Infinite Staircase. in particular, share the stratified social structure of
Maure Castle. Maure Castle is a forlorn and fore- the Great Kingdom, with their king and prelate re-
boding place surrounded by boggy ground and maining distant from the common people they rule.
scraggly trees. Rumors suggest that a tome holding The independent states of the Iron League are more
eldritch lore of unimaginable evil is held within, egalitarian, sharing that trait with the peoples of
guarded by a powerful demon. the Central Flanaess.
Temple of Elemental Evil. The Temple of Elemental Typical clothing in the Eastern Flanaess is a tunic
Evil, built long ago, spawned hordes of bloodthirsty of varying length, often worn with trousers, with a
monsters that ravaged the lands between Celene cape or cloak. The fabrics of the east are often pat-
and Veluna. As far as anyone in the area knows, the terned with checks or plaids, with different patterns
temple is currently abandoned and has not posed a often relating to the wearer’s lineage. Eastern cui-
threat since the Battle of Emridy Meadows in 569 sine pairs rice and potatoes with a variety of meats,
CY, but the forces of good in the region keep vig- especially seafood.
ilant against any sign that the temple and its cults
East ern Flan aess and Its Neigh bors
might arise once more.
The Duchy and County of Urnst bridge the regions
LA8TERN^Fl.ANAE85_____ of the Central and Eastern Flanaess. Once part of
the Great Kingdom's province of Nyrond, they de-
Once a powerful force for order and good, the clared their independence from the Great Kingdom
Great Kingdom of Aerdy has declined over the last and the new Kingdom of Nyrond at the same time,
century to a state of utter decadence. The reign-
achieving their separation from Nyrond with min-
ing overking—Ivid V, patriarch of the House of imal bloodshed. While the people of Urnst distrust
Naelax—is rumored to have fiendish advisers as well
the king of Nyrond, they don’t hate him like they do
as a noble court infested with evil. Ruling from the
the overking.
Malachite Throne in Rauxes, Ivid commands an
The proximity of the Nyr Dyv, the Cairn Hills,
unmatched army currently embroiled in two wars
and the Shield Lands means the Urnst lands can’t
at once: one against the Kingdom of Nyrond and
ignore the rising threat of luz or the politics of the
the Prelacy of Almor, and the other against the Iron
Free City of Greyhawk. At the same time, Nyrond
League (consisting of Idee. Irongate, the Lordship
stands as a buffer between Urnst and the Great
of the Isles, Onnwal, and Sunndi). To pay for these
Kingdom, but the overking’s threat still looms. The
costly wars, the overking has imposed heavy taxes duke and countess of Urnst believe that a united
on his subjects, further diminishing his popularity.
Urnst will stand more strongly against pressures
Aerdiaak, Ahlissa, Medegia, and Rel Astra are
from east and west, which they hope to achieve
provinces and fiefs of the Great Kingdom. The Sea
through the marriage of Countess Belissica Gellor
Baronies are vassal states that provide most of the
to Byron Lorinar, eldest son of Duke Jalken Lorinar.
kingdom's navy.

164 CHAPTER 5 | GREYHAWK


East ern Fla nae ss Loca ti ons
Location Ruler Description
Aerdiaak Herzog Varz Grenell North province of the Great Kingdom, ruled by a cousin of
(human) the overking; its court is rife with debauchery and intrigue
Ahlissa Herzogin Seprenna Calyn South province of the Great Kingdom, ruled by a cousin of
(human) the overking; embroiled in war with the Iron League
Almor, the Prelacy of Prelate Xanther Klimstyn Theocracy ruled by a priest of Pelor who declared indepen-
(human) dence when the Great Kingdom descended into evil
Bone March, the — Fallen territory of the Great Kingdom, now held by armies
from Almor and Nyrond
Celadon Forest — Ancient forest protected by druidic circles and fey
Flinty Hills and — Home to several independent communities with no great
Gamboge Forest love for Nyrond or the Pale
Great Kingdom, the Overking Ivid V (human) Unspeakably evil monarchy
Idee Count Vasiliek Donsten Independent fiefdom; member of the Iron League
(human)
Irongate (Free City) Mayor Unthera Selvich Thriving metropolis; member of the Iron League; the
(appears as a dwarf) mayor is a disguised adult bronze dragon
Lordship of the Isles, the Princess Ronthal III Independent principality; member of the Iron League
(human)
Medegia. the See of Holy Censor Starvik Jerel Theocratic fiefdom ruled by a priest whose power is
(human) rumored to come from pacts with archdevils
Nyrond, the Kingdom of King Dunstan 1 (human) Center of resistance to the Great Kingdom

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

CHAPTER 5 I GREYHAWK l6g


East ern Fla naes s Advent ure s monsters, and rich and magical treasures. Some-
The story of the Eastern Flanaess is a tale of where within rests the demilich Acererak, who
scrappy rebels—Nyrond. Almor, and the Iron ruled much of the region long ago. The demilich is
League—defying the overwhelming power of a cor- said to take perverse pleasure in devouring adven-
rupt and decadent empire. This story lends itself to turers’ souls.
campaigns exploring themes of supernatural hor- The Tomb of Horrors is detailed in Tales from the
ror (in the fiend-haunted courts of the overking), Yawning Portal.
swashbuckling (in the cities across the region as TYoll Fens. The chilly mists of the Troll Fens, lo-
well as the eastern seas), and war (see “Flavors of cated against the shoulders of the Griff Mountains
Fantasy” in this chapter). and the Rakers at the head of the Vol River, cloak a
Havens of Unrest. Those who despise and chal- place of unnameable horrors. As the name implies,
lenge the Great Kingdom’s oppression—outlaws the fens are infested with particularly large and
both good and bad—find refuge in borderlands just vicious trolls. The Pale carefully hedges the place
beyond the reach of the overking’s soldiers. These with watchtowers and keeps, and strong patrols
include the woods and swamp near Rel Astra (the ride the verges of the southern end of the Troll Fens
eastern reaches of the Grandwood Forest and the to watch for unwelcome visits from the monsters
Lone Heath) and the Hestmark Highlands east of dwelling within.
Sunndi. The outlaws in the Grandwood include
significant numbers of elves and halflings as well North ern Flana es s
as humans, while those in the Hestmark Highlands The northern region of the Flanaess includes three
include dwarves and gnomes. distinct areas populated by different peoples: the
Tomb of Horrors. Deep within the Vast Swamp is Bakiunish horse riders of the Chakyik and the
the sinister Tomb of Horrors—a labyrinthine crypt Wegwiur, the Suloise people of the North King-
filled with terrible traps, strange and ferocious doms, and the Flan nomads of the Hunting Lands.
Bakl unis h Noma ds coniferous forests, and deep Hords. The kingdoms
The Chakyik and Wegwiur—called Tiger Nomads are named for the three distinct tribal lines that
and Wolf Nomads, respectively, by their neighbors— inhabit them: the Cruski (whose name means "ice"),
are horse riders of Baklunish descent who dwell on the Fruzti ("frost"), and the Schnai (“snow").
the steppes north of the Yatil Mountains and Lake The Schnai are strong and numerous. When
Quag. The climate in the steppes and pine forests Queen Ingrid of the Schnai has a mind to raid the
ranges from cool to frigid. Both peoples maintain isles of the Sea Baronies or the coasts of Aerdiaak
scattered trading outposts that welcome visitors and the Great Kingdom, she calls upon the king of
from neighboring and distant lands. the Fruzti and the queen of the Cruski to join her
The steppe nomads have a rich storytelling tradi- army. King Hundgred of the Fruzti has no choice
tion that reinforces a strong sense of clan identity but to honor his oath to the Schnai. while Queen
and family line within the clan. Their tales include Tharla of the Cruski rarely turns down a chance to
stories not only of heroes within their clans, but attack her enemies. At other times, the Cruski raid
also of heroic horses, and the nomads trace equine the Fruzti, the Schnai, or the Hold of Stonefist.
lineages as carefully as their own. These nomads As their distinct kingdoms suggest, the people of
maintain the traditions of their people, many of the North Kingdoms value their connection to their
which can be traced back to the ancient Baklunish clan lineage. They preserve a love of learning from
empire. their distant ancestors of the Suel Imperium, and
The Baklunish nomads favor bright pastel col- they value knowledge of the natural world as highly
ors in gowns and robes. When traveling or at war, as they do the skills of hunting, sailing, and war-
though, they prefer more rugged gear of leather fare. Their clothing includes shirts and pants made
and hide. of wool, augmented with furs, capes, mittens, and
warm boots. They often wear large pins, brooches,
THe Nort h King do ms or emblems in their cloaks as a sign of wealth or
Three kingdoms of related peoples occupy the Thill- accomplishment.
onrian Peninsula in the northeast of the Flanaess—a
beautiful subarctic landscape of high mountains,

Nort hern Flan aess Loca ti ons


Location Ruler Description
Am, the Archbarony of Archbaron of Arn (identity Remote and little-known region located near a ruined
unknown) castle with monster-filled dungeons
Bandit Kingdoms, the Four to six bandit lords Feuding kingdoms ruled by greedy bandit lords with
private armies
Barren Wastes, the — Harsh, despoiled land where dragons roam and some-
times go to die
Chakyik Lord Agul Krusef (human) Land of the Tiger Nomads—horse riders with scattered
trading outposts
Hunting Lands, the Overlord-Protector Home to Flan nomads, known to their neighbors as the
Yhareen Sakarr (tiefling) Rovers of the Barrens
North Kingdom of the Queen Tharla of the Fierce, seafaring berserkers of the North Kingdoms
Cruski, the Cruski (human)
North Kingdom of the King Hundgred of the Weakest of the three North Kingdoms, having suffered
Fruzti, the Fruzti (human) great losses battling in the Bone March
North Kingdom of the Queen Ingrid of the Strongest and most populated of the North Kingdoms
Schnai, the Schnai (human)
Ratik, the Barony of Baron Lexnol Haarkof Former province of the Great Kingdom trying to ally with
(human) the North Kingdoms
Stonefist, The Hold of King Sevvord Redbeard of Monarchy founded by a bandit leader who attracted
the Hold (human) malcontents from many nations
Wegwiur Wolf-Mother Bargra Land of the Wolf Nomads—horse riders engaged in war
Yefkos (human) against luz

CHAPTER 5 I GREYHAWK 167


The Hunt ing Lands north, the Horned Society and the Shield Lands
The People of the Hunting Lands (called Rovers of in the Central Flanaess, and the Duchy of Tenh in
the Barrens by their neighbors) have a history of the east. No single bandit lord is powerful enough
raiding the outskirts of Furyondy, the Bandit King- to conquer the whole territory, and the combined
doms, Tenh, and Wegwiur, which hasn’t won them strength of all is often required to defend against
many allies. The nomads’ legendary dominance of retaliation by neighboring states for the bandit
the north has faded, as the forces of luz and the lords’ aggression. At least one of the bandit lords,
Horned Society wage steady war against them Renfus the Mottled (ruler of Stoink), is wholly in
while raiders from the Hold of Stonefist prey on the the service of luz.
Hunting Lands farther east. Many of the Rovers’ Ratik. As a former province of the Great Kingdom,
mightiest warriors—the Wardogs—have perished in Ratik rides the boundary between the northern and
battles against all these relentless foes. eastern regions of the Flanaess. Without the protec-
The people of the Hunting Lands value a close tion of the Great Kingdom, Ratik has been forced to
connection to the natural world. They view nature defend itself against frequent raids from the North
as an entity to be respected, not controlled, and Kingdoms and the Sea Baronies, as well as attacks
their myths and legends teach the value of accept- from mountain-dwelling monsters. Baron Lexnol
ing nature’s bounty as a gift that evokes gratitude. Haarkofs emissaries hope to forge an alliance with
They wear clothes made entirely of animal skins, the North Kingdoms and redirect the berserkers’
including belts, capes, robes, and slippers, and deco- aggressions toward the Hold of Stonefist.
rate their skin with paints and tattoos. Wegwiur. Wolf-Mother Bargra Yefkos of the We-
gwiur Hordes is preoccupied with the threat of luz,
Nort hern Fla naess and Its Neigh bors and she meets frequently with clan leaders and Per-
The regions of the north exist on the fringes of renlander mercenaries to strategize. The Wegwiur
other regions of the Flanaess. Three realms are the consider their territory to extend to the Dulsi River,
primary points of intersection between the North- so they fiercely defend the western Howling Hills
ern Flanaess and neighboring areas. from the incursion of the hideous monsters that
Bandit Kingdoms. The Bandit Kingdoms is a law- serve luz. Several large battles between Wegwiur
less frontier between the Hunting Lands in the and the forces of luz have taken place in that area.

l68 CHAPTER S | GREYHAWK


Old Keol and Loca ti ons
Location Ruler Description
Bissel, the March of Margrave Imran Rendulkar Bone of contention between Keoland, Veluna, and Ket
(human)
Geoff, the Grand Grand Duchess Owena Isolated fiefdom with a long history of battling giants in
Duchy of Blackthorn (human) the nearby mountains
Gran March, the Commandant Magnus Nominal vassal of Keoland and ally with Bissel; the com-
Onyxbeard (dwarf) mandant is elected from among the March’s noble houses
Hold of the Sea Prince Zygmund III of Independent oligarchy of sea traders founded by bucca-
Princes, the Monmurg (human) neers; now a powerful naval force
Keoland, the King Kimbertos Skotti Heart of the Old Keoland region, surrounded by friendly
Kingdom of (human) neighbors that swear fealty to Keoland’s monarch
Lortmil Mountains, the — Natural border between the Old Keoland region and the
Central Flanaess
Sterich. the March of Marquise Quercha Nominal vassal state of Keoland, but its ruler is more like
Emondav (human) a sister than a vassal to the king of Keoland
Ulek, the County of Countess Lewenn Richfield Former vassal of Keoland
(human)
Ulek, the Duchy of Duke Grenowin (elf) Former vassal of Keoland with a large population of elves
Ulek, the Principality of Princess Olynn Corond Fiefdom with a significant navy; its princess commands
(dwarf) the respect of many dwarves beyond Ulek
Valley of the Mage, the The Mage of the Valley Secluded refuge of an ancient archmage; current inhabi-
(identity unknown) tants unknown
Yeomanry, the Freeholder Vyndi Skyspear Independent republic governed by an elected freeholder
(goliath)

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.

CHAPTER 5 I GREYHAWK 169


Old Keol and Advent ures connect to the Underdark, wherein lie hidden cities,
One reason for the amicable relations among the strongholds, and temples harboring terrible evil.
nations of Old Keoland is the danger posed by drag- Jotens. Hill giants, manticores, and wyverns from
ons, giants, and other monsters found throughout the Jotens regularly threaten the tranquility of both
the region. That makes this region particularly well Sterich and the Yeomanry.
suited to a heroic fantasy campaign (see "Flavors Rushmoors. Hungry black dragons, otyughs, and
of Fantasy” in this chapter). The most dangerous other monsters haunt the Rushmoors.
places include those described below.
Barrier Peaks. These forbidding highlands are West e rn Flan aess
home to strange monsters. “Expedition to the Bar- Survivors of the Invoked Devastation that
rier Peaks,” an adventure in Quests from the Infinite destroyed the ancient Baklunish empire settled the
Staircase, explores the origin of these monsters. temperate prairies, forests, and coastal lands of
Crysta/mist Mountains. Giants, white dragons, and the Western Flanaess about a thousand years ago.
other monsters frequently descend from the Crys- Largely separated from the rest of the Flanaess
talmist Mountains into Geoff and Sterich, searching by the Yatils, the Barrier Peaks, and the Crystal-
for food and plunder. An ancient tunnel stretches mist Mountains, these realms are a stronghold of
from the western end of the Yeomanry into the Sea Baklunish cultures.
of Dust, attracting many adventurers to explore The nations of Ekbir, Tusmit, and Zeif represent
its lengths. the heart of the region, and two rivers—the Blashik-
Dim Forest. Though elves inhabit the western mund and the Tuflik—form natural borders between
part of the Dim Forest, the eastern part is wild and them. Although the nations currently enjoy peace-
prowled by monsters, including green dragons. ful relations, Tusmit profits by playing its political
Hellfurnaces. The Hellfurnaces are a volcanically neighbors against each other—Ekbir against Zeif,
active extension of the Crystalmist Mountains Zeif against the Ulakandar nomads, the Ulakandar
populated with threats including fire giants and red nomads against Ket, and so forth. Pasha Qharlan
dragons. Beneath the mountains are labyrinths that Sylba of Tusmit is careful to keep his name well

170 CHAPTER 5 GREYHAWK


Western Fla nae ss 1-OCATIONS
Location Ruler Description
Dry Steppes, the — Desert where the Baklunish empire once stood
Ekbir, the Sultanate of Sultan Xargun II (aasimar) Monarchy in an uneasy peace with its neighbors, bracing
for a rumored invasion from Zeif
Ket Beygraf Zoltana Lhaz Crossroads region
(human)
Plains of the Various Ulakandar clan Land of the Ulakandar nomads, who roam between the
Ulakandar, the leaders Dry Steppes and the border of Zeif
Sea of Dust, the — Wasteland where the Suel Imperium once stood
Tusmit, the Pashalik of Pasha Qharlan Sylba Monarchy profiting by playing its neighbors against each
(human) other
Uli Orakhan Drasika Borinok Independent fiefdom founded by Ulakandar nomads who
(human) settled the land
Zeif, the Sultanate of Sultan Naxas Murad Monarchy ruled by a reclusive philosopher who resists his
(human) advisers’ call to imperial expansion

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

CHAPTER 5 I GREYHAWK 171


CHAPTER 6

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.

CHAPTER 6 I COSMOLOGY I7Z


Inner Pla nes Outer Pla nes
The Inner Planes surround the Material Plane If the Inner Planes are the raw matter and energy
and its echoes, providing the raw elemental sub- that make up the multiverse, the Outer Planes
stance from which all worlds were made. The four provide the direction, thought, and purpose for its
Elemental Planes—Air, Earth, Fire, and Water- construction. These are realms of spirituality and
form a ring around the Material Plane, The bor- thought, the spheres where Celestials, Fiends, and
der regions between these planes are sometimes deities dwell. The plane of Elysium, for example,
described as distinct planes in their own right: the isn’t merely a home for good creatures or where
Para-elemental Planes. spirits of good creatur es go when they die. It is the
These realms exemplify the physical essence and embodiment of goodness, a spiritual realm where
elemental nature of air, earth, fire, and water. The evil can’t abide. It is as much a state of being and of
entire substance of the Elemental Plane of Fire, for mind as it is a physical location.
example, is suffused with the fundamental nature of When discussing anything to do with deities and
fire: energy, passion, transformation, and destruc- their realms, the language used must be highly
tion. Even objects of solid brass or basalt seem to metaphorical. Their actual homes aren’t literally
dance with flame in a manifestation of the vibrancy places at all but exemplify the idea that the Outer
office’s dominion. Planes are realms of thought and spirit.
At their innermost edges, where they are concep- The planes with an element of good in their na-
tually closest to the Material Plane, the four Ele- ture are called the Upper Planes, while those with
mental Planes and the four Para-elemental Planes an element of evil are the Lower Planes. A plane's
resemble places on the Material Plane. The four alignment (as shown in the Outer Planes table) is
elements mingle together as they do on the Material its essence, and a creature whose alignment doesn’t
Plane, forming land, sea, and sky. But the dominant match the plane’s alignment experiences a sense of
element strongly influences the environment, alter- dissonance there. When a good creature visits Ely-
ing those locations’ fundamental qualities. sium, for example, it feels in tune with the plane, but
The inhabitants of this inner ring include aarako- an evil creature feels uncomfortable.
cra, azers, dragon turtles, gargoyles, genies, lizard-
folk, mephits, salamanders, and xorn. Some orig- Outer Pla nes
inated on the Material Plane, and all can travel to Outer Plane Alignment
the Material Plane (if they have access to the magic Abyss Chaotic Evil
required) and survive there.
As the Elemental Planes extend farther from the Acheron Lawful Evil, Lawful Neutral
Material Plane, they become increasingly unstable Arborea Chaotic Good
and hostile. In the outer regions, the elements exist Arcadia Lawful Good, Lawful Neutral
in their purest form: great expanses of solid earth,
Beastlands Chaotic Good, Neutral Good
blazing fire, crystal-clear water, and unsullied air.
Any foreign substance is extremely rare; little air Bytopia Lawful Good, Neutral Good
can be found in the outer reaches of the Plane of Career, Chaotic Evil, Neutral Evil
Earth, and earth is all but impossible to find in the Elysium Neutral Good
outer reaches of the Plane of Fire. These areas are
much less hospitable to travelers from the Material Gehenna Lawful Evil, Neutral Evil
Plane than the border regions are. Such regions are Hades Neutral Evil
little known, so one who mentions the Plane of Fire, Limbo Chaotic Neutral
for example, usually means the border region. Mechanus Lawful Neutral
The outer regions are the domains of creatures
formed of the pure elements, including air, earth, Mount Celestia Lawful Good
fire, and water elementals. These are also the do- Nine Hells Lawful Evil
mains of the Elemental Princes of Evil—primordial Outlands Neutral
beings of pure elemental fury.
Pandemonium Chaotic Evil. Chaotic Neutral
At the outermost extents of the Elemental Planes,
the pure elements dissolve and bleed together Ysgard Chaotic Good, Chaotic Neutral
into an unending tumult of clashing energies and The Upper Planes are the home of Celestials. The
colliding substance called the Elemental Chaos. Lower Planes are the home of Fiends. The planes in
Elementals can be found here as well, but they usu- between host their own unique denizens: for exam-
ally don't stay long, preferring the comfort of their ple. modrons are Constructs that inhabit Mechanus,
native planes. and slaadi are Aberrations that thrive in Limbo.

174. CHAPTER 6 | COSMOLOGY


Pl ’aneoeiwa ter j

Mate rial Plane

Shadowf ell

Ruane of Eire 5

SSEeem enta l (Ch ao V-


* m

WMkkkMMW

Astral Plane

Elvsl UM Beastlan ds
Bytopia
Mount
Arbo rea
Cel estia

UMBO
Mechanus
Outlands

Acheron Pandemonium

Nine Hell s
Abyss

Gehenna Car ceri


Hades

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

176 CHAPTER 6 I COSMOLOGY


Second, portals often have guardians charged Trave ling th e Out er Plane s __
with ensuring that certain creatures don't pass
through. A portal's guardian is typically a powerful Described in the sections that follow are four planar
features that connect multiple Outer Planes:
magical creature, such as a djinni, a sphinx, a titan,
or an inhabitant of the portal’s destination plane. - The Infinite Staircase
Finally, most portals aren't open all the time, but • The River Oceanus
open only in particular situations or when a certain - The River Styx
requirement is met. A portal can have any require- - Yggdrasil, the World Tree
ment, but the following are the most common:
Other planar crossings might exist in your cam-
Command. The portal functions only if a particular paign, or it might be possible to walk (or journey
command is given. A command is usually a word aboard a wondrous train or similar vehicle) from
that can be invoked in any language (including a one plane to another in your cosmology.
signed language). Sometimes the command must
be given as a character passes through the portal Infini te Sta irc as e

(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 I COSMOLOGY 177


River Styx Planar adventures ought to be extraordinary.
The River Styx bubbles with grease, foul flotsam, As adventurers reach the medium to high levels of
and the putrid remains of battles along its banks. your campaign, they find more cause to venture
The ill effects of the Styx are described under beyond the confines of the world they call home and
“Hazards” in chapter 3. explore the planes. If you are ready for the party
The Styx churns through the top layers of Ache- to undertake a truly mythic quest, such as to find
ron, the Nine Hells, Gehenna, Hades, Carceri, the a lost Artifact or an elusive extraplanar entity, the
Abyss, and Pandemonium. Tributaries of the Styx vast multiverse is yours to explore. As their physical
snake through lower layers of these planes. For and magical abilities are put to the test, the charac-
example, a tendril of the Styx winds through every ters might find their emotions, values, and spirits
layer of the Nine Hells, allowing passage from one challenged as well.
layer of that plane to the next.
Sinister ferries float on the waters of the Styx, The Blood War
crewed by pilots skilled in negotiating the unpre- Throughout history, the teeming demon hordes of
dictable currents and eddies of the river. For a price, the Abyss and the regimented legions of devils from
these pilots carry passengers from plane to plane. the Nine Hells have battled for supremacy in the
Some pilots are Fiends, while others are the souls of cosmos. On worlds of the Material Plane, those who
dead creatures from the Material Plane. know of the conflict refer to it as the Blood War—a
conflict that has raged for millennia, ravaging the
Ygg dras il , the Worl d Tree Lower Planes.
The World Tree, Yggdrasil. is a cosmic ash tree that The battlefields of the Blood War are concen-
spans the Outer Planes and links them to many trated in the Nine Hells and the Abyss, though fight-
worlds of the Material Plane. Its roots stretch into ing also takes place on the Material Plane, on the
the Lower Planes, touching Hades, Pandemonium, planes between those realms on the Great Wheel,
and possibly other Lower Planes. Most of its mas- and anywhere else demons and devils congregate.
sive trunk rises through the plane of Ysgard, and Although the intensity of the conflict waxes and
its branches stretch through the Upper Planes and wanes, and the front lines of the war can shift
across the Astral to the Material Plane. drastically, a moment never goes by when demons
Some legends describe a great tree, a seedling of and devils aren’t battling each other somewhere in
Yggdrasil. that the god Gorelion planted and tended the multiverse.
on the First World at the dawn of time. When the Many demons and devils are obsessed with find-
First World was destroyed, seeds from this tree ing some advantage for their side in the Blood War,
scattered into the void and took root to form the and powerful mortal adventurers are sometimes
worlds of the Material Plane. Thus, many philos- drawn into tangled schemes to that end. Addition-
ophers and naturalists view all trees or even all ally, open conflict between Fiends is a constant
plants as descendants of Yggdrasil, part of a vast threat on most of the Lower Planes, even when it is
network of plant life across the multiverse. incidental to the missions that bring characters to
Planar travelers can climb among the roots and those planes. A simple quest to find a treasure lost
branches of Yggdrasil to travel from plane to plane in Hades becomes much less simple when the trea-
or world to world. Some creatures position them- sure is located in the midst of a raging battle!
selves as expert guides to this vast cosmic network Natives of the Upper Planes also have roles to play
of branching pathways, constantly studying the in the Blood War. While most of them are content
ever-changing paths as the tree continues its eter- to watch evil feed on itself, they still take steps to
nal growth. minimize the threat to the rest of the multiverse.
Whenever the Blood War spills into a location out-
Planar Advent uring side the Abyss and the Nine Hells, angels and other
In real-world myths, legends, and literature, ventur- emissaries of the gods—including mortals of excep-
ing onto other planes of existence isn’t simply a mat- tional valor—stand ready to intervene.
ter of visiting an unusual environment inhabited
by strange creatures; it’s a journey with meaning Planar Adventur e Situations
expressed through layers of symbol and metaphor. You can use the Planar Adventure Situations table
Adventuring on the planes of the D&D cosmology instead of the tables in the “Adventure Situations
is an opportunity to craft similarly meaningful and by Level" section in chapter 4 to inspire adventures
profound journeys. that draw characters into the planes of existence.
These adventure ideas are most appropriate for
characters of level 11+.

178 CHAPTER 6 | COSMOLOGY


Pla nar Advent ure Situ at ions
idlO Situation IdlO Situation
When magic fails to revive a dead person, A foolhardy knight carried a holy weapon
the only solution is to venture to the Outer on a doomed mission into the Nine Hells
Planes to find the person’s spirit and either and the powers of Mount Celestia want the
release it from some prison or convince the weapon and the knight’s remains retrieved.
person to return to life. z A titan is imprisoned on an Outer Plane.
2 People who venture into the woods keep The characters might be trying to stop
accidentally wandering into the Feywild or those who seek to release it, or they might
the Shadowfell. They might never return, want to release it to help defend the world
return with no sense of how much time has from a greater threat.
passed, or return dramatically changed. 9 To prove themselves worthy of an even
3 A long-dead oracle is the only one who greater quest, the characters are sent to slay
knows how a terrible prophecy might be a horrible monster, win the favor of a pow-
averted, but the cataclysmic fulfillment of erful planar being, negotiate peace between
the prophecy has already begun. two warring planar factions, or retrieve a
4 A god has stopped answering prayers and long-lost item on another plane.
won’t respond to any Commune spell. 10 An item of legend is being sold at auction in
5 A devil has tricked an angel into meddling Sigil, the City of Brass, or some other planar
in the Blood War, and the angel seeks metropolis.
mortal aid.
6 A ancestor of one of the characters must be
convinced to bless the character before the
full power of the character's bloodline can
be unleashed.

CHAPTER 6 I COSMOLOGY 179


Tour of the Multivers e layers of the Abyss. Other portals lead to Pande-
monium, Sigil, the gate-town of Plague-Mort in the
Each plane in the multiverse is described below. The Outlands, and the Astral Plane, making this layer
planes are presented in alphabetical order. the best way to escape the horrors of the Abyss.
Iron fortresses dot the landscape, homes to petty
Abyss
lords and upstart demons that are as changeable as
The Abyss embodies all that is perverse, gruesome, the Abyss itself.
and chaotic. Its virtually endless layers spiral down- The portal leading to Plague-Mort is tucked
ward into ever more appalling forms. within a fortress called the Broken Reach, ruled
Each layer of the Abyss boasts a horrific environ- by a succubus named Red Shroud. In the Broken
ment that is harsh and inhospitable to mortals. Each Reach, those who can prove their strength and met-
layer also reflects the entropic nature of the Abyss. tle can stay unharmed for a few days at least.
Much of the plane seems to be in a decaying, crum- Layers 45-47: Azzagrat. The demon lord Graz'zt
bling, or corroded state, and its corruption affects embodies manipulation and cruelty, tempting mor-
visitors (see “Curses and Magical Contagions" in tals with the promise of appalling delights and dec-
chapter 3). adent luxuries. He rules over the realm of Azzagrat,
which encompasses three interconnected layers
Laye rs of the Abys s
of the Abyss. His seat of power is the fantastic Ar-
The layers of the Abyss are numbered based on the
gent Palace in the city of Zelatar, whose bustling
sequence of their discovery and cataloging by ex-
markets and pleasure palaces draw visitors from
plorers from Sigil. Thus, the Plain of Infinite Portals
across the multiverse in search of obscure magical
is identified as the first layer. Azzagrat encompasses
lore and perverse delights. By Graz’zt’s command,
the 45th, 46th, and 47th layers; the Demonweb is
the demons of Azzagrat present a veneer of civility
the 66th layer; and so on. The Layers of the Abyss
and courtly comity. However, the so-called Triple
table presents several infamous layers; detailed
Realm holds as much danger as any other part of
descriptions of these layers follow the table.
the Abyss, and planar visitors can vanish without
Layers of the Abyss a trace in its mazelike cities and in forests whose
trees have serpents for branches.
Layer Description Layer 66. The Demonweb. Lolth is the Demon
The Plain of On layer 1, corroded iron fortresses Queen of Spiders, whose schemes entangle entire
Infinite Portals defend routes to lower layers. civilizations on worlds across the multiverse. Of all
Azzagrat Graz’zt’s corrupt, decadent city is demon lords, she might have the most active inter-
split across layers 45, 46, and 47. est in the worlds of the Material Plane and in the
cultists who do her bidding on those worlds, but her
The On layer 66, Lolth’s web snares all interest lies only in domination.
Demonweb and hides portals to other planes. Lolth’s layer is an immense network of thick, mag-
Gaping Maw Layer 88 is a malevolent wilderness ical webbing that forms passageways and cocoon-
surrounding Demogorgon’s ocean like chambers. Structures, ships, and other objects
fortress. are caught in the webbing. The webs conceal ran-
Thanatos On layer 113, an endless graveyard dom portals that snare objects from demiplanes and
Material Plane worlds that figure into the schemes
hosts Orcus and the sleepless
of the Spider Queen. Lolth’s servants also build
dead. dungeons amid the webbing, trapping and hunting
The Slime Pits Layer 222, a fetid realm of ooze Lolth’s hated enemies within crisscrossing corridors
(Shedaklah) and fungi, obeys the whims of of web-mortared stone. Far beneath these dungeons
Juiblex and Zuggtmoy. lie the bottomless Demonweb Pits where the Spider
The Yeenoghu and his gnoll servants Queen dwells with her most loyal servants—yochlol
Death Dells prowl layer 422—a cruel, desolate demons created to serve her that outrank mightier
realm. demons while in the Spider Queen's realm.
Layer 88: The Gaping Maw. The Sibilant Beast
The Endless Layer 600‘s endless labyrinth turns and the self-styled Prince of Demons, Demogorgon
Maze visitors into Baphomet’s prey. yearns for nothing less than undoing the order of
the multiverse. A two-headed monster who seems
Layer 1: The Plain of Infinite Portals. This layer is
as much in conflict with himself as with other be-
the miserable gateway to the infinite layers of the
ings, the Prince of Demons inspires fear and hatred
Abyss. Under a glaring red sun, the rocky ground
among other demons and demon lords.
contains gaping craters that are portals to the other

l8o CHAPTER 6 | COSMOLOGY


Demogorgon’s layer is a vast wilderness of bru- mausoleums, gravestones, and sarcophagi litter the
tality and horror known as the Gaping Maw, where landscape. Undead swarm across the plane, bursting
even powerful demons are overcome by fear. from their tombs and graves to tear apart any crea-
Reflecting Demogorgon’s dual nature, the Gaping tures foolish enough to journey here.
Maw consists of a massive primeval continent cov- Orcus rules Thanatos from a vast palace known
ered in dense jungle, surrounded by a seemingly as Ever lost, crafted of obsidian and bone. Set in a
endless expanse of ocean and brine flats. The Prince howling wasteland called Oblivion’s End, the palace
of Demons rules his layer from two serpentine tow- is surrounded by tombs and graves dug into the
ers, which emerge from a turbid sea. Each tower is sheer slopes of narrow valleys, creating a tiered
topped with an enormous fanged skull. The spires necropolis.
constitute the fortress of Abysm, where echoes of Layer 222: The Slime Pits. Also known as
Demogorgon’s turbulent thoughts resound through Shedaklah, this layer is ruled by two separate yet
the halls, tearing at the minds of creatures who equally repugnant demon lords—Juiblex and Zuggt-
dare to enter. moy—who coexist with little conflict.
Layer 115: Thanatos. Known as the Demon Prince Juiblex, the Demon Lord of Slimes and Oozes, is
of Undeath and the Blood Lord, the demon lord Or- an amorphous mass that lurks in the abyssal depths.
cus is worshiped by Undead and by living creatures The wretched Faceless Lord cares nothing for
that channel the power of undeath. A brooding and cultists or mortal servants, and its sole desire is to
nihilistic entity, Orcus yearns to make the multi- turn all creatures into formless copies of its horrid
verse a place of death and despair, forever unchang- self. Zuggtmoy is the Demon Queen of Fungi and
ing except by his will, and to turn all creatures into the Lady of Rot and Decay. Her primary desire is
Undead under his control. to infect the living with spores, transforming them
Orcus’s realm of Thanatos is a land of bleak into her servants and, eventually, into decomposing
mountains, barren moors, ruined cities, and forests hosts for the mushrooms, molds, and other fungi
of twisted black trees under a black sky. Tombs, that she spawns.

CHAPTER 6 I COSMOLOGY l8l


As the name suggests, the Slime Pits is a bubbling Ach eron
morass of fetid sludge. The landscape is covered in
Acheron is made of immense iron blocks whose
vast expanses of caustic slimes, and strange organic
metallic surfaces ring beneath the marching feet of
forms rise from the oceans of ooze at Juiblex's com-
endless armies. These blocks drift through an airy
mand. Zuggtmoy’s palace consists of two dozen
void, sometimes colliding with a fearsome clang,
immense mushrooms, among the largest in exis-
crushing all between them and sending shudders
tence, hollowed into grand chambers and twisting
through the plane.
corridors. The palace is surrounded by a field of
Acheron has four layers, with the largest blocks
acidic puffballs and poisonous vapors.
gravitating to the top layer. Some scholars have the-
Layer 422: The Death Dells. The demon lord Yeeno-
orized that the crashing blocks of the upper layers
ghu hungers for slaughter and senseless destruction.
are eventually broken down into smaller chunks
Gnolls are his instruments on the Material Plane,
of matter that sink to the lower layers. The truth is
and he drives them to ever-greater atrocities in his
actually the opposite: the tiny shards of Ocanthus,
name. Delighting in sorrow and hopelessness, the
the lowest layer, break off from an icy mire in its
Gnoll Lord yearns to turn the cosmos into a waste-
deepest recesses and are gradually assembled and
land in which the last surviving gnolls tear one an-
organized, perhaps under the influence of nearby
other apart for the right to feast upon the dead.
Mechanus, into the perfect cubes of Avalas.
Yeenoghu rules a layer of ravines and badlands
The nature of Acheron instills bloodlust in those
known as the Death Dells. Here, creatures must
who visit the plane (see "Environmental Effects” in
hunt to survive. Even plants try to snare the un-
chapter 3).
wary to bathe their roots in blood. Yeenoghu’s
servants, helping to sate their master's hunger as Lay ers of Achero n
he prowls his kingdom, capture creatures from the
Material Plane for release in the Gnoll Lord’s realm. Layer Description
Layer 600: The Endless Maze. The demon lord Avalas Spirit soldiers wage endless wars
Baphomet, also known as the Horned King and the across debris-strewn battlefields.
Prince of Beasts, embodies bestial bloodlust. If he Thuldanin Pitted, hollow cubes are filled with the
had his way, civilization would crumble and all mor- cast-off machinery of war.
tals would embrace their predatory instincts.
Baphomet's layer is a never-ending dungeon with Tintibulus Jagged blocks tumble in darkness,
the Horned King's enormous palace at its center. A holding frozen memories sapped by
confusing jumble of crooked hallways and myriad the River Styx and crystallized into
chambers, the palace is surrounded by a mile-wide fleeting images.
moat concealing a confounding series of submerged Ocanthus Maelstroms of razor-sharp debris swirl
stairs and tunnels leading deeper into the fortress. above a mire of black ice.
Abyss Adve ntu res
Acher on Adventu res
The Abyss embodies the loathsome corruption of
Acheron is a plane of enforced order, where rigid
chaos and evil. A descent into the Abyss is a journey
conformity leads to crushed spirits and broken
into a hostile and uncharted environment. It’s also
hopes. The spirits here can’t conceive of anyone
an opportunity to confront the evil in one’s own
refusing to obey the will of their commanders. They
heart and to resist the temptation to turn against
are dedicated soldiers, forever lacking a cause.
allies in order to survive. Heroic characters might
A journey into Acheron is a confrontation with
make a desperate last stand against endless hordes
the bleak nihilism of unending conflict, the harsh
of demons here, or they might try to avoid detection reality of authoritarian rule, and the uncaring pres-
while seeking a holy relic left behind by some lost
sures of social conformity. It’s also an opportunity
hero who dared to venture here.
for characters to grapple with the question of what
It’s the nature of the Abyss to contaminate the
they are fighting for, among armies that have for-
other planes it touches. Opening a portal to the
gotten how to even ask the question.
Abyss from any other plane allows the Abyss to cre-
On a more literal level, an adventure in Acheron
ate tiny pockets of Abyssal evil that can eventually
can involve preventing a villain from scavenging
become so corrupted that they’re drawn into the
Thuldanin for some new horror of warfare to be
Abyss. Thus, adventurers exploring a desecrated
unleashed on the battlefield. Or it might require
temple or fetid swamp on the Material Plane can
retrieving a secret from the imprisoned thoughts or
unexpectedly find themselves in a demon-infested
memories found in the blocks of Tintibulus.
environment very much like the Abyss without ever
leaving their home plane.

182 CHAPTERS COSMOLOGY


Ar BOREA _____ ________________ Arcadia ____________________________
Arborea is a plane of extremes: stupendously craggy Arcadia thrives with orchards of perfectly lined
mountains; unbelievably deep gorges; forests of trees, ruler-straight streams, orderly fields, im-
monstrously huge trees; and vast stretches of wheat maculate roads, and cities laid out in geometrically
fields, orchards, and arbors. Wild-hearted nature pleasing shapes. The mountains bear no trace of
spirits dwell in every glade and stream, brooking no erosion.
infringement. Travelers must tread lightly. Night and day are determined by an orb that
The air of Arborea seems charged with excite- floats in the sky above both of Arcadia’s layers. Half
ment. Sudden squalls brew up out of nowhere, of the orb radiates sunlight and brings about the
beating the tree-lined paths with heavy winds. The day; the other half sheds moonlight and brings on
storms pass within minutes and leave behind warm the starry night. The orb rotates evenly without
arcs of sunlight filtering through the forest canopy. fail, spreading day and night across the entire plane.
Music always seems to be playing in the distance; The weather in Arcadia is governed by four allied
sometimes it originates from groups of elf musi- demigods called the Storm Kings: the Cloud King,
cians, but just as often the faint tune is merely the the Wind Queen, the Lightning King, and the Rain
wind curling through the boles of the great trees. Queen. Each one lives in a castle surrounded by the
type of weather that ruler controls.
Layers of Arborea Arcadia is suffused with a vigorous life en-
Layer Description ergy that bestows great vitality on visitors (see
Arvandor Towering trees, colorful wildflowers, “Environmental Effects” in chapter 3).
abundant grain, and delicious fruit Layers of Arca dia
create a lush environment.
Layer Description
Aquallor An eternal ocean fed by the River
Abellio Everything in these fields of plenty is
Oceanus is home to teeming sea life
dedicated to the good of all.
and mighty storms.
Buxenus Military forces gather their strength,
Mithardir A desert of white sand is abandoned
amid pleasant valleys and orchards, to
by whatever powers once lived there.
reclaim the lost layer of Menausus—
Arbor ea Adven tures now part of Mechanus.
Arborea is a larger-than-life place of violent moods
Arca dia Adventu res
and deep affections, of whim backed by steel, and of
passions that blaze brightly until they burn out. Its Everything on Arcadia works toward the common
good-natured inhabitants are dedicated to fighting good and a flawless existence. Here, purity is eter-
evil, but their reckless emotions sometimes break nal, and nothing intrudes on harmony. Individuality
free with devastating consequences. Rage is as com- is subsumed to peaceful life in community, and
mon and as honored as joy in Arborea. military might can be brought to bear on those who
An adventure in Arborea can be an opportunity disrupt that peace.
for characters to discover who they are when masks An adventure in Arcadia can be
fall away and the honesty of unfettered emotion is an opportunity to explore
revealed. The inhabitants of the plane are accus- the tension between
tomed to this emotional honesty. Lifelong friends individual freedom
might share a laugh over food and wine, cross and societal re-
blades over a mutual lover, and write songs cele- sponsibility for
brating each other's courage and integrity, all in a the common
single evening. For those who aren't accustomed to good. Even law-
this candor, though, it can lead to hurt feelings and fully inclined
lingering resentment. adventurers
Creatures that visit Arborea and then leave some- rarely conform
times experience a desperate desire to return—a neatly to social
yearning so intense that it can interfere with day- expectations,
to-day life. and a visit to
What secrets lie buried in the sands of Mithardir? this plane can
An expedition might involve investigating whatever highlight that
gods or Celestials once inhabited the silver desert or conflict.
find some knowledge they possessed.

CHAPTER 6 I COSMOLOGY l8Z


Astral Plane Colo r Poo ls
Gateways leading from the Astral Plane to other
The Astral Plane is a realm of thought and dream,
planes appear as two-dimensional pools of rip-
where visitors travel as disembodied souls to reach
pling colors, ld6 x 10 feet in diameter. (“Color," as
the Outer Planes. It is a great silvery sea, the same
with everything in the Astral Plane, is a matter of
above and below, with swirling wisps of white and
metaphor; since these portals are perceived by the
gray streaking among motes of light—the distant
Astral self and not by physical eyes, their colors are
stars of far-flung Wildspace systems. Most of the
understood rather than seen.) Traveling to another
Astral Sea is a vast, empty expanse. Visitors occa-
plane requires locating a color pool that leads to the
sionally stumble upon the petrified corpse of a dead
god or other chunks of rock drifting forever in the desired plane. These gateways can be identified by
silvery void. Much more commonplace are color color, as shown on the Astral Color Pools table.
pools—magical pools of colored light that flicker like Astra l Col or Poo ls
radiant, spinning coins.
Creatures on the Astral Plane don’t age or suffer ld20 Plane Pool Color
from hunger or thirst. For this reason, creatures 1 Abyss Amethyst
that live on the Astral Plane (such as githyanki) es- 2 Acheron Flame red
tablish outposts on other planes, often the Material
3 Arborea Sapphire blue
Plane, so their children can grow to maturity.
4 Arcadia Saffron
Navig ati ng the Astra l Pla ne 5 Beastlands Emerald green
A traveler in the Astral Plane can move by sim-
6 Bytopia Amber
ply thinking about moving, but distance has little
meaning. In combat, though, a creature has a Fly 7 Carceri Olive
Speed (in feet) equal to 5 times its Intelligence score 8 Elysium Orange
and can hover. 9 Ethereal Plane Spiraling white
Just as movement is accomplished by the power
of thought, all that is required to find one’s destina- 10 Gehenna Russet
tion is to think about it. As long as the destination 11 Hades Rust
is somewhere in the Astral Plane (or in Wildspace, 12 Limbo Jet black
as described below)—such as “the nearest githyanki Silver
13-14 Material Plane
outpost," “the nearest color pool leading to the
Abyss,” or “the Wildspace system of Realmspace"— 15 Mechanus Diamond blue
thinking about a place makes the creature aware of 16 Mount Celestia Gold
the most direct route to that location. The creature 17 Nine Hells Ruby
doesn’t know how long the journey will take or how
18 Outlands Leather brown
perilous it will be, just which direction to go in.
The DM decides how long it takes to get to a 19 Pandemonium Magenta
desired destination. A trek to a specific location—a 20 Ysgard Indigo
particular Wildspace system or Astral outpost, for
example—might take 4d6 days. For a more general Wil dsp ac e
location, such as a color pool leading to a specified Bobbing in the Astral Plane like corks in an ocean
plane, the journey might take ld4 * 10 hours. are vast, airless expanses called Wildspace systems.
In these systems, the Astral Plane overlaps with
Dead Gods the Material Plane, and the stars and planets of the
The Astral Plane is where the petrified remains of Material Plane are accessible from the Astral Plane.
dead gods end up—gods who were slain by more Every world of the Material Plane is situated in a
powerful entities or who lost all their mortal wor- Wildspace system.
shipers and perished as a result. A dead god looks As an Astral traveler approaches a Wildspace
like a gigantic, nondescript stone statue that bears system, the silver fog of the Astral Plane gradually
little resemblance to the divine entity it once was. thins until it falls away in Wildspace. Then the sun
Githyanki, mind flayers, and other residents of the of the Wildspace system comes into view—often
Astral Plane sometimes turn these drifting hulks millions of miles away—along with colorful gas
into outposts and cities, many of which are hol- clouds, planets, moons, and other cosmic bodies.
lowed out beneath the surface. The githyanki city of A Wildspace system teems with space-dwelling
Tu'narath is perhaps the most infamous such place. life-forms, including spores, plankton, and larger
creatures that resemble fish and aquatic mammals.
Creatures and objects in Wildspace age normally

184. CHAPTER 6 I COSMOLOGY


and exist on both the Astral Plane and Material 9-12 Blown astray; add 3dl0 days to travel time
Plane simultaneously. This overlap enables crea- 13-16 Lost; at the end of the travel time, the char-
tures to use spells such as Teleport to travel from
acters arrive at a location other than the
Wildspace to a nearby world, or vice versa. A crea-
intended destination
ture or ship traveling from one Wildspace system
to another must cross the Astral Plane unless it has 17-20 Sent through a random color pool (roll on
some other magical means of traveling from one the Astral Color Pools table)
world to another. (See “Material Plane" in this chap-
ter.) Spelljammer: Adventures in Space contains exten- Each traveler caught in a psychic wind makes a DC
sive information about Wildspace and Astral travel. 15 Intelligence saving throw. On a failed save, the
traveler suffers a random effect from the Psychic
Psych ic Wind Wind Psychic Effects table as well.
A psychic wind is a storm of thought that batters
travelers' minds rather than their bodies. The storm Psychi c Wind Psychi c Effec ts
is made of lost memories, forgotten ideas, and sub- ld20 Psychic Effect
conscious fears that went astray in the Astral Plane 1-8 You have the Stunned condition for 1 min-
and conglomerated into this powerful force. ute; you repeat the saving throw at the end
A psychic wind is first sensed as a rapid darkening
of each of your turns, ending the effect on
of the silver-gray sky. After ld4 minutes, the area
becomes as dark as a moonless night. As the sky yourself on a success.
darkens, the traveler feels buffeting and shaking, 9-12 You take 11 (2dl0) Psychic damage.
as if the plane were rebelling against the storm. As 13-17 You take 22 (4dl0) Psychic damage.
quickly as it comes, the psychic wind passes, and the 18-20 You have the Unconscious condition for 5
sky returns to normal in 1 minute.
(IdlO) hours; the effect on you ends if you
A group of travelers journeying together is sub-
take damage or if another creature takes an
jected to one location effect, determined by consult-
ing the Psychic Wind Locations Effects table. action to shake you awake.

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.

186 CHAPTER 6 | COSMOLOGY


Carce ri
The grim inspiration for all other prisons in exis-
tence, Carceri is a plane of desolation and despair.
Its six layers hold vast bogs, fetid jungles, wind-
swept deserts, jagged mountains, frigid oceans, and
black ice. All form a miserable home for the traitors
and backstabbers trapped on this prison plane.

Lay ers of Car cer i


Layer Description
Orthrys The River Styx meanders through a
layer of vast bogs and quicksand.
Cathrys The stench of decay hangs over fetid
jungles and scarlet plains.
Minethys Stinging sand blows in unending
storms, hiding the ruins of the ancient
city Payratheon.
Colothys Deep chasms cut between cruel
mountains make foot travel nearly
impossible.
Porphatys Cold, acidic oceans are fed by constant
black snow.
Agathys Black ice streaked with red covers this
frigid realm.

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.

CHAPTER 6 I COSMOLOGY 187


Aa RAKOCRA GCOUTS retu rn hom e to
a cit y on the Plane or Air .

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.

188 CHAPTER 6 | COSMOLOGY


Elem ent al Plane of Eart h The weather on the plane is marked by fierce
winds and thick ash. Although the air is breathable
The Plane of Earth is a chain of mountains rising
creatures not native to the plane must cover their
higher than any mountain range on the Material
mouths and eyes to avoid stinging cinders. The
Plane. It has no sun of its own, and no air surrounds
efreet use magic to keep the cinder storms away
the peaks of its highest mountains. Most visitors to
from the City of Brass, but elsewhere in the plane,
the plane arrive by way of vast caverns that honey-
the wind always blows, sometimes rising to hurri-
comb the mountains.
cane force during the worst storms.
Important features of the Plane of Earth include
The heat on the Plane of Fire is comparable to a
the following:
hot desert on the Material Plane and poses a similar
City of Jewels. The plane's largest cavern, called the threat to travelers (see “Environmental Effects” in
Great Dismal Delve or the Sevenfold Mazework, chapter 3). Sources of water are rare, so travelers
is home to the City of Jewels—the capital city of must carry their own supplies or produce water by
the dao. The dao take great pride in their wealth magic.
and send teams across the plane in search of new Important features of the Plane of Fire include the
veins of ore and gemstones. Thanks to these ex- following:
peditions, every building and significant object in
Cinder Wastes. The Plane of Fire is dominated by a
the city is made from precious stones and metals,
great expanse of black cinders and embers crossed
including the slender gemstone-inlaid spires that
by rivers of lava. Roving bands of salamanders
top most buildings. The city is protected by a
battle each other, raid azer outposts, and avoid
powerful spell that alerts the entire population if a
patrols from the City of Brass. Obsidian ruins dot
visitor steals even a single stone.
the desert—remnants of forgotten civilizations.
Furnaces. The Furnaces are the mountains nearest
City of Brass. Perhaps the best-known location on
the Para-elemental Plane of Magma. Lava seeps
the Inner Planes is the City of Brass, which stands
through their caverns, and the air reeks of sulfur.
on the shores of the Sea of Fire. This is the fabled
The dao have great forges and smelting furnaces
city of the efreet, and its ornate spires and spiked
here to process ores and shape precious metals.
walls reflect the efreet's grandiose and cruel
Mud Hills. The Mud Hills abut the swampy
nature. True to the nature of the Plane of Fire,
Para-elemental Plane of Ooze. Landslides wear
everything in the city seems alive with dancing
away the slopes of the hills, sending cascades of
flames, reflecting the vibrant energy of the place.
earth and stone into the bottomless swamp. The
The heart of the city is the formidable Charcoal
Plane of Earth constantly regenerates the land,
Palace, where the tyrannical emperor of the
pushing new hills up as the old ones erode to efreet reigns supreme, surrounded by nobles and a
nothing.
host of servants, guardians, and sycophants.
Pla ne of Eart h Adven tures Sea of Fire. Lava flows through the Fountains of
Earth symbolizes stability, rigidity, stern resolve, Creation toward the Para-elemental Plane of Ash
and tradition. The plane’s position opposite the and pools into a great expanse of lava called the
Plane of Air in the ring of the Elemental Planes Sea of Fire, traversed by efreeti and azer sailors in
reflects its opposition to almost everything air great brass ships. Islands of obsidian and basalt jut
represents. up from the sea, dotted with ancient ruins and the
Elemental Evil views earth instead as an implaca- lairs of powerful red dragons.
ble force of destruction, perfectly willing to crush Torchy’s. Built atop a tall basalt crag in the middle
venerable institutions and respected traditions in of a lava river is an iron-walled tavern that is most
its advance. Cultists of Evil Earth crave the power easily reached by hot-air balloon. The proprietor
to destroy the works of civilization with landslides, is a sentient Flame Tongue (Mace) named Torchy.
sinkholes, or mighty earthquakes, and they believe who sells a fine ale and seems to have a new
the earth thirsts for the blood of those who don’t wielder every few months, Torchy s is a popular
venerate it properly. hangout for ballooning enthusiasts.

Elem ental Pl ane of Firt Element al Fire Advent ures


Fire represents vibrancy, passion, and change. At
A blazing sun hangs at the zenith of a golden sky its best, fire reflects the light of inspiration, the
above the Plane of Fire, waxing and waning on a warmth of compassion, and the flame of desire.
24-hour cycle. It ranges from white hot at noon to The cults of Elemental Evil represent fire at
deep red at midnight, so the darkest hours of the its worst: cruel and wantonly destructive. Cult-
plane display a deep-red twilight. At noon, the light ists of Evil Fire seek the power to burn away the
is intense. Most business in the City of Brass (see impurities of the world with volcanic eruptions,
below) takes place during the darker hours.

CHAPTER 6 I COSMOLOGY 189


transforming the Material Plane into a mirror of accompanied by spectacular shows of lightning, be-
the Cinder Wastes. fore clearing up again. At night, a glittering array of
Adventurers frequently come to the City of Brass stars and auroras bedecks the sky.
on quests for legendary magic. If it’s possible to buy The weather on the plane is a lesson in extremes.
magic items in your campaign, the City of Brass is If the sea isn’t calm, it is battered by storms. On rare
the most likely place to find any item for sale. The occasions, a tremor in the planar firmament sends
efreet are fond of trading in favors, especially when a rogue wave sweeping across the plane, swamping
they have the upper hand in negotiations. Perhaps a entire islands and driving ships down to the reefs.
magical contagion or poison can be cured only with Any land that rises above the surface of the sea
something that must be purchased in the markets of is hotly contested by the few air breathers that
the city. live on the plane. Fleets of rafts and ships lashed
together serve as solid ground where nothing else
Elem ental Plane of Water is available, although most natives of the plane
The Plane of Water is an endless sea, called the Sea never break the surface of the sea and thus ignore
of Worlds, dotted with atolls and islands that rise these habitations.
up from enormous coral reefs that seem to stretch The following are among the most important fea-
forever into the depths. The storms that move tures of the Plane of Water:
across the sea sometimes create temporary portals Citadel of Ten Thousand Pearls. The nominal
to the Material Plane and draw ships into the Plane emperor of the marids dwells in the Citadel of Ten
of Water. Surviving vessels from countless worlds Thousand Pearls, an opulent palace made of coral
and navies ply these waters with little hope of ever and studded with pearls. The palace is the glit-
returning home. tering centerpiece of the Sea of Light (see below).
A warm sun arcs across the sky of the Plane of Visitors are welcome to ask favors of the emperor,
Water, seeming to rise and set from within the whose mood is as changeable as the sea.
water at the horizon. Several times a day, the sky

T9O CHAPTER 6 | COSMOLOGY


Darkened Depths. The deeper extents of the plane, Elysium
where no sunlight reaches, are called the Dark-
Elysium is home to creatures of unfettered kind-
ened Depths. Horrid creatures dwell here, and the
ness and a refuge for planar travelers seeking a safe
absolute cold and crushing pressure mean a swift
haven. The plane’s bucolic landscapes glimmer with
end to creatures accustomed to the surface or the
life and beauty.
Sea of Light. Krakens and other mighty leviathans
The River Oceanus originates in the lowest layer
claim this realm.
of Elysium, Thalasia, and flows through the plane's
Isle of Dread. One of the few islands on the plane
layers before cascading onward to the Beastlands.
is the Isle of Dread, which is connected to the
Though illustrations of the plane’s layers seem to
Material Plane by means of a storm that regu-
show the river flowing "up" from each layer to the
larly sweeps over the island. Ships from different
one "above " it, the experience of passing from one
worlds of the Material Plane end up wrecked on
layer to another on the river is no more dramatic
the rocks and reefs around the island, and settle-
than weathering rapids on any ordinary river.
ments across the island are populated by the de-
Along its course, the great river splits into myriad
scendants of sailors who never found a way home.
smaller flows, recombines, and splits again.
Theoretically, travelers who understand the work-
ings of the storm could use it to travel to a desired Lay ers of Elysi um
Material Plane world.
Sea of Ice. Bordering the Para-elemental Plane of Layer Description
Ice is the Sea of Ice. The frigid water is choked Amoria Small towns on the banks of the River
with icebergs and sheet ice, which are inhabited Oceanus, surrounded by lush mead-
by cold-loving creatures from the Plane of Ice. ows, are among the most hospitable
Drifting icebergs can carry these creatures far- refuges on the Outer Planes.
ther into the Plane of Water to threaten ships and
Eronia Steep hills, craggy mountains, and
islands in warmer seas.
white granite valleys offer a rugged
Sea of Light. Life flourishes in the sunlit waters of
the Sea of Light, located in the upper reaches of home for hardy souls.
the Sea of Worlds. Aquatic peoples craft castles Belierin Lighthouses pierce the fog and form
and fortresses in the coral reefs here. hubs for small communities amid
Silt Flats. The region of the Plane of Water nearest sprawling marshlands.
to the Para-elemental Plane of Ooze is called the Thalasia The Heroic Isles, rising from the head-
Silt Flats. The water is thick with soil and sludge, waters of the River Oceanus, hold the
turning into muddy ground before giving way to
best departed souls.
the great swamp that is the Para-elemental Plane.
Element al Wat er Adventu res Elysi um Advent ure s
The nature of water is to flow, not like the gust- Tranquility and contentment seep into the bones
ing wind or the leaping flame, but smoothly and and souls of those who enter Elysium. The longer
steadily. It is the rhythm of the tide, the nectar of a visitor remains on the plane, the less reason they
life, the bitter tears of mourning, and the balm of find to ever leave. An adventure in Elysium can
sympathy and healing. Given time, it can erode all challenge characters’ devotion to doing good by
in its path. offering them the opportunity (or the temptation)
Elemental Evil emphasizes the erosive power of to rest from their labors and enjoy a well-earned
water, as well as the destruction wrought by surg- reward.
ing tides, deadly maelstroms, and raging torrents. Belierin is said to be the prison of some deadly
Cultists of Evil Water believe the seas and deep creature. Some tales say it's a powerful titan, per-
waters are eager to reclaim the water trapped in the haps the tarrasque. while others claim it’s a deposed
bodies of living creatures, and think it's their duty duke of the Nine Hells, a banished elemental prince,
to return others to the primal waters by drowning or even a near-dead deity. Evil creatures sometimes
them or shedding their blood. lurk in the marshes, seeking to free the prisoner or
claim some power from it.
Characters might also venture to Elysium to seek
out some ancient spirit on the Heroic Isles. When
faced with the once-a-millennium task of forestall-
ing a prophesied disaster, characters might consult
with the valorous knight who accomplished the
deed a thousand years ago.

CHAPTER 6 I COSMOLOGY 191


Ether eal Plane Normally, creatures in the Border Ethereal can’t
attack creatures on the overlapped plane, and vice
The Ethereal Plane is a misty, fogbound dimension.
versa. A traveler on the Ethereal Plane is impercep-
Its “shores," called the Border Ethereal, overlap the
tible to someone on the overlapped plane, and solid
Material Plane, the Feywild, the Shadowfell, and the
objects on the overlapped plane don't hamper the
Inner Planes, and every location on those planes has
movement of a creature in the Border Ethereal. The
a corresponding location on the Ethereal Plane. Vis-
exceptions are certain magical effects (including
ibility in the Border Ethereal is usually limited to 60
anything made of magical force) and living beings.
feet. The plane’s depths comprise a region of swirl-
This makes the Ethereal Plane ideal for scouting,
ing mist and fog called the Deep Ethereal, where
spying on opponents, and moving around without
visibility is usually limited to 30 feet.
being detected. The Ethereal Plane also disobeys the
Characters can use the Etherealness spell to enter
laws of gravity; a creature there can freely move in
the Border Ethereal. The Plane Shift spell allows
any direction.
transport to the Border Ethereal or the Deep Ethe-
real, but unless the intended destination is a specific Deep Etherea l
location or a teleportation circle, the point of arrival To reach the Deep Ethereal, one typically needs a
could be anywhere on the plane. Plane Shift spell, a Gate spell, or a magical portal.
Borde r Ethe rea l
Visitors to the Deep Ethereal are engulfed by roiling
mist. Scattered throughout the plane are curtains
From the Border Ethereal, a traveler can see into
of vaporous color, and passing through a curtain
whatever plane it overlaps, but that plane appears
leads a traveler to a region of the Border Ethereal
grayish and indistinct, its colors blurring into each
connected to a specific Inner Plane, the Material
other and its edges turning fuzzy, limiting visibil-
Plane, the Feywild, or the Shadowfell. The color of
ity to 30 feet into the other plane. Conversely, the
the curtain indicates the plane whose Border Ethe-
Ethereal Plane is usually imperceptible to those on
real the curtain conceals; see the Ethereal Curtains
the overlapped planes, except with the aid of magic,
table. The curtains are also distinguishable by
Ethe rea l Curta ins ingenuity and collaboration of twenty-seven great
ldi2 Plane Curtain Color civilizations on the Material Plane. Abandoned and
lost for ages, the Radiant Citadel was resurrected
1-2 Material Plane Turquoise from its slumber and reclaimed by descendants of
3 Shadowfell Dusky gray those societies.
4 Feywild Opalescent The Radiant Citadel is a nexus of diplomacy and
5 Elemental Plane of Air Pale blue trade, a repository of histories and secrets, and a
thriving sanctuary for those seeking safety or a bet-
6 Elemental Plane of Earth Chestnut ter life. The floating city is a miracle of architecture
7 Elemental Plane of Fire Orange carved out of a single, massive fossil that snakes
8 Elemental Plane of Water Green around a colossal gemstone shard known as the
Auroral Diamond. The luminescence of the Auroral
9 Para-elemental Plane of Ash Dark gray
Diamond is mirrored in the constellation of fifteen
10 Para-elemental Plane of Ice Aquamarine structure-sized gemstones, the Concord Jewels,
11 Para-elemental Plane of Maroon that orbit the city and provide transportation to the
Magma far-flung homes of the city's founding civilizations.
12 Para-elemental Plane of Ooze Chocolate In the haze of the Ethereal Plane, the Auroral Di-
amond is a scintillating beacon visible from miles
Traveling through the Deep Ethereal is unlike away. The diamond seems to have moods, changing
physical travel. Distance is meaningless, so although colors unpredictably, but it is always visible for
travelers feel as if they can move by a simple act of wanderers lost and in need.
will, it’s impossible to measure speed and hard to Just beyond the city whirls a massive ether
track the passage of time. A trip through the Deep cyclone known as the Keening Gloom—a looming
Ethereal takes IdlO * 10 hours from one curtain to threat that’s a grim reminder of the Radiant Cita-
another, regardless of the origin and destination. In del's precarious position.
combat, creatures move at their normal speeds. Heroes and paupers meet on equal footing in the
Radiant Citadel. By common agreement, power and
Ethe r Cycl ones resources are equitably shared. Dignity is afforded
An ether cyclone is a serpentine column that spins to all, and great need is met with great aid.
through the plane. The cyclone appears abruptly,
distorting and uprooting everything in its path Ether eal Pla ne Advent ure s
and carrying the debris for miles. Travelers with Adventurers typically use the Ethereal Plane to
a Passive Perception score of 15 or higher receive travel from one place to another, either skirting
1 minute of warning: a deep thrum in the ethereal around Material Plane obstacles on the Border
matter. Travelers who can't reach a curtain or por- Ethereal or venturing into the Deep Ethereal to
tal leading elsewhere suffer the cyclone's effect. Roll travel to the Inner Planes.
ld20 and consult the Ether Cyclone table to deter- The Radiant Citadel can serve as a home base for
mine the effect on all creatures in the vicinity. any campaign built around the idea of exploring
new worlds. Several such worlds are introduced in
Ethe r Cycl one Journeys through the Radiant Citadel, an anthology of
ld20 Effect short adventures.
1-12 Extended journey. Each character in a group
traveling together makes a DC 15 Charisma
saving throw. If at least half the group suc-
ceeds, travel is delayed by IdlO hours. Oth-
erwise, the journey’s travel time is doubled.
13-19 Blown to a location in the Border Ethereal
overlapping a random plane (roll on the
Ethereal Curtains table)
20 Hurled to a random destination on the
Astral Plane

Radi ant Cita del


Against the unending mist and unseen terrors
of the Ethereal Plane, the Radiant Citadel stands
bright as a bastion of hope. It’s a living relic of the

CHAPTER 6 I COSMOLOGY lyz


Far Realm civilization imploded in bloody terror, and the
portal's location—even its home world—is long for-
The Far Realm is outside the known multiverse. In
gotten. Lost portals might still exist, marked by an
fact, it might be an entirely separate universe with
alien magic that transforms the surrounding area.
its own physical and magical laws. Where stray en-
ergies from the Far Realm leak onto another plane. Far Real m Adventu res
matter is warped into alien shapes that defy under- The Far Realm is the home of entities so far beyond
standable geometry and biology. Aberrations such comprehension that mortals can’t fathom their mo-
as mind flayers and beholders are either from this tivations. To see these beings is to become lost in
plane or shaped by its strange influence. their magnitude and the evidence that mortals have
The entities that abide in the Far Realm are too never, will never, and could never matter to the cos-
alien for mortal minds to accept without strain. mos at large.
Titanic creatures swim through nothingness there, Adventures involving travel to the Far Realm or
and unspeakable beings whisper awful truths to its influence seeping into the Material Plane might
those who dare listen. For mortals, knowledge of touch on fundamental questions of what it means
the Far Realm is a struggle of the mind to over- to be a person, what mental and bodily autonomy
come the boundaries of matter, space, and rational mean and their value, and whether mortals have
thought. Some Warlocks embrace this struggle by any control over their fate or any importance in the
forming pacts with entities there. Anyone who has grand scheme of things. (It’s an especially good idea
seen the Far Realm mutters about eyes, tentacles, to review your players’ limits that might pertain to
and horror. such issues before planning an adventure exploring
The Far Realm has no well-known portals, or these themes, as discussed in the "Ensuring Fun for
at least none that are still viable. Ancient elves All” section in chapter 1.)
once opened a vast portal to the Far Realm within
a mountain called Firestorm Peak, but their

194 CHAPTER 6 | COSMOLOGY


Fey wild ___ the music of hooting owls and croaking frogs. The
Fey of the Gloaming Court shun the formalized
The Fey wild, also called the Plane of Faerie, is a
etiquette and rituals of the Summer Court (see be-
land of soft lights and wonder, a place of music and
low), instead prizing behavior that is intuitive and
magic. The plane responds to unfettered emotion:
instinctual.
flowers turn and tremble in the presence of a heated
Prismeer. Prismeer is a large domain belonging to
argument, grass withers under the feet of one who
the archfey Zybilna. It encompasses a vast swamp
seethes with malice, and birds chip merrily in the
called Hither; an ancient forest named Thither;
presence of those who are joyous and squawk an-
and a stormy, mountainous landscape called Yon.
grily at those who are dour.
Zybilna resides in the Palace of Heart's Desire,
Time and distance in the Feywild are mutable, as
situated where the three portions of her realm
is the plane’s geography. Roads are uncommon, and
meet. As its name suggests, the palace is fabled as a
the ones that exist change as frequently as the land
destination for anyone seeking their heart’s desire.
around themselves. Feywild natives are accustomed
On some worlds, Zybilna is regarded as a fairy god-
to the plane's mutability, but it can be terribly dis-
mother of sorts, granting wishes for the lost, the
orienting to visitors.
forsaken, or the betrayed. Sometimes her wishes
The Feywild exists in parallel to the Material
bring happiness, other times despair. (Prismeer is
Plane as an alternate dimension that occupies the
detailed in The Wild Beyond the Witchlight.)
same cosmological space. When moving from the
Summer Court. Ruled by the archfey Queen
Material Plane to the Feywild, travelers usually find
Titania, the Summer Court is the most settled and
themselves in a location similar to the one they left,
pastoral domain in the Feywild. Wrapped in the
but more marvelous and magical—and often more
warmth of a perpetual summer day, with fluttering
vibrant and colorful, too. Adventurers climbing a
butterflies and a riot of colorful flowers, the lands of
volcano on the Material Plane might suddenly find
the Summer Court mimic the trappings of courtly
themselves scaling a Feywild mountain topped with
life in some realms of the Material Plane. The resi-
skyscraper-sized crystals that glow with internal
dents of this court wear elegant clothing and value
fire. Leaving behind a wide and muddy river on the
elaborate ceremony and ritualized etiquette, and the
Material Plane, characters might appear beside a
Fey are quick to shun those who flout the Summer
clear and winding brook whose waters glitter like
Court's baroque rules.
diamonds in the Feywild. In the heart of a dismal
marsh might lie a portal leading to a vast bog filled Fey Crossi ngs
with eerie lights and sinister shapes twisting in the Fey crossings are places of mystery and beauty
water. And moving to the Feywild from old ruins on on the Material Plane that have a near-perfect
the Material Plane might put a traveler at the door mirror in the Feywild, creating a portal where the
of an archfey's castle. two planes touch. A traveler passes through a fey
Domai ns of Deli ght
crossing by entering a clearing, wading into a pool,
passing into a circle of mushrooms, or crawling un-
Much of the Feywild is governed by powerful Fey
der the trunk of a tree. To the traveler, it seems like
called archfey. The area under a particular archfey’s
simply moving into the Feywild. To an observer, the
command—called a Domain of Delight—reflects the
traveler is there one moment and gone the next.
character and desires of its ruler. Some domains
Like other portals between planes, most fey
are bright and cheery, bathed in perpetual sunlight
crossings open infrequently. A crossing might open
and awash in colorful wildflowers, while others
only during a full moon, on the dawn of a particu-
are gloomy and drab, cast in unending twilight.
lar day, or for someone carrying a certain type of
Most of them change with the emotional state of
item. A fey crossing can be closed permanently if
their rulers.
the land on either side is dramatically altered—for
The following sections describe a handful of the
example, if a castle is built over the clearing on the
best-known Domains of Delight.
Material Plane.
Fablerise. The domain of a story-spinning spider
archfey named Yarnspinner. Fablerise is a rambling Feywi ld Magi c
thicket of twisted roots, thorny vines, and sinuous Tales speak of children kidnapped by Fey creatures
creepers. This vegetation weaves together to form and spirited away to the Feywild, only to return
long tunnels, grand hallways, and enormous domes. to their parents years later without having aged a
Yarnspinner loves reading stories to the animals day and with no memories of their captors or the
that occupy his domain. realm they came from. Likewise, adventurers who
Gloaming Court. The Queen of Air and Darkness return from an excursion to the Feywild are often
rules the Gloaming Court, a realm of twilight, fire- alarmed to discover upon their return that time
flies, cobwebs, and autumn leaves accompanied by

CHAPTER 6 | COSMOLOGY IgZ


flows differently on the Plane of Faerie and that the Feywi ld Time Warp
memories of their visit are hazy. You can use these ld20 Result
optional rules to reflect the strange magic that suf-
fuses the plane. 1-2 Days become minutes
Memory Loss. A creature that leaves the Feywild 3-6 Days become hours
makes a DC 10 Wisdom saving throw. Fey creatures 7-13 No change
automatically succeed on the saving throw, as do
14-17 Days become weeks
creatures that have the Fey Ancestry trait, such
as elves. On a failed save, the creature remembers 18-19 Days become months
nothing from its time spent in the Feywild. On a 20 Days become years
successful save, the creature’s memories remain
intact but are a little hazy. Any spell that can end a Feywi ld Advent ure s
curse can restore the creature’s lost memories. The Feywild gives physical expression to powerful
Time Warp. While time seems to pass normally in emotion and excels at metaphor. When characters
the Feywild. characters might spend a day there and venture into the Feywild, they might find them-
realize, upon leaving the plane, that less or more selves robbed of a cherished memory or deep regret,
time has elapsed everywhere else in the multiverse. then later find the stolen memories embodied in lit-
Whenever a creature or group of creatures leaves tle figurines or lockets. A mischievous sprite might
the Feywild after spending at least 1 day on that sneak up behind a character who is laughing loudly
plane, you can choose a time change that works and steal their laughter, robbing the character of
best for your campaign, if any. or roll on the Fey- the ability to laugh until the sprite is found and the
wild Time Warp table. A Wish spell can be used laughter—perhaps taking physical form as a bouquet
to remove the effect on up to ten creatures. Some of lovely flowers—reclaimed.
powerful Fey have the ability to grant such wishes
and might do so if the beneficiaries agree to subject
themselves to a Geas spell and complete a quest after
the Wish spell is cast.
Gehe nna Hades __
A volcanic mountain dominates each of the four The layers of Hades are called the Three Glooms—
layers of Gehenna, and lesser volcanic earthbergs places without joy, hope, or passion. A gray land
drift in the air and smash into the greater moun- with an ashen sky, Hades is the destination of many
tains. The rocky slopes of the plane make movement souls that are unclaimed by gods or Fiends. These
difficult and dangerous. The ground inclines at least souls become larvae and spend eternity in this
45 degrees almost everywhere. In places, steep cliffs place, which lacks a sun, a moon, stars, or seasons.
and deep canyons present more challenging obsta- Leaching away color and emotion, the gloom on this
cles. Hazards include volcanic fissures that vent plane is more than most visitors can stand.
noxious fumes or searing flames.
Gehenna is the birthplace of yugoloths. greedy Laye rs of Hade s
and selfish Fiends that dwell here in great numbers. Layer Description

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.

CHAPTER 6 I COSMOLOGY 197


Limbo ______ Limbo Advent ure s
Limbo is change. That constant churn is most
Limbo is a plane of pure chaos, a roiling soup of
impermanent matter and energy. Stone melts into easily discerned in the ever-shifting physical form
of elements altering and reconfiguring in the vast
water that freezes into metal, then turns into dia-
expanse of the plane, but it applies just as much on
mond that bums up into smoke that becomes snow,
and on and on in an endless, unpredictable process a mental and emotional level. Visitors to the plane
find themselves caught up in a storm of intrusive
of change. Fragments of more ordinary land-
thoughts and unruly emotions, forcing them to con-
scapes—bits of forest, meadow, ruined castles, and
front the transient nature of so much of what they
even burbling streams—drift through the disorder.
think of as their identity. The key to success on this
The whole plane is a nightmarish riot.
Limbo has no gravity, so creatures visiting the
plane—both in shaping the physical environment
and in mastering the internal landscape of chaos—is
plane float in place. A creature can move up to its
asserting one’s sense of self, identifying what is un-
Speed in any direction by merely thinking of the
changing amid the storm of constant change.
desired direction of travel.
Limbo has no layers—or if it does, the layers The sanctuaries of the githzerai are among the
continually merge and part, each is as chaotic as few havens that adventurers can hope to find on
this tumultuous plane. Although githzerai aren’t
the next, and distinguishing one from another is
impossible. generally hostile to visitors who come in peace, they
don’t welcome those who bring the chaos of Limbo
Powe r of the Mind with them: a tumultuous heart brought into a ref-
Limbo conforms to the will of the creatures inhab- uge can unravel the entire sanctuary.
iting it. Creative imaginations can create whole Adventurers might also come to Limbo to ex-
islands of their own invention within the plane, plore the secrets of the Spawning Stone. Said to
sometimes maintaining those places for years. A have been created by Primus, the overlord of the
nonsapient creature such as a fish, though, might modrons, the Spawning Stone absorbs chaotic
have less than a minute before the pocket of water energy and makes it possible to shape enclaves of
surrounding it freezes, vanishes, or turns to glass. order in Limbo, but the chaotic energy it absorbs is
Slaadi live here and swim amid this chaos, creating responsible for the creation of slaadi.
nothing, whereas githzerai build entire monasteries
with their minds. Mater ial Plane ___ ___________
As a Magic action, a creature in Limbo can make Worlds of the Material Plane are infinitely diverse,
an Intelligence check to mentally move an object but it was not always so. Some legends speak of a
within 30 feet of itself that is on the plane and isn’t primordial state, a single reality called the First
being worn or carried. The DC depends on the ob- World, where many of the peoples and monsters
ject's size: DC 5 for Tiny, DC 10 for Small, DC 15 for that inhabit the worlds on the Material Plane orig-
Medium, DC 20 for Large, and DC 25 for Huge or inated. After the First World was shattered by a
larger. On a successful check, the creature moves great cataclysm, the many worlds were formed like
the object 5 feet plus a number of a feet equal to reflections or (in some cases) distortions of that
how much the total exceeded the DC. original reality.
A creature can also take a Magic action to make Some myths describe a great tree that grew on
an Intelligence check to alter a nonmagical object the First World at the dawn of time. Planted and
within 30 feet of itself that isn’t being worn or car- tended by the god Lorelion, this tree was a seed-
ried. The DC is based on the object's size: DC 10 for ling of Yggdrasil, the World Tree that connects all
Tiny, DC 15 for Small, DC 20 for Medium, and DC the Outer Planes (see “Traveling the Outer Planes"
25 for Large or larger. On a successful check, the earlier in this chapter). When the First World was
creature changes the object into another nonliving destroyed, seeds from this great tree scattered into
form of the same size, such as turning a boulder the void of the Material Plane. Legends say that
into a ball of fire. these seeds sprouted and formed worlds of their
Finally, a creature in Limbo can take a Magic ac- own—all the myriad worlds that now constitute the
tion to make a DC 20 Intelligence check to stabilize Material Plane.
an area within a 30 foot-radius Sphere centered The most widely known worlds are the ones that
on a point it can see on the plane. On a successful have been published as official campaign settings
check, the creature prevents the area from being al- for the D&D game over the years, many of which
tered by the plane for 24 hours or until the creature are shown on the D&D Settings table in chapter 5. If
takes this Magic action again. your campaign takes place in one of these settings,
your version of it can diverge wildly from what's
in print.

I98 CHAPTER S I COSMOLOGY


Transit between the worlds of the Material Plane is places where the seedlings of the First World’s great
rare but not impossible and can be accomplished in tree took root and grew into a new world.
a variety of ways. A nexus point can be a geographical feature,
The Dream of Other Worlds. Aided by magic, such as an enormous tree, a mountain or mesa, a
travelers can fall into a deep slumber and dream yawning cavern deep under the mountains, or a
themselves into a new realm. meteorite in an enormous crater. It might also be
The Great Journey. Characters can undertake an a constructed feature: a lonely tower or castle, a
epic voyage fraught with peril and obstacles to be bustling tavern, or even a city. Normally, visitors
overcome. One route leads through Wildspace and to these places return to the same world they came
across the Astral Plane aboard a vessel powered by from when they depart, but it’s also possible to use a
magic. (The “Astral Plane” section in this chapter nexus point to travel from one world to another. De-
describes Wildspace.) It is also possible to travel pending on the place, shifting worlds might require
through the Shadowfell or the Feywild, though such the use of magic, an object from the desired destina-
routes are less charted and no less perilous. tion world as a sort of key, or nothing more than an
The Leap to Another Realm. The most direct act of will.
method involves the use of spells such as Teleporta- Some nexus points exist in multiple worlds—but
tion Circle or Teleport, or magical portals like those not at the same time. They flit from world to world,
described in this chapter. This magic causes the user disappearing from one and appearing in another
to appear in a known teleportation circle or some according to a regular schedule. Such a place might
other location in another world. linger on one world for anywhere from a year to an
The Roots of the Worlds. Similar to magical por- hour before moving on to another, carrying every-
tals, nexus points are locations that exist in mul- one inside with it to a new world.
tiple worlds at the same time. These points might

CHAPTER 6 I COSMOLOGY 199


Mech anus Mech anu s Adventur es

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.

CHAPTER 6 | COSMOLOGY 201


The Nine Layers Zariel appears as an angel whose skin and wings
The Nine Hells has nine layers. The first eight are are scorched. Her eyes burn with a furious white
ruled by archdevils who answer to Asmodeus, the light that can cause creatures looking upon her to
archduke of Nessus, the ninth layer. Collectively, the burst into flame. Her seat of power is a flying basalt
rulers of the Hells are called the Lords of the Nine. citadel that rakes the battlefields of Avernus.
To reach Nessus, one must descend through all eight Dis. Dis, the second layer of the Nine Hells, is a
layers above it in order. The most expeditious means labyrinth of canyons wedged between sheer moun-
of doing so is the River Styx, which plunges ever tains rich with iron ore. Iron roads span and wend
deeper as it flows from one layer to the next. Only through the canyons, watched over by the garrisons
the most courageous adventurers can withstand the of iron fortresses perched atop jagged pinnacles.
torment and horror of that journey. The second layer takes its name from its current
The Layers of the Nine Hells table summarizes lord, Dispater. A manipulator and deceiver, the
each layer; detailed descriptions of these layers fol- archduke is devilishly handsome, bearing only small
low the table. horns, a tail, and a cloven left hoof to distinguish
him from a human. His crimson throne stands in
Layer s of the Nine Hel ls the heart of the Iron City of Dis, a hideous metrop-
Layer Description olis. Planar travelers come here to conspire with
devils and to close deals with night hags, rakshasas,
Avernus The Blood War rages across battle- incubi, succubi, and other Fiends. Contracts signed
fields littered with corpses and the on his layer contain special provisions that allow
wreckage of hellish war machines. Dispater to collect a cut of the deal.
Dis Iron roads in deep canyons lead to the Dispater is one of Asmodeus’s most loyal and re-
dreaded Iron City of Dis. sourceful vassals, and few beings in the multiverse
Minauros Acid falls like rain on putrid bogs and can outwit him. He is more obsessed than most
decaying cities. devils with striking deals with mortals in exchange
for their souls, and his emissaries work tirelessly to
Phlegethos Obsidian fortresses bask in the heat of foster evil schemes on the Material Plane.
raging volcanoes and magma rivers. Minauros. The third layer of the Nine Hells is a
Stygia Levistus's prison is a frigid hellscape of stench-ridden bog. Acidic rain spills from the layer’s
jagged ice and cold fire. brown skies, thick layers of scum cover its putrid
Malbolge An ever-crumbling mountain threatens surface, and yawning pits lie in wait beneath the
murk to engulf careless wanderers.
to bury visitors.
Cyclopean cities of ornately carved stone rise up
Maladomini Swarms of hungry flies plague dead from the bog, including the great city of Minauros,
cities surrounded by utter desolation. for which the layer is named. The slimy walls of the
Cania Ice-trapped cities provide shelter in a city rise hundreds of feet, protecting the flooded
realm cold enough to freeze the soul. halls that are the lair of Mammon, the archduke of
Minauros. Mammon resembles a massive serpent
Nessus Mighty fortresses stand watch over the
with the upper torso and head of a hairless, horned
deepest pits of the Nine Hells.
humanoid. Mammon’s greed is legendary, and he is
Avernus. By Asmodeus’s orders, no planar portals one of the few archdevils who will trade favors for
connect directly to the lower layers of the Nine gold instead of souls. His lair is piled high with trea-
Hells. The first layer, Avernus, is the arrival point sures left behind by those who tried—and failed—to
for visitors, a rocky wasteland with rivers of blood best him in a deal.
and clouds of biting flies. Fiery comets occasionally Phlegethos. Phlegethos, the fourth layer, is a fiery
fall from the darkened sky and carve out fuming landscape whose seas of molten magma brew hurri-
impact craters. Empty battlefields are littered with canes of hot wind, choking smoke, and volcanic ash.
weapons and bones, showing where the legions of Within the fire-filled caldera of Phlegethos’s largest
the Nine Hells prevailed against invading enemies. volcano rises Abriymoch, a fortress city made of
The archdevil Zariel rules Avernus, having sup- obsidian and dark glass. With rivers of molten lava
planted her rival, Bel, who fell out of Asmodeus’s fa- pouring down its outer walls, the city resembles the
vor and was forced to serve as Zariel’s adviser. Tia- sculpted centerpiece of a gigantic, hellish fountain.
mat, the Queen of Evil Dragons, is a prisoner on this Abriymoch is the seat of power for the two arch-
layer, ruling her own domain but confined to the devils who rule Phlegethos in tandem: Belial and
Nine Hells by Asmodeus in accordance with some Fierna, Belial’s daughter. Both are handsome devils
ancient contract (the terms of which are known who resemble tieflings, with red skin and small
only to Tiamat and the Lords of the Nine). horns. Belial exudes civility, even as his words carry

202 CHAPTER 6 I COSMOLOGY


an undercurrent of threat. His daughter is said to regain Asmodeus’s favor. Malbolge is a seemingly
have the wickedest heart in the Nine Hells. The al- endless slope, like the sides of an impossibly huge
liance of Belial and Fierna is unbreakable, for both mountain. Parts of the layer break off from time
are aware that their mutual survival hinges on it. to time, creating deadly, booming avalanches. The
Stygia. The fifth layer of the Nine Hells is a freez- inhabitants of Malbolge live in crumbling fortresses
ing realm of ice within which cold flames burn. A and great caves carved into the mountainside.
frozen sea surrounds the layer, and its gloomy sky Malbolge's current ruler is Asmodeus’s daughter,
crackles with lightning. Glasya. Her cruelty and love of wicked schemes ri-
Archduke Levistus once betrayed Asmodeus and val those of her father. The citadel that serves as her
is now encased deep in the ice of Stygia as punish- domicile on the slopes of Malbolge. called Osseia, is
ment. He rules this layer all the same, communicat- supported by cracked pillars and buttresses that are
ng telepathically with his followers and servants, sturdy yet seem on the verge of collapse. Beneath
both in the Nine Hells and on the Material Plane. the palace is a labyrinth lined with cells and torture
Stygia is also home to its previous ruler, the ser- chambers, where Glasya confines and torments
pentine archdevil Geryon, who was dismissed by those who displease her.
Asmodeus to allow the imprisoned Levistus to re- Maladomini. The seventh layer. Maladomini, is
gain his rule. Geryon's fall from grace has spurred ruin-covered wasteland. Dead cities form a des-
much debate within the infernal courts. No one is olate urban landscape, and between them are
certain whether Asmodeus had some secret cause to empty quarries, crumbling roads, slag heaps, the
dismiss the archdevil or whether he is testing Gery- hollow shells of empty fortresses, and swarms of
n's allegiance for some greater purpose. hungry flies.
Malbolge. Malbolge, the sixth layer, has outlasted The archduke of Maladomini is Baalzebul, the
many rulers, among them Malagard the Hag Count- Lord of Flies. He is a tall, powerful devil with the
ess and the archdevil Moloch. Malagard fell out of compound eyes of a fly. The archduke has long con-
favor and was struck down by Asmodeus in a fit of spired to usurp Asmodeus, yet has failed at every
rique, while her predecessor. Moloch, still lingers turn. Asmodeus laid a curse on him that causes any
somewhere on the sixth layer as an imp, plotting to deal made with him to lead to calamity. Asmodeus

CHAPTER 6 | COSMOLOGY 2OZ


occasionally shows Baalzebul favor for reasons no Nessus. The lowest layer of the Nine Hells, Nes-
other archduke can fathom, though some suspect sus is a realm of dark pits whose walls are set with
that Asmodeus still respects the worthiness of this bleak fortresses. There, pit fiend generals loyal to
adversary. Asmodeus garrison their diabolical legions and plot
Lama. Cania, the eighth layer of the Nine Hells, the conquest of the multiverse. At the center of
is a frozen hellscape whose ice storms can tear the layer stands a vast rift of unknown depth, out
flesh from bone. Cities embedded in the ice provide of which rises the great citadel-spire of Malsheem,
shelter for guests and prisoners of Cania’s ruler, the home to Asmodeus and his infernal court.
brilliant and conniving archdevil Mephistopheles. Malsheem resembles a gigantic hollowed-out
Mephistopheles dwells in the ice citadel of stalagmite. The citadel is also a prison for souls
Mephistar, where he plots to seize the throne of the that Asmodeus has locked away for safekeeping.
Nine Hells and conquer all the planes. He is Asmo- Convincing him to release even one of those souls
deus's greatest enemy and ally, and the archduke of comes at a steep price, and it is rumored that As-
Nessus appears to trust Mephistopheles's counsel. modeus has claimed whole kingdoms in the past in
Mephistopheles knows he can’t depose Asmodeus exchange for such favors.
until his adversary makes a fatal miscalculation, Asmodeus most often appears as a handsome,
and so both wait to discover what circumstances bearded man with four large horns, piercing red
might turn them against each other. Mephistopheles eyes, and flowing robes. He can also assume other
is also a godfather of sorts to Glasya, further com- forms and sometimes carries a ruby-tipped scepter.
plicating the relationship between Mephistopheles Asmodeus is the most cunning and well-mannered
and Asmodeus. of archdevils. On the surface, he seems warm, pleas-
Mephistopheles is a tall, striking devil with im- ant, and lighthearted, doling out wisdom and small
pressive horns and a cool demeanor. He trades in acts of kindness like a caring father. The ultimate
souls, as do other archdevils, but he rarely gives his evil he represents can be seen only when he wills it
time to any creatures not worthy of his personal so, or if he forgets himself and flies into a rage.
attention. It is said that only Asmodeus has ever
Inferna l Hierarch y status, but the demoted devil retains its memories—
The Nine Hells has a rigid hierarchy that defines and might seek vengeance if the severity of the de-
every aspect of its society. Asmodeus is the supreme motion is excessive.
ruler of all devils and wields the power of a lesser No devil can promote or demote another devil
god. Worshiped as such on the Material Plane. that hasn’t sworn fealty to it, preventing rival arch-
Asmodeus inspires evil cults and sinister War- devils from demoting each other’s most powerful
locks. In the Nine Hells, he commands scores of pit servants. Since all devils swear fealty to Asmodeus,
fiend generals, which in turn command legions of he can freely demote any other devil, transforming
subordinates. it into whatever infernal form he desires.
A supreme tyrant, a brilliant deceiver, and a mas-
Nine Hell s Adven tures
ter of subtlety, Asmodeus protects his throne by
keeping his friends close and his enemies closer. He The Nine Hells embodies the cruelty and corrup-
delegates most matters of rulership to the pit fiends tion of law turned to evil ends. The devils of the
and lesser archdevils that make up the infernal bu- Nine Hells are more cunning, more insidious, and
reaucracy of the Nine Hells, even as he knows that far more dangerous than other Fiends. Their intel-
those powerful devils conspire to usurp his throne. ligence, their delight in deceit and manipulation,
Asmodeus appoints archdevils, and he can strip any and their unhindered pursuit of their own agendas
member of the infernal hierarchy of rank and status make them truly terrifying foes.
as he likes. A descent into the Nine Hells is a journey into the
heart of evil. Every shred of evil is used in the Nine
Inf ern al Hiera rc hy Hells, and each layer specializes in some way to
Least Devils Greater Devils accommodate and exploit the vices and weaknesses
1. Lemurs 8. Horned devil of mortals. Far too many people who make such a
journey discover their own hearts aren’t immune
Lesser Devils 9. Erinyes
to temptation and corruption, and they end up
2. Imp 10. Ice devil making the Nine Hells their eternal home. To avoid
3. Spined devil 11. Pit fiend such a fate, good-hearted adventurers must resist
4. Bearded devil Archdevils the insidious manipulation, deceit, and treachery of
5. Barbed devil 12. Duke/duchess devils, even when the devils promise to fulfill their
6. Chain devil 13. Archduke/archduchess deepest longings.
7. Bone devil
Outlands
Archdevils. The archdevils include all the current
and deposed rulers of the Nine Hells, as well as The Outlands lies between the Outer Planes. It is
the fiendish aristocrats that make up their courts, the plane of neutrality, keeping all aspects of the
attend them as advisers, and hope to supplant them. planes in a paradoxical balance—simultaneously
Promotion and Demotion. When the soul of an concordant and in opposition. The plane has
evil mortal sinks into the Nine Hells, it takes on the varied terrain, with prairies, mountains, and
physical form of a wretched lemure. Archdevils and shallow rivers.
greater devils can promote lemures to lesser devils. The Outlands is a great disk. In fact, those who
Archdevils can promote lesser devils to greater dev- envision the Outer Planes as a wheel point to the
ils, and Asmodeus alone can promote a greater devil Outlands as proof, calling it a microcosm of the
to archdevil status. All diabolic promotions involve planes. That argument might be circular, since the
a brief, painful transformation, with the devil's arrangement of the Outlands inspired the idea of
memories passing intact from one form to the next. the Great Wheel in the first place.
Low-level promotions are typically based on Evenly spaced around the outside edge of the
need, such as when a pit fiend transforms lemures circle are the gate-towns: sixteen settlements, each
into imps to gain stealthy spies under its command. built around a portal leading to one of the Outer
High-level promotions are almost always based on Planes. The Gate-Towns of the Outlands table lists
merit, such as when a bone devil that distinguishes all sixteen gate-towns and the Outer Planes they
itself in battle is transformed into a horned devil by connect to. Each gate-town shares many of the
the archdevil it serves. A devil is seldom promoted characteristics of the plane where its gate leads.
more than one step at a time. Planar emissaries often meet in these gate-towns, so
Demotion is the customary punishment for failure it isn't unusual to see strange interactions, such as a
or disobedience among the devils. Archdevils or Celestial and a Fiend arguing in a tavern while shar-
greater devils can demote a lesser devil to a lemure, ing a fine bottle of wine.
which loses all memory of its prior existence. An
archdevil can demote a greater devil to lesser devil

CHAPTER 6 | COSMOLOGY 2OZ


Gate -Towns of th e Outl ands Pandemonium
Town Cate Destination Pandemonium is a plane of overwhelming chaos,
Automata Mechanus a great mass of rock riddled with tunnels carved
Bedlam Pandemonium by howling winds. It is cold, noisy, and dark, with
no natural light. Wind quickly extinguishes non-
Curst Carceri magical open flames such as torches and campfires.
Ecstasy Elysium It also makes conversation possible only by yell-
Excelsior Mount Celestia ing, and even then only to a maximum distance
Faunel Beastlands of 10 feet. See “Environmental Effects” in chap-
ter 3 for more information about the winds of
Fortitude Arcadia Pandemonium.
Clorium Ysgard Most of the plane’s inhabitants are creatures that
Hopeless Hades were banished to the plane with no hope of escape.
The incessant winds force them to take shelter in
Plague-Mort Abyss
places where the howls of the winds sound like dis-
Ribcage Nine Hells tant cries of torment.
Rigus Acheron
Laye rs of Pandemon ium
Sylvania Arborea
Gehenna Layer Description
Torch
Tradegate Bytopia Pandesmos Howling winds, dark streams bound
for the River Styx, and blowing snow
Xaos Limbo
pour through vast, desolate caverns.
Outl and s Advent ures Cocytus Winds blowing through narrower tun-
The Outlands is the closest the Outer Planes nels create a stronger force and louder
come to being like a world on the Material Plane. wails, making this the so-called “Layer
Adventurers can travel easily from one gate- of Lamentation."
town to the next, making a tremendous variety Phlegethon Tunnel walls absorb light while water
of planar-themed adventures possible within the creates intricate rock formations.
boundaries of the Outlands.
Adventures in the Outlands often involve the con- Agathion Sealed-off tunnels are largely inaccessi-
flicts between opposing planar influences. It's much ble from elsewhere, making them ideal
easier for a slaad to wreak havoc in the gate-town as vaults for ancient secrets.
of Automata than it is for even a horde of slaadi to
accomplish anything in Mechanus itself. Celestial Pandem oniu m Advent ure s
spies and Fiend assassins carry out subtle plots and Pandemonium is the plane of last straws. The inces-
deadly sabotage across the Outlands. sant howling of its winds brings everyone on the
Despite these conflicts, the Outlands remains a plane, sooner or later, to the edge of lashing out in
plane of balance. Toward the center of the plane, frustration, breaking down in despair, or dissolving
away from the gate-towns, lie vast stretches of land into incoherence—and then some event, force, or
similar to the different environments found on creature on the plane pushes them over that edge.
worlds of the Material Plane. Preserving nature’s Simply existing on the plane is exhausting; trying to
balance from the pull of powerful extremes in any accomplish even a basic conversation is aggravating.
direction can also be a theme of adventures here. An adventure in Pandemonium can be a way to
Planescape: Adventures in the Multiverse includes explore what happens to characters on their worst
extensive information on the Outlands. day, when everything goes wrong and the howling
wind won’t let up. The trick is to convey the frustra-
tion that characters are bound to experience there
without transferring that frustration to the players.
A jagged spike somewhere in Cocytus, called
Howler's Crag, is rumored to have a unique magical
property: anything yelled from the top of the crag
is said to find the ears of its intended recipient-
carried on a shrieking, frigid wind—no matter
where in the multiverse that person might be.

206 CHAPTER 6 I COSMOLOGY


Para -ele men tal Planes The Frostfell's monsters and bitter cold make it
a dangerous place to travel. Most planar voyagers
The regions where the Elemental Planes collide and
keep to the air, braving the powerful winds and
their elemental substances overlap are called Para-
driving snow to avoid setting foot on the great
elemental Planes.
glacier.
Pla ne of Ash
Pla ne of Mag ma
On the Plane of Ash, also called the Great Confla-
The boundary between the Plane of Earth and the
gration, howling winds from the Plane of Air mix
Plane of Fire is a great range of volcanic mountains.
with the cinder storms and lava of the Sea of Fire.
The Plane of Magma, also called the Fountains
This plane is an endless storm of flames, smoke,
of Creation, is home to azers, fire giants, and red
and ash. The thick ash obscures sight beyond a few
dragons, as well as creatures from the neighboring
dozen feet, and the battering winds make travel
planes. Lava flows down the slopes of these moun-
difficult. Here and there, ash clusters into floating
tains toward the Plane of Fire.
realms where outlaws and fugitives take shelter.
Pla ne of Ooze
Pla ne of Ice
The border region between the Plane of Water and
The Plane of Ice, also called the Frostfell, forms
the Plane of Earth is a horrid swamp where gnarled
the border between the Plane of Air and the Plane
trees and thick, stinging vines grow from the dense
of Water. This plane is a seemingly endless glacier
muck and slime. Here and there on the Plane of
swept by constant, raging blizzards. Frozen cav- Ooze (also called the Swamp of Oblivion), stag-
erns twist through the Plane of Ice, home to yetis, nant lakes and pools play host to thickets of weeds
remorhazes, white dragons, and other creatures and monstrous swarms of mosquitoes. The few
of cold. The inhabitants of the plane engage in a
settlements here consist of wooden structures sus-
never-ending battle to prove their strength and pended above the muck on platform- between trees.
ensure their survival.

■ 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.

208 CHARTER 6 | COSMOLOGY


The following Domains of Dread are among the whose efforts to create life and abolish death have
most infamous. They are described in more detail in led to the creation of many monsters.
Van Richten’s Guide to Ravenloft. Mordent. Death in Mordent heralds the beginning
Barovia. The towering spires of Castle Ravenloft of a haunted afterlife as a restless spirit, for this
loom above the valley of Barovia, which is ruled by domain is the realm of ghost stories and hauntings.
Strahd von Zarovich, the first vampire. The dead here earn no rest, no finality, no peace-
Borca. Amid opulent estates and impoverished just a passage into a shadow world of wispy phan-
villages, two Darklords—the vicious poisoner toms, mournful groaning, and clanking chains.
Ivana Boritsi and the childishly cruel stalker Valachan. The devious hunter Chajuna roams the
Ivan Dilisnya—pursue their obsessive schemes. jungles of her domain, hunting the most dangerous
Falkovnia. Empty countryside surrounds ruined beasts she can find. When she grows dissatisfied
or crumbling cities, with only a few pockets of civ- with simpler prey, she draws people into a fatal
ilization fighting a losing battle against an endless contest, ensuring that the land remains steeped in
plague of zombies. General Vladeska Drakov com- blood.
mands a fierce military force that desperately clings
to power. Shad owfel l Despa ir
Kalakeri. A beautiful land of rainforests, rivers, A melancholic atmosphere pervades the Shadowfell,
and lakes is a quagmire of intrigue and despair as and extended forays to this plane can afflict charac-
three royal heirs—transformed into monsters by ters with despair.
their depravity and hatred—battle endlessly to claim When you deem it appropriate, though usually
the throne of their ancient dynasty. not more than once per day, you can require a char-
Lamordia. Inventors and scholars violate both acter not from the Shadowfell to make a DC 10 Wis-
natural and moral laws amid the frozen bogs and dom saving throw. On a failed save, the character is
glacial expanses of Lamordia. The worst of them is affected by despair. Roll on the Shadowfell Despair
the domain’s Darklord, Doctor Viktra Mordenheim,

CHAPTER 6 I COSMOLOGY 209


table to determine the effects. You can substitute Ysgar d __ __
different despair effects of your own creation.
Ysgard is a rugged realm of soaring mountains, deep
Sha dow fel l Desp air Hords, and windswept battlefields, with summers
that are long and hot and winters that are cold and
1d6 Effect unforgiving. Its continents float above oceans of
1-3 Apathy. The character has Disadvantage on volcanic rock, below which are enormous icy cav-
Death Saving Throws and Initiative rolls. erns that hold entire kingdoms of giants, humans,
4-5 Dread. The character has Disadvantage on all dwarves, gnomes, and other beings. Heroes come
saving throws. to Ysgard to test their mettle not only against the
plane itself, but also against giants, dragons, and
6 Delusion. The character has Disadvantage other mighty creatures across Ysgard’s vast terrain.
on ability checks and saving throws that use Ysgard is the home of slain heroes who wage
Intelligence. Wisdom, or Charisma. eternal battle on fields of glory. Any creature, other
If a character is already suffering a despair effect than a Construct or Undead, that is killed in combat
and fails the saving throw, the new despair effect while in Ysgard is restored to life at dawn the next
replaces the old one. After finishing a Long Rest, a day. The creature has all its Hit Points restored, and
character can attempt to overcome the despair with all conditions that affected it before its death are
a DC 15 Wisdom saving throw. (The DC is higher removed.
because it's harder to shake off despair once it has
Layers of Ysgard
taken hold.) On a successful save, the despair effect
ends for that character. A Calm Emotions spell or Layer Description
magic that removes curses cures the despair. Ysgard Immense rivers of floating earth grind
together in eternal rumbling.
Si gil , City of Doors
Muspelheim The ground smokes and burns be-
At the center of the Outlands, like the axle of a neath the earthbergs of the top layer.
great wheel, is the Spire, a needle-shaped mountain
that rises high into the sky. Above this mountain's Nidavellir Floating chunks of earth are closer
narrow peak, not part of the Outlands but a plane together, giving the appearance of
in its own right, floats the ring-shaped city of Sigil, endless tunnels with rich mineral
its myriad structures built on the ring’s inner sur- deposits.
face. Creatures standing on one of Sigil's streets can
see the city curve up over their heads and—most Ysga rd Adven tures
disconcerting of all—the far side of the city directly The nature of Ysgard is glory earned through heroic
overhead. Called the City of Doors, this bustling deeds in battle. It’s the euphoria of an athlete, the
planar metropolis holds countless portals to other exhilaration of a summer storm, and the trium-
planes and worlds. phant celebration of victory. Since those who die on
Sigil is a trader's paradise. Goods and information the plane return to life to fight again the next day,
come here from across the planes. The city sustains Ysgard can overlook the horrors of war and focus
a brisk trade in information about the planes, par- entirely on the glory.
ticularly the commands or items required for the An adventure in Ysgard can be an opportunity
operation of particular portals. for lighthearted combat without consequences, for
The city is the domain of the inscrutable Lady of characters to prove their mettle against truly epic
Pain, a being whose purpose and goals are unknown foes and perhaps even against each other. Adven-
to even the sages of her city. She appears almost turers might find themselves on the Plain of Ida on
human, although she most definitely isn't. She wears the topmost layer of Ysgard, where daily festivals
ornate robes that shroud her body, and a mantle let warriors and athletes show off their bravery and
of blades coated in blue-green verdigris surrounds skill. Or they might venture into the lower layers
her masklike face. No one is certain who or what to face greater challenges—or secrets buried in the
exactly the Lady of Pain is, but it's widely accepted deep caverns of the plane.
she’s a being on par with deities. Is Sigil her prison?
Is she the fallen creator of the multiverse? No one
knows—or if they do. they aren't telling.
Planescape: Adventures in the Multiverse includes
extensive information on Sigil.

210 CHAPTER 6 I COSMOLOGY


CHAPTER 7

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

ch ap ter 7 | tre asu re 213


Gemst ones too GP Gemsto nes

Gemstones are small, lightweight, and easily se- IdlO Stone


cured compared to their same value in coins. 1 Amber (watery gold to rich gold)
IT a treasure hoard includes gemstones, you can 2 Amethyst (deep purple}
use the following tables to randomly determine the
kind of gemstones found, based on their value. You 3 Chrysoberyl (yellow green Io pale green)
can roll once and assume all Hie gems are the same 4 Coral (crimson)
or roll multiple times to create mixed collections. 5 Garnet (red, brown green, or violet)
io CP Gems ton es 6 Jade (Irght green, deep gree-n, or white)
ld12 Stone 7 Jet (deep black)
1 Azurite (mottled-deep blue) 8- Pearl (lustrous white, yellow, or pink)
2 Banded agate (striped brown, blue, white, or 4 Spinel (red, red brown, or deep green)
red) 10 Tourmaline (pale green, blue, brown, or red;
3 Blue quartz (pair blue)
A Eye agate (circles of gray. white, brown, blue,
500 GP Gemst ones

or green) ld6 Stone


5 Hematite (jgray black) 1 Alexandrite (dark green)
6 Lapis lazuli (light and dark blue with yellow 2 Aquamarine {pale blue green)
flecks) 3 Black peiirf (pure black)
7 Malachite (striated fight and dark green) 4 Blue spinel (deep b!ue)
S Moss agate (pink or yellow white with mossy 5 Peridot (rich ohve green)
gray or green markings) 6 Topaz (golden yellow)
9 Obsidian (black)
ID Rhodochrosite (light plok) 1,000 GP Gemst ones

11 Tiger eye (brown with go den center} ld3 Stone


12 Turquoise {light blue green) 1 Black opal (dark green with bls ci molting
and golden flecks)
5,0 CP Gemst ones 2 Blue sapphire (medium bjue)
IdliZ Stone 3 Emerald (deep bright green)
1 Btqod stone (dark gray with red flecks) A Fire opal (fiery red}
2 Carnelian; (orange to red brown) 5 Opal (pale blue with green and golden
3 Chalcedony (white) mottling)
A Chrysoprase (green) 6 Star ruby (ruby with white star-shaped center)
5 Citrine (pale yellow brown) 7 Star sapphire (blue sapphire with white star-
shaped center)
6 Jasper (blue, black, or brown)
fl Yellow sapphire (fiery yellow or yellow green)
7 Moonstone (white with pa-e-blue glow)
A Onyx {bands of black and white, or pure black 5,000 GP Gemst ones
Or white)
ld4 Stone
9 Quartz (white, smoky gray, or yellow} 1 Steck sapphire (lustrous btock with glowing
TO Sardonyx (bands of red and white) highlights)
11 Star rose quartz (rosy stone with white star- 2 Diamond (blue white, canary, pink, brown, or
shaped center) blue)
12 Zircon (pale blue green) 3 Jtici nth (fiery orange)
4 Ruby [clear red to deep crimson)

214. CHAPTER 7 | TREASURE


Magic Item s two are combined, roll again for each Subsequent
pot mil, combining the results. Unless the effects are
Magic items are gleaned from the hoards of felled immediately obvious, reveal them only when they
monsters Or discovered in Long-lost vaults. Such become evident
items grant capabilities a character could rarely
have otherwise, or they complement their owners Potio n Misc ibil it ?
cap a bilitics in wondrous ways,
IdlOO Result
Magic Item Cate gories 01 Both potions lose their effects, and the
Every magic item belongs Io a category. The Magic mixture creates a magical explosion in a
Item Categories table lists the nine categories and 5-foot-radius Sphere centered on tself,
provides examples. Rules lor the categories appear Each creature In that area takes 4d10 Force
after the table. damage,
02- OS Both potions lose their effects, and the mix-
Magic Item Cat egor ies
ture becomes on ingested poison of your
Category Examples
choice {see Poison" in chapter 3),
Armor +1 Le-trther Amar, +1 Shield
09-15 Both potions lose their effects.
Potions Potion of Healing
16-25 One potion iases its effect
Rings Ring, of
26-35 Bob: potions work, but with their numerical
Rods /mmovffbte Rad effects and durations halved. It a potion
Scrolls Spall Scroll has no numerical effect and no duration, it
Staffs Sivfr of Striking instead loses its effect.
Wa nds Wand afFirshallt 36-90 Both potions work norm a ly
Weapons Ammufl.'iion, +1 Longsword 91-99 Both potions work, but the numerical
effects and duration of one potion are
Wondrous Items 8dg of Melding, Scots ofElvenkind
doubled- If neither potion has anything to
x Al BMOR double in this way, they work normally
An item in the Armor category is typically a mag- DO Only one potion works, but its effects are
ical version of armor from the ff&tyer s Handbook, permanent. Choose the simplest effect to
Unless an armor's description notes otherwise, the make permanent or the one that seems the
armor must be worn for its magic to function- most fun. Fur example, a Pohon of hieing
Some suits of magic armor specify the type of ar might increase the drinker's Hit Point max
mor they are, such as Cha in .Mail or Plate Armor. If
imum by 2d4 + 2, Or a Potion of Invisibility
no type is specified, choose the type or determine it
might give the drinker the Invisible condi-
randomly.
tion indefinitely. At your discretion, a Dispel
Poti ons Magic speli or similar magic might end this
An item in the Potion category might be a magical lasting effect.
brew that must be imbibed or an oil that must be
applied to a creature or an object A typical potion Ring s
consists of 1 ounce of liquid in a vial. For its magic to function, an item in the Ring cat-
Lfcjnjf « Potion. Potions are consumable items. egory mu st be worn on a finger or a similar digit
Prinking a potion or administering it to another unless its description notes otherwise.
creature requires a Bonus Action. .Applying an oil
might take longer as specified in its description, Ro&S
Once used, a potion l akes effect immediately, and it An Item in the Rod category is a .scepter usually
i s used up, made of metal, wood, ur bone, A typical rad weighs
MixingPotiMU, A character might drink one po 2 bo 5 pounds.
I ion while still under the effects of another or pour Unless Its description notes otherwise, a rod can
several potions Into a single container. The strange be used as an .Arcane Focus,
ingredients used in creating potions can result in Scro lls
unpredictable interact ions.
An item in the Scroll category is a roll of paper or
When a character mixes two potions together,
parchment, sometimes attached to wooden rods and
roll on the Potion Miscibility tabic. If more than
typically kept sat? |n u tube of ivory, jade, Leather,

Rl6 CHAPTER | J H. E AS 'J RS


Magic Items Awar ded by Lev el
Character Level Common Uncommon Rare Very Race Legendary AS
(Tier of Play] Items Items Items Items Items Items
1-4 (tier 1) 6 4 1 0 0 11
5-10 (tier 2) 10 17 6 1 0 34
11-16 (her.J) 3 7 11 7 2 30
17-20 (tier 4) 0 0 5 11 9 25
Total 19 28 23 14 11 TOO

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..

220 CHAPTER 7 | TREASURE


MAGic Item Spec i al Featu res ld20 Creator or Intended User
You t an add distinctiveness to a magic dem by 10 Elemental Water. Lustrous fish scales re-
thinking about its hackstory. Who made the item? place leather or doth on this item, and
Is anything unusual about its construction? Why seashells and worked Coral (as hard as any
was it made, and how was it used originally? What metal) replace metal portions.
minor magical quirks set it apart f rom other item ?
of its kind? Anawering I hc.se questions can help 11-12 Elf. The item is half the norma weight. It
turn a generic magic item, such as a -f Longs word, s adorned with symbols of nature; leaves,
into a more flavor! ul discovery. vines, stars, and the like.
Use the following tables to fill in details about 13 Fey. The item is exquisitely crafted from the
a magic item’s history. Some table entries make finest materials and glows with a pale radi-
more sense for certain items than for others. If you ance ir‘ moonlight, shedding Dim Light in a
roll something that doesn't make sense, roll again,
5-foot radius. Any metal <n the dem is silver
choose a more appropriate entry, or use the rolled
or mdhral rather than iron or steel
detail as Inspiration tn make up your own special
feature. 14 Fiend. The Item Is made of iron or horn,
On the Magic Item's Minor Property table and the and any cloth or leather components are
Magic Item’s Quirk table, "you" refers to the item’s crafted from the hide of Fiends. Leering
bearer, faces or vile runes are engraved on its sur-
face. Celestials find it repulsive.
Magi c Item ’s Creato r or Inte nde d User
15 Giant. The item «S larger than normal
ld20 Creator or Intended User
and was crafted by Giants for use by thefr
1 Aberration. The item is ancient. At a glance, smaller allies.
st seems to be covered with mucus.
16 Gnome. The item is crafted to appear ordi-
7 Celestial. The item is half the normal weight nary and well used. It could also incorporate
and Inscribed with feathered wings, sons, gears and mechanical components, even li
and stars. Fiends find it repulsive. these aren't essential to Its function,
.J Devotees of Lohh. The item Is half the nor- 17-19 Human. The item was created during the
mal weight. || is inscribed with spiders and heyday of a fallen human kingdom, or it is
webs in honor of Loith. ties to a human of legend. It might hold
-1 Dragon. Phis item incorporates precious writing in a forgotten language or symbols
metals and gems bom a dragon’s hoard. whose significance is lost to the ages
Il grows warm when within 120 teet of a 20 Undead. The item incorporates symbols
Dragon, of death, such as bones and skulls, and it
5 6 Dwarf. The item is durable and has Dwar- might be crafted from parts of corpses. It
vish runes worked i nto its design. It might feels cold to the touch,
be associated with a dan that would like to
see II returned to then- ancestral halls Magi c Item ’s Hist ory
7 Elemental Air, The item is half the normal 1d8 History
weight and feels hollow, If it's made of fab- 1 Arcane. This item was created for an an-
ric. it ?s diaphanous; cient order of spellcasters and bears the
B Elemental Earth. This stem might be crafted Order's symbol.
from stone. Any doth or leather elements 2 Bane, This item was created to oppose
are studded with finely polished rock. creatures of a par ticular type, such as
9 Elemental Fire. This item is warm to the Aberrations or Dragons.
touch, and any metal carts are crafted 3 Heroic. A great hero once wielded this Hern
from black -roti. Flame imagery covers its Anyone who knows the Item’s history ex-
surface. pects great deeds from the new owner.
4 Ornament. The item honors a special event,
Inset gemstones, gold or platinum inlays,
and gold or silver filigree adorn its surface.

222 CHAPTER 7 | TRUAStlRE


Art Objects IdlO Object
I dols east of solid gold, necklaces studded with pre- 5 Gold comb shaped like a dragon with red
cious stones, paintings of ancient kings, bejeweled garnets as eyes
dishes—art objects include all these and more. 6 Bottle stopper cork embossed with gold leaf
If a treasure hoard includes art objects, you can and sei with amethysts
use the following tables to randomly determine
what art objects arc found, based on their value. 7 Detailed, life-sized dragonborn skull cast m
Roll on a table as many times as there are art oh electrum
jeets in the treasure hoard. There can be more than 8 Silver and gold brooch
one of a given art object,
9 Obsidian statuette with gold Idlings and inlay
25 GP Art Object s 10 Painted gold war mask
IdlO Object
2.500 GP Art Objects
1 Si Iver ewer
IdlO Object
2 Carved bone statuette
1 Fi ne gold chain set with a fire opal
3 Gold bracelet
2 Old masterp.rce pamtlng
4 Cloth-oF-gold vestments
3 Embroidered silk and velvet mantle set w>th
5 Black velvet mask stitched with silver thread
numerous moonstones
6 Copper chalice with silver filagree
4 Platinum bracelet set with an emerald
7 Pair of engraved bone dice
5 Embroidered glove set with jewel chips
8 Handheld m.rror set In a painted wooden
6 Jeweled anklet
frame
7 Gold music box
9 Embroidered silk handkerchief
8 Gold circlet set with four aquamarines
10 Gold locket with a painted portrait mside
9 Eye patch decorated with tiny blue sapphires
250 GP Art Objects and moonstones
1 di 0 Object 10 A necklace string of small pink pearls
T Gold ring set with bloodstones
7.500 GP Art Objec ts
2 Carved ivory statuette
TdlO Object
3 Bejeweled gold bracelet
1 feweled gold crown
4 Silver necklace with a gemstone pendant
2 Jeweled platinum ring
5 Bronze Crown
3 Gold statuette set with rubies
tz Silk vestments with gold embroidery
4 Gold cup set with emeralds
7 Well-made tapestry that is 10 feel by 10 feet
5 Gold jewelry box wrth platinum filigree
8 Brass mug with jade inlay
6 Set of gold nesting dolls
9 Box of turquoise animal figurines
7 jade game board with go-d playing pieces
10 Gold birdcage with electrum filigree
8 Bejeweled ivory drink,,ng horn with gold
filigree
750 GP Art Objects
9 Gilded royal coach or funeral barge
IdlO Object
10 Ceremonial gold armor with black pearls
3 Silver chalice set with moonstones
2 Bundle of sheet music representing the lost
dirges of a famous composer
3 Carved wooden harp with Ivory Inlay and
zircon germ
4 Gold idol

CHAPTER 7 TREA5CRI 215


metal, or wood, The most prevalent m roll 1$ the Mag ic Ite m Rul es
Spelt Srrud. a spell stored! in written form. However, Rules for identifying, attuning to, and using magic
some scrolls, like the Scroll of Phjtecfibn, bear an in itemsappear m the Ploy^rS Handbook Additional
cantation that isn't a spell. njles arc presented below.
Using u ScroH. Scrolls arc consumable items. Un- Aitunement Prerequisites. It a magr-c item has a
leashing the mafic in a scroll requires the user to class orereqijisite, a creature must be a member
read the scroll. When Ils magic has been invoked, of th.n i lass to attune to the item if a creature
the scroll can't be used again. Its words fade, or it must be a spellcaster to attune to an item, the
crumbles into dust, creature q ual ifies if 11 can cast at least one spell
Any creature that can understand a written lan- using its traits or features, not by using a magic
giiage can read a scroll and attempt to activate it item or the like.
unless its descr iption notes otherwise. Items Made for Specific Creatures. Magic items
Sta ff s
that are meant to be worn tend to magically ad-
just themselves to the wearer However, you can
Items In the Stu If category vary widely in appear-
decide that a magic item doesn't adjust its size to
ance: some arc of nearly equal diameter throughout
fit any wearer. For example, a particular armorer
and smooth, others are gnarled and t wisted, some
m ght make items usab e only by folk who-are
arc made of wood, and others a re composed nf pol -
sized and shaped like dwarves.
ished metal nr crystal. A staff weighs between 2 and
Unusual Anatomy. Use your discretion to de-
7 pounds and serves well as a walking stick or cane.
cide whether a creature can wear an ,tem. not
Unless its description notes otherwise, a staff
made for its anatomy. A rng placed on a tentacle
can he used as a non magical Quarterstaff and an
might work, but n Man ti with a snakelike tai in
Arcane Focus,
stead of <egs can't wear magic boots
Wan VL Paired Hems. ¥bu can allow exceptions to the
An item in the Wand category is typically 12 to 15 rule that paired items, must both be worn. For
inches lung and era fled of metal, bone, or wood. It example a character with only one arm might be
is tipped with metal, crystal, stone, or some other able to use a single Glove of Missile Snaring so
material •ong as the matching glove Is on their pe-son
Unless its description notes otherwise, a wand can
be used, as an Arcane Focus. Magic Item Values by Rarit y
Common magic Items can often be bought in .,
Weapo ns
town or city. Uncommon and Rare magic items arc
A magic weapon is typically a magical version of
usually found only in cities, and rarer magic Items
a weapon from the Pfaye rs Wanc/book. Some magic might be sold only in wondrous locations, such as
weapons specify the type of weapon they are i n
i he City of Brass or Sigil. If you allow c haracters to
their descriptions, such as a Longsword or Long- buy and sell magic items in your campaign, rarity
bow. If no weapon type is specified, you may choose
can help you set prices for those items. Gold Piece
I he type or determine it randomly values arc provided in the Magic Item Rarities and
Ammunition. If a magic weapon has the Am muni-
Values table, though a seller might ask for a service
tion property, ammunition fired from it is consid rather than coin as payment
ered magical for the purpose of any rule that cares If a magic item incorporates an item that has a
whether a weapon is magical or not. purchase cost in the Piuyer s Acndbook (such as a
Wondro us Items weapon or a suit of armor), add that items cost to
Wondrous Items include wearable items such as the magic item’s value. For example. +J Armor (Plate
boots, belts, capes, amulets, brooches, and circlets, Armor! has a value of 5,500 GP. which is the sum of
bags, carpets, figurines, horns, musical instruments, a Rare magic item's value (4,000 GP) and the cost of
and more also fall into this category. Plate Armor (1,500 GP).

Magic Item Rarit y Magi c Item Rariti es and Val ues


Every magic item has a rarity, which provides a Rarity *
Value Rarity *
Value
rough measure of an item's power relative to other Common 100 GP Very Rare 40,000 GP
magic items. The rarities are shown in the Magic Uncommon 400 GP Legendary 200,000 GP
Item Rarities and Values table.
Common magic items, such as a Potion of Healing, Rare 4,000 GP Art-fact Priceless
are the most plentiful, Artifacts, such as the Wand of ’'Halve the value fw a consumable item other tkan a SprJJ S&eH.
Uncus, are priceless, unique, and difficult to acquire. The va'ae of a Spt'l Scroll Is double what it costs to scribe the scroll
Ms Spet'fieil ’n rhe Pfiro^'l -Tarlrlhvnkl

CHAPTER 7 | TREASURE 2-7


MAGIC ITEM TRACKER

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.

CHAPTER' I TREASURE 22Z


Artif acts ______ Minor Benef ici al Propert ies

An Artifact is a unique, singularly powerful magic IdlOO Property


item with its own origin and history. It could have 01-20 While attuned to the Artifact, you gain pro^
been created in the midst of a crisis that threatened ciency in one skill of the DM’s choice.
a kingdom, a world, or the entire multiverse, and 21-30 While attuned to the Artifact, you have
carry the weight of that pivotal moment in history.
Immunity to the Poisoned condition.
Some Artifacts appear when they are needed
most. For others, the reverse is true; when these 31-40 While attuned to the Artifact, you have
Artifacts are discovered, the world trembles at the Immunity to the Charmed and Frightened
ramifications of the find. In either case, introducing conditions.
an Artifact into a campaign requires forethought. 41-50 While attuned to the Artifact, you have Re-
It could be an item that opposing sides are hoping sistance to one damage type of the DM’s
to claim, or it might be something the adventurers choice.
need to overcome their greatest challenge.
Characters don’t typically find Artifacts in the 51-60 While attuned to the Artifact, you can cast
normal course of adventuring. In fact, Artifacts one cantrip (chosen by the DM) from it.
appear only when you want them to, for they are as 61-70 While attuned to the Artifact, you can cast
much plot devices as magic items. Tracking down one level 1 spell (chosen by the DM) from
and recovering an Artifact is often the main goal of it. After you cast the spell, roll ld6. On a
an adventure. Characters must chase down rumors, roll of 1-5, you can't cast it again in this wa.
undergo significant trials, and venture into danger- until the next dawn.
ous, half-forgotten places to find the Artifact they
seek. Alternatively, a major villain might already 71-80 As 61-70 above, except the spell is level 2.
have the Artifact. Obtaining and destroying the Ar- 81-90 As 61-70 above, except the spell is level 3.
tifact could be the only way to ensure that its power 91-00 While attuned to the Artifact, you gain a ■‘■1
can’t be used for evil. bonus to Armor Class.
Artif ac t Propert ies
Majo r Benef ici al Propert ies
In addition to its defined properties, an Artifact
might have other properties that are either benefi- IdlOO Property
cial or detrimental. You can choose such properties 01-20 While attuned to the Artifact, one of your
from the tables in this section or determine them ability scores (DM’s choice) increases by 2.
randomly. You can also invent new beneficial and to a maximum of 24.
detrimental properties. These properties typically
21-30 While attuned to the Artifact, you regain
change each time an Artifact appears in the world.
An Artifact can have as many as four minor ben- ld6 Hit Points at the start of each of your
eficial properties and two major beneficial proper- turns if you have at least 1 Hit Point.
ties. It can have-as many as four minor detrimental 31-40 When you hit with an attack roll while at-
properties and two major detrimental properties. tuned to the Artifact, the target takes an
extra ld6 Force damage.
41-50 While you’re attuned to the Artifact, your
Speed increases by 10 feet.
51-60 While attuned to the Artifact, you can cast
one level 4 spell (chosen by the DM) from
it. After you cast the spell, roll ld6. On a
roll of 1-5, you can't cast it again in this wa-
until the next dawn.
61-70 As 51-60 above, except the spell is level 5.
71-80 As 51-60 above, except the spell is level 6.
81-90 As 51-60 above, except the spell is level 7.
91-00 While attuned to the Artifact, you have Im-
munity to the Blinded, Deafened, Petrified,
and Stunned conditions.

224. CHAPTER 7 I TREASURE


Minor Detr iment al Propert ies Majo r Detrim enta l Prop ert ies
IdlOO Property IdlOO Property
01-08 While attuned to the Artifact, you have 01-09 You can’t attune to other magic items
Disadvantage on any ability check or saving while you’re attuned to the Artifact. When
throw that uses Strength or Constitution. you become attuned to the Artifact, your
09-16 While attuned to the Artifact, you have Attunement to other magic items ends
Disadvantage on Intelligence, Wisdom, and immediately.
Charisma saving throws. 10-18 When you become attuned to the Artifact,
17-24 While attuned to the Artifact, you have Vul- a random one of your ability scores is re-
nerability to Poison damage. duced by 2, to a minimum of 3. A Greater
25-32 While attuned to the Artifact, you have the Restoration spell restores the ability.
Blinded condition when you're more than 19-27 When you become attuned to the Artifact,
10 feet away from it. you take 8dl0 Psychic damage.
33-40 While attuned to the Artifact, you have the 28-36 The first time you become attuned to the
Deafened condition when you're more than Artifact, it gives you a quest determined by
10 feet away from it. the DM. You can’t use any of the Artifact’s
41-48 While attuned to the Artifact, you lose all properties until you complete the quest.
sense of smell. 37-45 Each time you become attuned to the Arti-
49-66 While you're attuned to the Artifact, your fact, there is a 10 percent chance that you
appearance changes as the DM decides. attract the attention of a god who sends an
avatar to wrest the Artifact from you. The
67-72 While attuned to the Artifact, you emit a
avatar has the same alignment as its creator
sour stench noticeable from up to 10 feet
and uses the Empyrean stat block. Once it
away.
obtains the Artifact, the avatar vanishes.
73-76 Whenever you touch a nonmagical gem
46-54 Each time you become attuned to the Arti-
or an art object while attuned to this Arti-
fact, you must succeed on a DC 10 Consti-
fact, the value of the gem or art object is
tution saving throw or die from the shock.
reduced by half. This affects a particular
If you die, you're instantly transformed into
object only once.
a Wight under the DM's control that must
77-80 While you're attuned to the Artifact, all Holy protect the Artifact.
Water within 10 feet of you is destroyed.
55-63 The Artifact dilutes potions within 10 feet of
81-84 While you're attuned to the Artifact, non- itself, rendering them nonmagical.
magical flames are extinguished within 30
64-72 The Artifact erases scrolls within 10 feet of
feet of you.
itself, rendering them nonmagical.
85-88 While you’re attuned to the Artifact, other
73-81 While you’re attuned to the Artifact, crea-
creatures can’t take Short or Long Rests
tures of a particular type other than Hu-
while within 300 feet of you.
manoid (chosen by the DM) are always
89-92 While attuned to the Artifact, you kill any Hostile toward you.
nonmagical vegetation you touch that isn’t
82-90 While attuned to the Artifact, you have
a creature.
Vulnerability to all damage.
93-00 While you’re attuned to the Artifact, Beasts
91-96 The Artifact imprisons a Death Slaad. Each
within 30 feet of you that have a Challenge
time you become attuned to the Artifact,
Rating of 6 or lower are Hostile toward you.
the slaad has a 10 percent chance of escap-
ing, whereupon it appears in an unoccu-
pied space as close to you as possible and
attacks you.
97-00 While attuned to the Artifact, you can’t
spend Hit Point Dice or regain Hit Points.

CHAPTER 7 | TREASURE 22Z


Senti ent Magic Jtems Sent ien t Item ’s Commun ica tion
Some magic items have sentience and personality. IdlO Communication
Such an item might be possessed, haunted by the 1-6 The item communicates by transmit-
spirit of a previous owner, or self-aware thanks to ting emotion to the creature carrying or
the magic used to create it. A sentient item might be wielding it.
a cherished ally to its wielder or a continual thorn
in the side. 7-9 The item speaks one or more languages.
Most sentient items are weapons, but other kinds 10 The item speaks one or more languages. In
of items can manifest sentience. Single-use items addition, the item can communicate tele-
such as potions and scrolls are never sentient. pathically with any creature that carries or
The DM controls sentient magic items and their wields it.
activated properties. A bearer who maintains a
good relationship with the item can access those Sent ien t Item ’s Senses
properties. If the relationship is strained, a conflict
can ensue (see “Conflict” below). ld4 Senses
1 Hearing and standard vision out to 30 feet
Sentie nt Mag ic Item Trait s
2 Hearing and standard vision out to 60 feet
When you make a sentient magic item, you create
the item’s persona much as you would create an 3 Hearing and standard vision out to 120 feet
NPC (as described in the “Nonplayer Characters" 4 Hearing and Darkvision out to 120feet
section of chapter 3), with these exceptions.
Abilities. A sentient magic item has Intelligence, Sent ien t Item ’s Specia l Purpos e
Wisdom, and Charisma scores. Choose the item's
IdlO Special Purpose
abilities, or determine them randomly as follows:
roll 4d6 for each one, dropping the lowest roll and 1 Aligned. The item seeks to defeat or destroy
totaling the rest. those of a diametrically opposed alignment.
Alignment. A sentient magic item has an align- Such an item is never Neutral.
ment. Its creator or nature might suggest an align- 2 Bane. The item seeks to thwart or destroy
ment. Otherwise, pick an alignment or roll on the creatures of a particular type, such as Con-
Sentient Item's Alignment table.
structs, Fiends, or Undead.
Communication. A sentient item communicates
by sharing its emotions, broadcasting its thoughts 3 Creator Seeker. The item seeks its creator
telepathically, or speaking aloud. You can choose and wants to understand why it was created.
how it communicates or roll on the Sentient Item’s 4 Destiny Seeker. The item believes it and its
Communication table. bearer have key roles to play in future events.
Senses. A sentient item can perceive its surround-
ings out to a limited range. You can choose its 5 Destroyer. The item craves destruction and
senses or roll on the Sentient Item’s Senses table. goads its user to fight arbitrarily.
Special Purpose. You can give a sentient item an 6 Glory Seeker. The item seeks renown as the
objective it pursues, perhaps to the exclusion of all greatest magic item in the world by winning
else. As long as the wielder's use of the item aligns fame or notoriety for its user.
with that special purpose, the item remains coop-
erative. Deviating from this course might cause 7 Lore Seeker. The item craves knowledge or
conflict between the wielder and the item (see “Con- is determined to solve a mystery, learn a se-
flict” below). You can pick a special purpose or roll cret, or unravel a cryptic prophecy.
on the Sentient Item’s Special Purpose table. 8 Protector. The item seeks to defend a par-
ticular kind of creature, such as elves or
Sent ient Item ’s Align ment werewolves.
IdlOO Alignment IdlOO Alignment 9 Soulmate Seeker. The item seeks another
01-15 Lawful Good 74-85 Chaotic Neutral sentient magic item, perhaps one that is
16-35 Neutral Good 86-89 Lawful Evil similar to itself.
36-50 Chaotic Good 90-96 Neutral Evil 10 Templar. The item seeks to defend the ser-
51-63 Lawful Neutral 97-00 Chaotic Evil vants and interests of a particular deity.
64-73 Neutral

226 CHAPTER 7 |TREASURE


Confl ic t "--------------------------------------------------------------------------------------------------------------

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.

Magic Item s A—Z


Magic items are presented in alphabetical order.
If a magic item description capitalizes a creature’s
name and presents it in bold type, that’s a visual cue
pointing you to the creature’s stat block. Unless the
text states otherwise, the stat block is in the Mon-
ster Manual. How to read and use a stat block is ex-
plained in the Monster Manual and to a lesser degree
in the Player’s Handbook.

Adama ntin e Armor


Armor (Any Medium or Heavy, Except Hide Armor),
Uncommon
This suit of armor is reinforced with adamantine,
one of the hardest substances in existence. While
ou’re wearing it, any Critical Hit against you be-
comes a normal hit.
Once the jug starts producing a liquid, it can’t
produce a different one, or more of one that has Ammuni tion , +1, +2, or +3
reached its maximum, until the next dawn. Weapon (Any Ammunition), Uncommon (*1), Rare (+2),
or Very Rare (+3)
Alc hemy Jug Liquid s
You have a bonus to attack rolls and damage rolls
Max. Max. made with this piece of magic ammunition. The bo-
Liquid Amount Liquid Amount nus is determined by the rarity of the ammunition.
Acid 8 ounces Oil 1 quart Once it hits a target, the ammunition is no longer
Basic Poison 4 ounces Vinegar 2 gallons magical.
This ammunition is typically found or sold in
Beer 4 gallons Water, fresh 8 gallons quantities of ten or twenty pieces. Ten pieces of this
Honey 1 gallon Water, salt 12 gallons ammunition are equivalent in value to a potion of
Mayonnaise 2 gallons Wine 1 gallon the same rarity.

Ammu nitio n of Sla yi ng


Weapon (Any Ammunition). Very Rare
This magic ammunition is meant to slay creatures
of a particular type, which the DM chooses or de-
termines randomly by rolling on the table below. If
a creature of that type takes damage from the am-
munition, the creature makes a DC 17 Constitution
saving throw, taking an extra 6dl0 Force damage
on a failed save or half as much extra damage on a
successful one.
After dealing its extra damage to a creature, the
ammunition becomes non magical.
IdlOO Creature Type •IdlOO Creature Type
01-10 Aberrations 51-60 Fey
11-15 Beasts 61-70 Fiends
16-20 Celestials 71-75 Giants
21-25 Constructs 76-80 Monstrosities
26-35 Dragons 81-85 Oozes
36-45 Elementals 86-90 Plants
46-50 Humanoids 91-00 Undead

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.

Amul et of Proof ag ai nst Detect ion


and Loca tion
Wondrous Item, Uncommon (Requires Attunement)
While wearing this amulet, you can’t be targeted
by Divination spells or perceived through magical
scrying sensors unless you allow it.

228 CHAPTER 7 I TREASURE


Amul et of the Plan es Anima ted Shiel d
Wondrous Item, Very Rare (Requires Attunement) Armor (Shield), Very Rare (Requires Attunement)
While wearing this amulet, you can take a Magic While holding this Shield, you can take a Bonus
action to name a location that you are familiar with Action to cause it to animate. The Shield leaps into
on another plane of existence. Then make a DC 15 the air and hovers in your space to protect you as if
Intelligence (Arcana) check. On a successful check, you were wielding it, leaving your hands free. The
you cast Plane Shift. On a failed check, you and each Shield remains animate for 1 minute, until you take
creature and object within 15 feet of you travel to a Bonus Action to end this effect, or until you die or
a random destination determined by rolling IdlOO have the Incapacitated condition, at which point the
and consulting the following table. Shield falls to the ground or into your hand if you
IdlOO Destination have one free.
01-60 Random location on the plane you named
61-70 Random location on an Inner Plane deter- Appara tus of Kwali sh
mined by rolling ld6: on a 1, the Plane of Wondrous Item, Legendary
Air; on a 2, the Plane of Earth; on a 3, the This item first appears to be a sealed iron barrel
Plane of Fire; on a 4. the Plane of Water; on weighing 500 pounds. The barrel has a hidden
a 5, the Feywild; on a 6, the Shadowfell catch, which can be found with a successful DC 20
Intelligence (Investigation) check. Releasing the
71-80 Random location on an Outer Plane deter-
catch unlocks a hatch at one end of the barrel, al-
mined by rolling ld8: on a 1, Arborea; on a lowing two Medium or smaller creatures to crawl
2, Arcadia; on a Z, the Beastlands; on a 4, inside. Ten levers are set in a row at the far end,
Bytopia; on a 5, Elysium; on a 6, Mechanus; each in a neutral position, able to move up or down
on a 7, Mount Celestia; on an 8, Ysgard When certain levers are used, the apparatus trans-
81-90 Random location on an Outer Plane deter- forms to resemble a giant lobster.
mined by rolling 1d8: on a 1, the Abyss; on The Apparatus of Kwalish is a Large object with the
a 2, Acheron; on a 3, Carceri; on a 4, Ge- following statistics: AC 20; HP 200; Speed 30 ft.,
henna; on a 5, Hades; on a 6, Limbo; on a 7, Swim 30 ft. (or 0 ft for both if the legs aren’t ex-
tended); Immunity to Poison and Psychic damage.
the Nine Hells; on an 8, Pandemonium
To be used as a vehicle, the apparatus requires
91-00 Random location on the Astral Plane one pilot. While the apparatus’s hatch is closed,
the compartment is airtight and watertight. The
compartment holds enough air for 10 hours of

App ah a rut of
Kwalis h
Amulet of th e
Pla ne s

CHAPTER 7 | TREASURE 22g


Armo r or fftsisMivce

(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

Armor , +1, +2, or +3


Armor (Any Light, Medium, or Heavy), Rare (+1), Very
Rare (*2), or Legendary (*3)
You have a bonus to Armor Class while wearing this
armor. The bonus is determined by its rarity.

Armor of Gle am ing


Armor (Any Light, Medium, or Heavy), Common
This armor never gets dirty.

Armor of Invul nerabi li ty


Armor (Piate Armor), Legendary (Requires Attunement)
You have Resistance to Bludgeoning, Piercing, and
Slashing damage while you wear this armor.

Appa ratus of Kwal ish Leve rs


Lever Up Down
1 Legs extend, allowing the apparatus to walk and Legs retract, reducing the apparatus's Speed and
swim. Swim Speed to 0 and making it unable to benefit
from bonuses to speed.
2 Forward window shutter opens. Forward window shutter closes.
3 Side window shutters open (two per side). Side window shutters close (two per side).
4 Two claws extend from the front side of the The claws retract.
apparatus.
5 Each extended claw makes the following melee at- Each extended claw makes the following melee
tack: +8 to hit, reach 5 ft. Hit: 7 (2d6) Bludgeoning attack: +8 to hit, reach 5 ft. Hit: The target has the
damage. Grappled condition (escape DC 15).
6 The apparatus walks or swims forward provided its The apparatus walks or swims backward provided
legs are extended. its legs are extended.
7 The apparatus turns 90 degrees counterclockwise The apparatus turns 90 degrees clockwise provided
provided its legs are extended. its legs are extended.
8 Eyelike fixtures emit Bright Light in a 30-foot radius The light turns off.
and Dim Light for an additional 30 feet.
9 The apparatus sinks up to 20 feet if it's in liquid. The apparatus rises up to 20 feet if it’s in liquid.
10 The rear hatch unseals and opens. The rear hatch closes and seals.

230 CHAPTER 7 I TREASURE


Ake of the
Dwarvi sh Lord s

Metal Shell. You can take a Magic action to give


yourself Immunity to Bludgeoning, Piercing, and
Slashing damage for 10 minutes or until you are
no longer wearing the armor. Once this property is
used, it can’t be used again until the next dawn.

Armor of Resi sta nce


Armor (Any Light, Medium, or Heavy), Rare (Requires
Attunement)
You have Resistance to one type of damage while
you wear this armor. The DM chooses the type or
determines it randomly by rolling on the following Arrow -Cat ching Shie ld
table. Armor (Shield), Rare (Requires Attunement)
IdlO Damage Type IdlO Damage Type You gain a *2 bonus to Armor Class against ranged
1 Acid 6 attack rolls while you wield this Shield. This bonus
Necrotic
is in addition to the Shield’s normal bonus to AC.
2 Cold 7 Poison Whenever an attacker makes a ranged attack roll
Z Firn 8 Psychic against a target within 5 feet of you, you can take a
4 Force Reaction to become the target of the attack instead.
9 Radiant
5 Lightning 10 Thunder
Axe of the Dwarvi sh Lords
Weapon (Battleaxe), Artifact (Requires Attunement)
Armor of Vuln era bili ty
A young dwarf prince set out to forge a weapon
Armor (Any Light, Medium, or Heavy), Rare (Requires that would be regarded as a symbol of unity among
Attunement) his people. Venturing deep under the mountains,
While wearing this armor, you have Resistance to deeper than any dwarf had ever delved, the prince
one of the following damage types: Bludgeoning, came to the blazing heart of a great volcano. With
Piercing, or Slashing. The DM chooses the type or the aid of Moradin, a god of creation, he first
determines it randomly. crafted four mighty tools: the Starmetal Pick, the
Curse. This armor is cursed, a fact that is revealed Earthheart Forge, the Anvil of Songs, and the Shap-
only when the Identify spell is cast on the armor or ing Hammer. With these tools, he forged the Axe of
you attune to it. Attuning to the armor curses you the Dwarvish Lords.
until you are targeted by a Remove Curse spell or Armed with the Artifact, the prince brought
similar magic; removing the armor fails to end the peace to the dwarf clans, ending grudges and an-
curse. While cursed, you have Vulnerability to two swering slights. The clans became allies, and they
of the three damage types associated with the ar- threw back their enemies and enjoyed an era of
mor (not the one to which it grants Resistance). prosperity. This young dwarf is remembered as

CHAPTER 7 | TREASURE 2ZI


the First King, When he became old, he passed the
weapon, which had become his badge of office, to
his heir. The rightful inheritors passed the axe on
for many generations.
Later, in an era marked by treachery and wicked-
ness, the axe was lost in a bloody civil war fomented
by greed for its power and the status it bestowed.
Centuries later, the dwarves still search for the axe,
and many adventurers have made careers of chas-
ing after rumors and plundering old vaults to find it.
Magic Weapon. The Axe of the Dwarvish Lords is a
magic weapon that grants a +3 bonus to attack rolls
and damage rolls made with it.
When you attack a creature with the axe and roll
a 20 on the d20 for the attack roll, the axe deals an
extra 20 Slashing damage.
The axe has the Thrown property with a normal
range of 20 feet and a long range of 60 feet. When
you hit with a ranged attack using this weapon, it
deals an extra ld8 Force damage, or an extra 2d8
Force damage if the target is a creature of the Giant
type. Immediately after hitting or missing, the
weapon flies back to your hand. Travel the Depths. You can take a Magic action to
Blessings of Moradin. While attuned to the axe, touch the axe to a fixed piece of dwarven stonework
you gain the following benefits: and cast Teleport from the axe. If your intended des-
tination is underground, there is no chance of a mis-
Darkvision. You gain Darkvision with a range of hap or arriving somewhere unexpected. You can’t
60 feet. If you already have Darkvision, its range use this property again until 3 days have passed.
increases by 60 feet. Destroying the Axe. The only way to destroy the
Fortitude of Stone. Your Constitution increases by axe is to melt it down in the Earthheart Forge,
2, to a maximum of 20. where it was created. It must remain in the burning
Gifts of the Creator. You have proficiency with forge for 50 years before it finally succumbs to the
Brewer's Supplies, Mason’s Tools, and Smith's fire and is consumed.
Tools.
One with the Forge. You have Immunity to Poison
damage and Resistance to Fire damage. Bab a Yag a ’s Danc ing Broom
Sunder. When you hit an object with the axe. the Wondrous item, Uncommon (Requires Attunement)
object takes the maximum amount of damage
The arch fey Baba Yaga crafted many of these
possible.
magic brooms. No two appear exactly alike. While
Conjure Earth Elemental. While holding the axe. holding the broom, you can take a Magic action to
you can take a Magic action to summon an Earth transform it into an Animated Broom under your
Elemental. It appears in an unoccupied space you control. The broom then moves into an unoccupied
choose within 30 feet of yourself, understands your space as close to you as possible. The broom acts
languages, obeys your commands, and takes its turn immediately after you on your Initiative count and
immediately after you on your Initiative count. The remains animate until you take a Bonus Action and
elemental disappears after 24 hours, when it dies, or use a command word to render it inanimate.
when you dismiss it as a Bonus Action. You can’t use On your turn, you can mentally command the an-
this property again until the next dawn. imated broom if it is within 30 feet of you and you
Random Properties. The axe has the following ran- don't have the Incapacitated condition (no action
dom properties (see “Artifacts" in this chapter): required). You decide what action the broom takes
- 2 minor beneficial properties and where it moves during its next turn, or you can
- 1 major beneficial property issue it a general command, such as to attack your
• 2 minor detrimental properties enemies or guard a location.
If the broom is reduced to 0 Hit Points, it shatters
and is destroyed. If the broom reverts to its inani-
mate form before losing all its Hit Points, it regains
all of them.

2Z2 CHAPTER 7 | TREASURE


IdlOO Effect
Bag of Beans 51-60 ld4 + 4 bright-pink toads crawl forth.
Wondrous Item, Rare
Whenever a toad is touched, it transforms
This heavy cloth bag contains 3d4 dry beans when into a Large or smaller monster of the
found. The bag weighs half a pound regardless of DM’s choice that acts in accordance with
how many beans it contains and becomes a non- its alignment and nature. The monster
magical item when it no longer contains any beans.
remains for 1 minute, then disappears in a
If you dump one or more beans out of the bag,
they explode in a 10-foot-radius Sphere centered on puff of bright-pink smoke.
them. All the dumped beans are destroyed in the ex- 61-70 A hungry Bulette burrows up and attacks.
plosion, and each creature in the Sphere, including 71-80 A fruit tree grows. It has IdlO + 20 fruit,
you, makes a DC 15 Dexterity saving throw, taking 1 d8 of which act as randomly determined
5d4 Force damage on a failed save or half as much potions. The tree vanishes after 1 hour.
damage on a successful one.
Picked fruit remains, retaining any magic
If you remove a bean from the bag, plant it in dirt
for 30 days.
or sand, and then water it, the bean disappears as it
produces an effect 1 minute later from the ground 81-90 A nest of ld4 + 3 rainbow-colored eggs
where it was planted. The DM can choose an effect springs up. Any creature that eats an egg
from the following table or determine it randomly. makes a DC 20 Constitution saving throw.
IdlOO Effect On a successful save, a creature perma-
nently increases its lowest ability score
01 5d4 toadstools sprout. If a creature eats a
by 1, randomly choosing among equally
toadstool, roll any die. On an odd roll, the
low scores. On a failed save, the creature
eater must succeed on a DC 15 Constitu-
takes 10d6 Force damage from an internal
tion saving throw or take 5d6 Poison dam-
explosion.
age and have the Poisoned condition for 1
hour. On an even roll, the eater gains 5d6 91-95 A pyramid with a 60-foot-square base
Temporary Hit Points for 1 hour. bursts upward. Inside is a burial chamber
containing a Mummy, a Mummy Lord, or
02-10 A geyser erupts and spouts water, beer,
some other Undead of the DM’s choice.
mayonnaise, tea, vinegar, wine, or oil
Its sarcophagus contains treasure of the
(DM’s choice) 30 feet into the air for ld4
DM’s choice.
minutes.
96-00 A giant beanstalk sprouts, growing to a
11-20 A Treant sprouts. Roll any die. On an odd
height of the DM’s choice. The top leads
roll, the treant is Chaotic Evil. On an even
where the DM chooses, such as to a great
roll, the treant is Chaotic Good.
view, a cloud giant’s castle, or another
21-30 An animate but immobile stone statue plane of existence.
in your likeness rises and makes verbal
threats against you. If you leave it and
others come near, it describes you as the
most heinous of villains and directs the
newcomers to find and attack you. If you
are on the same plane of existence as the
statue, it knows where you are. The statue
becomes inanimate after 24 hours.
31-40 A campfire with green flames springs
forth and burns for 24 hours or until it is
extinguished.
41-50 Three Shrieker Fungi sprout.

CHAPTER 7 I TREASURE 2ZZ


Bag of Devourin g Bag of Tricks
Wondrous Item, Very Rare Wondrous Item, Uncommon
This bag resembles a Bag of Holding but is a feeding This bag made from gray, rust, or tan cloth appears
orifice for a gigantic extradimensional creature. empty. Reaching inside the bag, however, reveals the
Turning the bag inside out closes the orifice. presence of a small, fuzzy object.
The extradimensional creature attached to the You can take a Magic action to pull the fuzzy ob-
bag can sense whatever is placed inside the bag. ject from the bag and throw it up to 20 feet. When
Animal or vegetable matter placed wholly in the the object lands, it transforms into a creature you
bag is devoured and lost forever. When part of a determine by rolling on the table that corresponds
living creature is placed in the bag, as happens when to the bag’s color. See the Monster Manual for the
someone reaches inside it, there is a 50 percent creature’s stat block. The creature vanishes at the
chance that the creature is pulled inside the bag. A next dawn or when it is reduced to 0 Hit Points.
creature inside the bag can take an action to try to The creature is Friendly to you and your allies,
escape, doing so with a successful DC 15 Strength and it acts immediately after you on your Initiative
(Athletics) check. Another creature can take an ac- count. You can take a Bonus Action to command
tion to reach into the bag to pull a creature out, do- how the creature moves and what action it takes on
ing so with a successful DC 20 Strength (Athletics) its next turn, such as attacking an enemy. In the ab-
check, provided the puller isn’t pulled inside the bag sence of such orders, the creature acts in a fashion
first. Any creature that starts its turn inside the bag appropriate to its nature.
is devoured, its body destroyed. Once three fuzzy objects have been pulled from
Inanimate objects can be stored in the bag, which the bag, the bag can’t be used again until the next
can hold a cubic foot of such material. However, dawn.
once each day. the bag swallows any objects inside it
and spits them out into another plane of existence. Cray Bag of Trick s
The DM determines the time and plane. 1d8 Creature 1d8 Creature
If the bag is pierced or torn, it is destroyed, and
anything contained within it is transported to a 1 Weasel 5 Panther
random location on the Astral Plane. 2 Ciant Rat 6 Ciant Badger
p* ------------------------------------------------------ — 3 Badger 7 Dire Wolf
Bag of Hol ding 4 Boar 8 Giant Elk
Wondrous Item, Uncommon
Rust Bag of Tric ks
This bag has an interior space considerably larger
than its outside dimensions—roughly 2 feet square IdS Creature IdS Creature
and 4 feet deep on the inside. The bag can hold up 1 Rat 5 Giant Goat
to 500 pounds, not exceeding a volume of 64 cubic
2 Owl 6 Giant Boar
feet. The bag weighs 5 pounds, regardless of its
contents. Retrieving an item from the bag requires a Z Mastiff 7 Lion
Utilize action. 4 Coat 8 Brown Bear
If the bag is overloaded, pierced, or torn, it is de-
stroyed, and its contents are scattered in the Astral Tan Bag of Trick s
Plane. If the bag is turned inside out, its contents
ld8 Creature ld8 Creature
spill forth unharmed, but the bag must be put right
before it can be used again. The bag holds enough 1 jackal 5 Black Bear
air for 10 minutes of breathing, divided by the num- 2 Ape 6 Ciant Weasel
ber of breathing creatures inside.
3 Baboon 7 Giant Hyena
Placing a Bag of Holding inside an extradimen-
sional space created by a Heward’s Handy Haversack, 4 Axe Beak 8 Tiger
Portable Hole, or similar item instantly destroys both
items and opens a gate to the Astral Plane. The gate
originates where the one item was placed inside the Bead of Forc e
other. Any creature within a 10-foot-radius Sphere Wondrous Item, Rare
centered on the gate is sucked through it to a ran- This small black sphere measures 3/4 of an inch in
dom location on the Astral Plane. The gate then diameter and weighs an ounce. Typically, ld4 + 4
closes. The gate is one-way and can’t be reopened. Beads of Force are found together.

234 CHAPTER 7 I TREASURE


Bag of Holdin g

Bag of Thi cks

Ba g of Devou ri ng

You can take a Magic action to throw the bead


up to 60 feet. The bead explodes in a 10-foot-radius
Sphere on impact and is destroyed. Each creature
in the Sphere must succeed on a DC 15 Dexterity
saving throw or take 5d4 Force damage. A sphere
of transparent force then encloses the area for 1
Belt
minute. Any creature that failed the save and is of
Dwa rv en kin o
completely within the area is trapped inside this
sphere. Creatures that succeeded on the save or are
partially within the area are pushed away from the
center of the sphere until they are no longer inside
it. Only breathable air can pass through the sphere’s
wall. No attack or other effect can pass through. Belt of Dwarvenk ind

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.

CHAPTER 7 | TREASURE 2Z5


also have Disadvantage on attack rolls with weap-
Belt of Gia nt Strengt h ons other than this one.
Wondrous Item, Rarity Varies (Requires Attunement) Whenever another creature damages you while
the weapon is in your possession, you must succeed
While wearing this belt, your Strength changes to
on a DC 15 Wisdom saving throw or go berserk.
a score granted by the belt. The type of giant deter-
This berserk state ends when you start your turn
mines the score (see the table below). The item has
and there are no creatures within 60 feet of you
no effect on you if your Strength without the belt is
that you can see or hear.
equal to or greater than the belt's score.
While berserk, you regard the creature nearest
Belt Str. Rarity to you that you can see or hear as your enemy. If
Belt of Ciant Strength (hill) 21 Rare there are multiple possible creatures, choose one at
random. On each of your turns, you must move as
Belt of Ciant Strength (frost 23 Very Rare
close to the creature as possible and take the Attack
or stone) action, targeting the creature. If you’re unable to
Belt of Ciant Strength (fire) 25 Very Rare get close enough to the creature to attack it with
Belt of Ciant Strength (cloud) 27 Legendary the weapon, your turn ends after you’ve used up all
your available movement. If the creature dies or can
8e/t of Ciant Strength (storm) 29 Legendary no longer be seen or heard by you, the next nearest
creature that you can see or hear becomes your
new target.
Berserke r Axe
Weapon (Battleaxe, Greataxe, or Halberd), Rare
(Requires Attunement) Blac kraz or
You gain a +1 bonus to attack rolls and damage rolls Weapon (Greatsword), Artifact (Requires Attunement)
made with this magic weapon. In addition, while Hidden in the dungeon of White Plume Mountain,
you are attuned to this weapon, your Hit Point Blackrazor shines like a piece of night sky filled with
maximum increases by 1 for each level you have stars. Its black scabbard is decorated with pieces of
attained. cut obsidian.
Curse. This weapon is cursed, and becoming at-
tuned to it extends the curse to you. As long as you
remain cursed, you are unwilling to part with the
weapon, keeping it within reach at all times. You Serse rkcr Axe
(Battlea xe )

Bel t of Gian t
Stoe ng th (Fire )

Belt of Gia nt
Stren gt h (Sto ne .)

236 CHAPTER 7 I TREASURE


You gain a *3 bonus to attack rolls and damage
rolls made with this magic weapon. If you hit an
Undead with this weapon, you take IdlO Necrotic
damage, and the target regains IdlO Hit Points. If
this Necrotic damage reduces you to 0 Hit Points,
Blackrazor devours your soul (see “Devour Soul”
below).
While you hold this weapon, you have Immunity
to the Charmed and Frightened conditions, and you
have Blindsight with a range of 30 feet.
Devour Soul. Whenever you use Blackrazor to
reduce a creature to 0 Hit Points, the sword slays
the creature and devours its soul unless it is a Con-
struct or an Undead. A creature whose soul has
been devoured by Blackrazor can be restored to life
only by a Wish spell.
When Blackrazor devours a soul that isn’t yours,
you gain Temporary Hit Points equal to the slain
creature’s Hit Point maximum.
Haste. Blackrazor can cast Haste on you, after
which it can’t cast this spell again until the next
dawn. Blackrazor decides when to cast the spell,
which takes effect at the start of your turn. The
spell lasts for I minute (no Concentration required)
or until Blackrazor decides to end it, which it can do
at the end of any of your turns.
Sentience. Blackrazor is a sentient Chaotic Neutral
weapon with an Intelligence of 17, a Wisdom of 10,
and a Charisma of 19. It has hearing and Darkvision
out to 120 feet.
The weapon speaks Common and can communi- Book of Exa lt ed Deeds
cate with its wielder telepathically. Its voice is deep Wondrous Item, Artifact (Requires Attunement)
and echoing. While you are attuned to it, Blackrazor The definitive treatise on all that is good in the
also understands every language you know. multiverse, the Book of Exalted Deeds figures promi-
Personality. Blackrazor speaks with an imperious nently in many religions. Rather than being a scrip-
tone, as though accustomed to being obeyed. ture devoted to a particular faith, the book’s au-
The sword's purpose is to consume souls. It thors filled the pages with their own visions of true
doesn’t care whose souls it eats, including the wield- virtue, providing guidance for defeating evil.
er’s. The sword believes that all matter and energy The Book of Exalted Deeds rarely lingers in one
sprang from a void of negative energy and will one place. As soon as the book is read, it vanishes to
day return to it. Blackrazor is meant to hurry that some other corner of the multiverse where its moral
process along. guidance can bring hope to an endangered world.
Despite its nihilism. Blackrazor feels a strange kin- Although attempts have been made to copy the
ship to Wave and Whelm, two other weapons locked work, efforts to do so fail to capture its magical na-
away under White Plume Mountain. It wants the ture or translate the benefits it offers to those pure
three weapons to be reunited and wielded together of heart and firm of purpose.
in combat, even though it violently disagrees with A heavy clasp, wrought to look like angel wings,
Whelm and finds Wave tedious. keeps the book’s contents secure. Only a creature
Blackrazor’s hunger for souls must be regularly that is attuned to the book can release the clasp that
fed. If the sword goes 3 days or more without con- holds it shut. Once the book is opened, the attuned
suming a soul, a conflict between it and its wielder creature must spend 80 hours reading and studying
occurs at the next sunset. the book to digest its contents and gain its benefits.
Destroying Blackrazor. Blackrazor can be destroyed Other creatures that peruse the book's open pages
by crushing it in the great gears of Mechanus. Pri- can read the text but glean no deeper meaning and
mus, the creator of the modrons, also knows a series reap no benefits. A Fiend, an Undead, or a servant of
of musical tones that Blackrazor can't stand to hear, a god from the Lower Planes that tries to read from
causing the sword to shatter. the book takes 24d6 Radiant damage. This damage

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

238 CHAPTER 7 I TREASURE


horrid idea, every corrupt thought, and every exam- Once you use the book to cast a spell, you can’t cast
ple of foul magic he came across or devised. that spell again from it until the next dawn.
Other practitioners of evil have added their own Vile Lore. You can reference the Book of Vile Dark-
input to the book’s catalog of vile knowledge. Their ness whenever you make an Intelligence check to
additions are clear, for the writers of later works recall information about some aspect of evil, such as
stitched whatever they were writing into the tome lore about demons. When you do so, you have Ad-
or, in some cases, made notations and additions vantage on that check.
to existing text. There are places where pages are At the DM’s discretion, the book might reveal
missing, torn, or covered so completely with ink, secrets no mortal should know, such as the true
blood, and scratches that the original text can’t be names of powerful Fiends, foul rites that allow one
divined. to transform into a death knight or lich, or long-lost
Nature can’t abide the book’s presence. Ordinary spells crafted by beings so evil their names ought
plants wither in its presence, common animals are never to be spoken aloud.
unwilling to approach it, and the book gradually Vile Speech. While the book is on your person,
destroys whatever it touches. Even stone cracks and you can take a Magic action to recite words from
turns to powder if the book rests on it long enough. its pages in a foul, dead language. Each time you do
Whenever a creature that isn't a Fiend or an so, you take ldl2 Psychic damage, and each creature
Undead attunes to the Book of Vile Darkness, that within 15 feet of you takes 3d6 Psychic damage un-
creature makes a DC 17 Charisma saving throw. On less the creature is a Fiend or an Undead.
a failed save, the creature is magically transformed Destroying the Book. The Book of Vile Darkness
into a Larva under the DM’s control. Only a Wish allows pages to be torn from it, but any evil lore
spell can reverse this vile transformation. contained on those pages finds its way back into the
A creature attuned to the book must spend 80 book eventually, usually when a new author adds
hours reading and studying it to digest its contents pages to the tome.
and use its Adjusted Ability Scores. Tireless Form, If a solar tears the book in two, the book is de-
Spells, Vile Lore, and Vile Speech properties. stroyed for IdlOO years, after which it re-forms in
The Book of Vile Darkness remains with you only some far corner of the multiverse.
as long as you strive to work evil in the world. If you A creature attuned to the book for 100 years can
fail to perform at least one evil act within the span unearth a phrase hidden in the original text that,
of 10 days, or if you willingly perform a good act, when translated to Celestial and spoken aloud, de-
the book disappears, your Attunement to it ends im- stroys both the speaker and the book in a flash of
mediately, and you lose all benefits granted by it. If radiance. However, as long as evil exists in the mul-
you die while attuned to the book, an entity of great tiverse, the book re-forms IdlO * 100 years later.
evil claims your soul. You can’t be restored to life by —
any means while your soul remains imprisoned.
Adjusted Ability Scores. One ability score of your Boot s of Elvenk ind
choice increases by 2, to a maximum of 24. Another Wondrous Item, Uncommon
ability score of your choice decreases by 2, to a min- While you wear these boots, your steps make no
imum of 3. The book can’t adjust your ability scores sound, regardless of the surface you are moving
again. across. You also have Advantage on Dexterity
Tireless Form. While the book is on your person, (Stealth) checks.
you have Immunity to the Exhaustion condition.
Random Properties. The Book of Vile Darkness has
the following random properties (see “Artifacts" in Boot s of Fal se Tra cks
this chapter): Wondrous item, Common (Requires Attunement)
- 3 minor beneficial properties While wearing these boots, you can have them leave
- 1 major beneficial property tracks like those of any kind of Humanoid of your
> 3 minor detrimental properties size.
- 2 major detrimental properties
Spells. While holding the book and holding it, you Boots of Levita tio n
can cast the following spells (save DC 18) from it:
Wondrous Item, Rare (Requires Attunement)
- Animate Dead While you wear these boots, you can cast Levitate
- Circle of Death on yourself.
- Dominate Monster
- Finger of Death

CHAPTER 7 I TREASURE 2Z9


Cold Resistance. You have Resistance to Cold
Boots of Speed damage and can tolerate temperatures of 0 degrees
Wondrous /tern, Rare (Requires Attunement) Fahrenheit or lower without any additional
protection.
While you wear these boots, you can take a Bonus Winter Strider. You ignore Difficult Terrain cre-
Action to click the boots' heels together. If you do, ated by ice or snow.
the boots double your Speed, and any creature that
makes an Opportunity Attack against you has Dis-
advantage on the attack roll. If you click your heels Bowl of Comman ding Water
together again, you end the effect. Eleme nta ls
When you’ve used the boots' property for a total Wondrous Item, Rare
of 10 minutes, the magic ceases to function for you
While this bowl is filled with water and you are
until you finish a Long Rest.
within 5 feet of it, you can take a Magic action to
summon a Water Elemental. The elemental ap-
Boots of Stri ding and Spri nging pears in an unoccupied space as close to the bowl as
Wondrous Item, Uncommon (Requires Attunement) possible, understands your languages, obeys your
commands, and takes its turn immediately after you
While you wear these boots, your Speed becomes on your Initiative count. The elemental disappears
30 feet unless your Speed is higher, and your Speed after 1 hour, when it dies, or when you dismiss it as
isn’t reduced by you carrying weight in excess of a Bonus Action. The bowl can’t be used this way
your carrying capacity or wearing Heavy Armor. again until the next dawn.
Once on each of your turns, you can jump up to The bowl is about 1 foot in diameter and half as
30 feet by spending only 10 feet of movement. deep. It holds about 3 gallons.

Boot s of the Winter la nds Brac ers of Archery


Wondrous Item, Uncommon (Requires Attunement) Wondrous Item, Uncommon (Requires Attunement)
These furred boots are snug and feel warm. While While wearing these bracers, you have proficiency
wearing them, you gain the following benefits. with the Longbow and Shortbow, and you gain a +2
bonus to damage rolls made with such weapons.
F W 0 l>

240 CHAPTER 7 I TREASURE


SsActat or OcreNst

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

Bracers of Defe nse Broo m of Fly ing


Wondrous Item, Rare (Requires Attunement) Wondrous Item, Uncommon (Requires Attunement)
While wearing these bracers, you gain a +2 bonus to This wooden broom functions like a mundane
Armor Class if you are wearing no armor and using broom until you stand astride it and take a Magic
no Shield. action to make it hover beneath you, at which time
it can be ridden in the air. It has a Fly Speed of 50
feet. It can carry up to 400 pounds, but its Fly
Brazi er of Comman ding Fire Speed becomes 30 feet while carrying over 200
Elem enta ls pounds. The broom stops hovering when you land
Wondrous Item, Rare or when you’re no longer riding it.
While you are within 5 feet of this brazier, you can As a Magic action, you can send the broom to
take a Magic action to summon a Fire Elemental. travel alone to a destination within 1 mile of you if
The elemental appears in an unoccupied space as you name the location and are familiar with it. The
close to the brazier as possible, understands your broom comes back to you when you take a Magic
languages, obeys your commands, and takes its turn action and use a command word if the broom is still
immediately after you on your Initiative count. The within 1 mile of you.
elemental disappears after 1 hour, when it dies, or
when you dismiss it as a Bonus Action. The brazier
can't be used this way again until the next dawn. Candl e of Invoc at ion
Wondrous Item, Very Rare (Requires Attunement)
This candle's magic is activated when the candle is
Brooc h of Shiel ding lit, which requires a Magic action. After burning
Wondrous Item, Uncommon (Requires Attunement) for 4 hours, the candle is destroyed. You can snuff
While wearing this brooch, you have Resistance to it out early for use at a later time. Deduct the time it
Force damage, and you have Immunity to damage burned in increments of 1 minute from its total burn
from the Magic Missile spell. time.
While lit, the candle sheds Dim Light in a 30-foot
radius. While you are within that light, you have
Advantage on D20 Tests. In addition, a Cleric or
Druid in the light can cast level 1 spells they have
prepared without expending spell slots.

CHAPTER 7 | TREASURE 241


Alternatively, when you light the candle for the Magic action. This property can’t be used again
first time, you can cast Gate with it. Doing so de- until the next dawn.
stroys the candle. The portal created by the spell When you teleport with that spell, you leave be-
links to a particular Outer Plane chosen by the DM hind a cloud of smoke. The space you left is Lightly
or determined by rolling on the following table. Obscured by that smoke until the end of your
IdlOO Outer Plane IdlOO Outer Plane next turn.
01-05 Abyss 55-59 Gehenna
06-10 Acheron 60-64 Hades Cap of Wat er Breat hin g
11-17 Arborea Wondrous Item, Uncommon
65-69 Limbo
While wearing this cap underwater, you can take a
18-25 Arcadia 70-77 Mechanus
Magic action to create a bubble of air around your
26-33 Beastlands 78-85 Mount Celestia head. This bubble allows you to breathe normally
34-41 Bytopia 86-90 Nine Hells underwater. This bubble stays with you until the
cap is removed or you are no longer underwater.
42-46 Carceri 91-95 Pandemonium
47-54 Elysium 96-00 Ysgard
Carp et of Flyin g
Wondrous Item, Very Rare
Cand le of the Deep You can make this carpet hover and fly by taking a
Wondrous Item, Common Magic action and using the carpet's command word.
The flame of this candle isn't extinguished when It moves according to your directions if you are
immersed in water. It gives off light and heat like a within 30 feet of it.
normal candle. Four sizes of Carpet of Flying exist. The DM
chooses the size of a given carpet or determines it
randomly by rolling on the following table. A car-
Cap e of the Mount eban k pet can carry up to twice the weight shown on the
Wondrous Item, Rare table, but its Fly Speed is halved if it carries more
This cape smells faintly of brimstone. While wear- than its normal capacity.
ing it, you can use it to cast Dimension Door as a
1dR)0 Size Capacity Fly Speed If you place the corpse of a Humanoid into the
01-20 3 ft. x 5 ft. 200 lb. 80 feet cauldron and cover the corpse with 200 pounds of
salt (which costs 10 GP) for at least 8 hours, the salt
21-55 4 ft. x 6 ft. 400 lb. 60 feet is consumed and the creature returns to life as if by
56-80 5 ft. x 7 ft. 600 lb. 40 feet Raise Dead at the next dawn. Once used, this prop-
81-00 6 ft. x 9 ft. 800 lb. 30 feet erty can’t be used again for 7 days.

Censer of Cont rol li ng Air Element als


Cast -Off Armor
Wondrous Item, Rare
Armor (Any Light, Medium, or Heavy), Common
While gently swinging this censer, you can take a
You can doff this armor as a Magic action. Magic action to summon an Air Elemental. The
elemental appears in an unoccupied space as close
Caul dron of Rebir th
to the censer as possible, understands your lan-
guages, obeys your commands, and takes its turn
Wondrous Item, Very Rare (Requires Attunement by a
immediately after you on your Initiative count. The
Druid or Warlock)
elemental disappears after 1 hour, when it dies, or
This Tiny pot bears relief scenes of heroes on its when you dismiss it as a Bonus Action. The censer
cast-iron sides. can’t be used this way again until the next dawn.
You can use the cauldron as a Spellcasting Focus
for your spells, and it functions as a suitable compo-
nent for the Scrying spell. Cha rla ta n 's Die
Brew Potion. When you finish a Long Rest, you Wondrous Item, Common (Requires Attunement)
can use the cauldron to create a Potion of Healing
Whenever you roll this six-sided die, you can con-
(greater), which takes 1 minute. The potion lasts for
trol which number it rolls.
24 hours, then loses its magic if not consumed.
Raise Dead. As a Magic action, you can cause the
cauldron to grow large enough for a Medium crea-
ture to crouch within. You can revert the cauldron
to its normal size as a Magic action, harmlessly
shunting anything that can't fit inside to the nearest
unoccupied space.

CeNtea or
Contr olling Aia

Ch «»i4tan 's Die

CHAPTER 7 I TREASURE 243


Cipc lb t of Bla ct in g

Cloak of
DISPLACEMENT

Chimb of Ope nin g

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.

Clo ak of Arac hni da


Wondrous Item, Very Rare (Requires Attunement) Cloa k of Elvenki nd
Wondrous Item, Uncommon (Requires Attunement)
This fine garment is made of black silk interwoven
with faint, silvery threads. While wearing it, you While you wear this cloak, Wisdom (Perception)
gain the following benefits. checks made to perceive you have Disadvantage,
Poison Resistance. You have Resistance to Poison and you have Advantage on Dexterity (Stealth)
damage. checks.
Spider Climb. You have a Climb Speed equal to
your Speed and can move up, down, and across ver-
tical surfaces and along ceilings, while leaving your Cloak of Invis ibili ty

hands free. Wondrous Item, Legendary (Requires Attunement)


Spider Walk. You can’t be caught in webs of any This cloak has 3 charges and regains ld3 expended
sort and can move through webs as if they were Dif- charges daily at dawn. While wearing the cloak, you
ficult Terrain. can take a Magic action to pull its hood over your
Web. You can cast Web (save DC 13). The web head and expend 1 charge to give yourself the Invis-
created by the spell fills twice its normal area. Once ible condition for 1 hour. The effect ends early if you
used, this property can’t be used again until the pull the hood down (no action required) or cease
next dawn. wearing the cloak.

244 CHAPTER 7 1 TREASURE


Clo ak of
Elvc n k in O

Cloak of Many Fash io ns


Wondrous Item, Common
Cloa k of the Manta Ray
While wearing this cloak, you can take a Bonus Ac-
Wondrous Item, Uncommon (Requires Attunement)
tion to change the style, color, and apparent quality
of the garment. The cloak’s weight doesn't change. While wearing this cloak, you can breathe under-
Regardless of its appearance, the cloak can’t be any- water, and you have a Swim Speed of 60 feet.
thing but a cloak. Although it can duplicate the ap- --------------------------------------------------------------------------------------

pearance of other magic cloaks, it doesn’t gain their


magical properties. Cloc kwor k Amule t
Wondrous Item, Common
This copper amulet contains tiny interlocking gears
Cloa k of Prot ec tio n and is powered by magic from Mechanus, a plane of
Wondrous Item, Uncommon (Requires Attunement) clockwork predictability. Faint ticking and whirring
You gain a +1 bonus to Armor Class and saving noises emanate from within.
throws while you wear this cloak. When you make an attack roll while wearing the
amulet, you can forgo rolling the d20 to get a 10 on
the die. Once used, this property can’t be used again
Cloak of the Bat until the next dawn.
Wondrous Item, Rare (Requires Attunement)
While wearing this cloak, you have Advantage on Clot hes of Mending
Dexterity (Stealth) checks. In an area of Dim Light
Wondrous Item, Common
or Darkness, you can grip the edges of the cloak and
use it to gain a Fly Speed of 40 feet. If you ever fail This elegant outfit magically mends itself to coun-
to grip the cloak’s edges while flying in this way, or teract daily wear and tear. Pieces of the outfit that
if you are no longer in Dim Light or Darkness, you are destroyed can’t be repaired in this way.
lose this Fly Speed.
While wearing the cloak in an area of Dim Light
or Darkness, you can cast Polymorph on yourself, Crysta l Bal l

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.

CHAPTER 7 | TREASURE 245


Cryst al Bal l of Mind Read ing
Wondrous Item, Legendary (Requires Attunement)
While touching this crystal orb. you can cast Scry-
ing (save DC 17) with it. In addition, you can cast
Detect Thoughts (save DC 17) targeting creatures
you can see within 30 feet of the spell’s sensor. You
don't need to concentrate on this Detect Thoughts
spell to maintain it during its duration, but it ends if
the Scrying spell ends.

Cryst al Bal l of Telepa th y


Wondrous Item, Legendary (Requires Attunement)
While touching this crystal orb. you can cast Scry-
ing (save DC 17) with it. In addition, you can com-
municate telepathically with creatures you can see
within 30 feet of the spell’s sensor. You can also cast
Suggestion (save DC 17) through the sensor on one
of those creatures. You don’t need to concentrate
on this Suggestion to maintain it during its duration,
but it ends if Scrying ends. You can't cast Suggestion
in this way again until the next dawn.

Cryst al Bal l of True Seeing


Wondrous Item, Legendary (Requires Attunement)
While touching this crystal orb, you can cast
Scrying (save DC 17) with it. In addition, you have
Truesight with a range of 120 feet centered on the
spell’s sensor.
P-------------------------------------------------------------------------- —

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.

Cube of Forc e Faces


Spell Charge Cost
Mage Armor 1
Shield 1
Leomund's Tiny Hut 3
Mordenkainen's Private Sanctum 4
Otiluke’s Resilient Sphere 4
Wall of Force 5
Cube of Summ onin g
Wondrous Item, Rare
This Tiny cube looks like a jack-in-the-box. When
you wind its crank as a Magic action, a merry tune
emits from the box, the lid pops open, a creature
appears in the nearest unoccupied space, and the lid
closes. The lid can't otherwise be opened.
Roll on the Cube of Summoning table to deter-
mine which spell the cube casts to summon the
creature. The spell is cast at level 5 (save DC 17, +9
attack bonus) and doesn’t require Concentration,
but you otherwise function as the spell’s caster.
Once the cube summons a creature, the cube can't
do so again until the next dawn.

Cube of Summo ning


1d6 Spell
1 Summon Aberration
2 Summon Beast
3 Summon Construct
4 Summon Dragon
5 Summon Elemental
6 Summon Fey

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

CHAPTER 7 I TREASURE 247


single door at ground level on the side facing you. creature of your choice within 5 feet of itself. The
The door opens only at your command, which you weapon uses your attack roll and adds your ability
can issue as a Bonus Action. It is immune to the modifier to damage rolls.
Knock spell and similar magic. While the weapon hovers, you can take a Bonus
Magic prevents the tower from being tipped over. Action to cause it to fly up to 30 feet to another
The roof, the door, and the walls each have AC 20; spot within 30 feet of you. As part of the same Bo-
HP 100; Immunity to Bludgeoning, Piercing, and nus Action, you can cause the weapon to attack one
Slashing damage except that which is dealt by siege creature within 5 feet of the weapon.
equipment; and Resistance to all other damage. After the hovering weapon attacks for the fourth
Shrinking the tower back down to statuette form time, it flies back to you and tries to return to your
doesn’t repair damage to the tower. Only a Wish hand. If you have no hand free, the weapon falls to
spell can repair the tower (this use of the spell the ground in your space. If the weapon has no un-
counts as replicating a spell of level 8 or lower). obstructed path to you, it moves as close to you as
Each casting of Wish causes the tower to regain all it can and then falls to the ground. It also ceases to
its Hit Points. hover if you grasp it or are more than 30 feet away
from it.

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.

CHAPTER 7 I TREASURE 249


Each card's effect is described below.
Deck of Many Thin gs Balance. You can increase one of your ability
Wondrous Item, Legendary scores by 2, to a maximum of 22, provided you also
decrease another one of your ability scores by 2.
Usually found in a box or pouch, this deck contains You can't decrease an ability that has a score of 5
a number of cards made of ivory or vellum. Most
or lower. Alternatively, you can choose not to ad-
(75 percent) of these decks have thirteen cards, but
just your ability scores, in which case this card has
some have twenty-two. Use the appropriate column
no effect.
of the Deck of Many Things table when randomly
Comet. The next time you enter combat against
determining cards drawn from the deck.
one or more Hostile creatures, you can select one
Before you draw a card, you must declare how
of them as your foe when you roll Initiative. If you
many cards you intend to draw and then draw them
reduce your foe to 0 Hit Points during that combat,
randomly. Any cards drawn in excess of this num-
you have Advantage on Death Saving Throws for 1
ber have no effect. Otherwise, as soon as you draw a
year. If someone else reduces your chosen foe to 0
card from the deck, its magic takes effect. You must
Hit Points or you don’t choose a foe, this card has
draw each card no more than 1 hour after the pre- no effect.
vious draw. If you fail to draw the chosen number,
Donjon. You disappear and become entombed
the remaining number of cards fly from the deck on
in a state of suspended animation in an extradi-
their own and take effect all at once.
mensional sphere. Everything you're wearing and
Once a card is drawn, it disappears. Unless the
carrying disappears with you except for Artifacts,
card is the Fool or Jester, the card reappears in the
which stay behind in the space you occupied when
deck, making it possible to draw the same card
you disappeared. You remain imprisoned until you
twice. (Once the Fool or Jester has left the deck, re-
are found and removed from the sphere. You can’t
roll on the table if that card comes up again.)
be located by any Divination magic, but a Wish spell
Deck of Many Things can reveal the location of your prison. You draw no
more cards.
IdlOO IdlOO Euryale. The card’s medusa-like visage curses you.
(13-Card Deck) (22-Card Deck) Card You take a -2 penalty to saving throws while cursed
— 01-05 Balance in this way. Only a god or the magic of the Fates
— 06-10 Cornet card can end this curse.
Fates. Reality's fabric unravels and spins anew, al-
— 11-14 Donjon lowing you to avoid or erase one event as if it never
01-08 15-18 Euryale happened. You can use the card's magic as soon
— 19-23 Fates as you draw the card or at any other time before
you die.
09-16 24-27 Flames Flames. A powerful devil becomes your enemy.
— 28-31 Fool The devil seeks your ruin and torments you, savor-
— 32-36 Gem ing your suffering before attempting to slay you.
This enmity lasts until either you or the devil dies.
17-24 37-41 jester
25-32 42-46 Key A Ques tio n of Enmi ty
33-40 47-51 Knight Two of the cards in the Deck of Many Things can
41-48 52-56 Moon earn a character the enmity of another being.
With the Flames card, the enmity is overt. The
— 57-60 Puzzle character should experience the devil’s malevo-
49-56 61-64 Rogue lent efforts on multiple occasions. Seeking out
57-64 65-68 Ruin the fiend shouldn't be a simple task, and the
adventurer should clash with the devil’s allies and
— 69-73 Sage followers a few times before being able to con-
65-72 74-77 Skull front the devil.
73-80 78-82 Star In the case of the Rogue card, the enmity is
secret and should come from someone thought
81-88 83-87 Sun to be a friend or an ally. As Dungeon Master, you
— 88-91 Talons should wait for a dramatically appropriate mo-
89-96 92-96 Throne ment to reveal this enmity, leaving the adventurer
guessing who is likely to become a betrayer.
97-00 97-00 Void

250 CHAPTER 7 I TREASURE


Foot You have Disadvantage on D20 Tests for the
next 72 hours. Draw another card; this draw doesn’t
count as one of your declared draws.
Gem. Twenty-five pieces of jewelry worth 2,000
GP each or fifty gems worth 1,000 GP each appear
at your feet.
Jester. You have Advantage on D20 Tests for the
next 72 hours, or you can draw two additional cards
beyond your declared draws.
Key. A Rare or rarer magic weapon with which
you are proficient appears on your person. The DM
chooses the weapon.
Knight. You gain the service of a Knight, who
magically appears in an unoccupied space you
choose within 30 feet of yourself. The knight has
the same alignment as you and serves you loyally
until death, believing the two of you have been
drawn together by fate. Work with your DM to cre-
ate a name and backstory for this NPC. The DM can
use a different stat block to represent the knight,
as desired.
Moon. You gain the ability to cast Wish ld3 times.
Puzzle. Permanently reduce your Intelligence or
Wisdom by ld4 * 1 (to a minimum score of 1). You
can draw one additional card beyond your declared
draws.
Rogue. An NPC of the DM’s choice becomes Hos-
tile toward you. You don’t know the identity of this
NPC until they or someone else reveals it. Nothing
less than a Wish spell or divine intervention can end
the NPC’s hostility toward you.
Ruin. All forms of wealth that you carry or own,
other than magic items, are lost to you. Portable
property vanishes. Businesses, buildings, and land
you own are lost in a way that alters reality the
least. If you have a Bastion (see chapter 8), it is
destroyed by some calamity beyond your control.
Any documentation that proves you should own
something lost to this card also disappears.
Sage. At any time you choose within one year of
drawing this card, you can ask a question in medita-
tion and mentally receive a truthful answer to that
question.
Skull. An Avatar of Death (see the accompanying
stat block) appears in an unoccupied space as close
to you as possible. The avatar targets only you with
its attacks, appearing as a ghostly skeleton clad in a
tattered black robe and carrying a spectral scythe.
The avatar disappears when it drops to 0 Hit Points
or you die. If an ally of yours deals damage to the
avatar, that ally summons another Avatar of Death.
The new avatar appears in an unoccupied space as
close to that ally as possible and targets only that
ally with its attacks. You and your allies can each
summon only one avatar as a consequence of this
draw. A creature slain by an avatar can’t be restored
to life.

CHAPTER 7 I TREASURE 2Zl


=========================—

Avatar of Death _________________ Defender


Medium Undead, Neutral Evil Weapon (Any Melee Weapon), Legendary (Requires
AC 20 Initiative +3 (13) Attunement)
HP Half the HP maximum of its summone? You gain a +3 bonus to attack rolls and damage rolls
Speed 60 ft.. Fly 60 ft. (hover) made with this magic weapon.
MOO SAVE MOO SAVE MOO SAVE The first time you attack with the weapon on each
Str 16 +3 +3 Dex 16 +3 +3 Con 16 +3 +3 of your turns, you can transfer some or all of the
Int 16 +3 +3 Wis 16 +3 +3 Cha 16 +3 +3 weapon's bonus to your Armor Class. For example,
you could reduce the bonus to your attack rolls and
Immunities Necrotic, Poison; Charmed, Exhaustion, damage rolls to *1 and gain a *2 bonus to Armor
Frightened, Paralyzed, Petrified, Poisoned, Class. The adjusted bonuses remain in effect until
Unconscious the start of your next turn, although you must hold
Senses Truesight 60 ft., Passive Perception 13
the weapon to gain a bonus to AC from it.
Languages All languages known to its summoner
CR None (XP 0; PB equals its summoner’s)
Trai ts Demon Armor
Armor (Any Light, Medium, or Heavy), Very Rare
Incorporeal Movement. The avatar can move through
(Requires Attunement)
other creatures and objects as if they were Difficult Ter-
rain. It takes 5 (IdlO) Force damage if it ends its turn While wearing this armor, you gain a +1 bonus to
inside an object. Armor Class, and you know Abyssal. In addition,
the armor’s clawed gauntlets allow your Unarmed
Acti ons Strikes to deal ld8 Slashing damage instead of the
Multiattack. The avatar makes a number of Reaping usual Bludgeoning damage, and you gain a +1 bonus
Scythe attacks equal to half the summoner’s Profi- to the attack and damage rolls of your Unarmed
ciency Bonus (rounded up). Strikes.
Curse. Once you don this cursed armor, you can't
Reaping Scythe. Melee Attack Roll: Automatic hit, reach
doff it unless you are targeted by a Remove Curse
5 ft. Hit: 7 (ld8 + 3) Slashing damage plus 4 (ld8)
spell or similar magic. While wearing the armor,
Necrotic damage.
!L_______________ _ _____________________________ ________ you have Disadvantage on attack rolls against de-
mons and on saving throws against their spells and
Star. Increase one of your ability scores by 2, to a special abilities.
maximum of 24.
Sun. A magic item (chosen by the DM) appears on F"------------------------------------------------------------------------ ---------------
your person. In addition, you gain 10 Temporary Hit Demono mico n of Igg wil v
Points daily at dawn until you die. Wondrous Item, Artifact (Requires Attunement)
Talons. Every magic item you wear or carry
This treatise, composed by Iggwilv the archmage,
disintegrates. Artifacts in your possession vanish
documents the Abyss's layers and inhabitants and
instead.
is widely regarded as the most thorough and blas-
Throne. You gain proficiency and Expertise in
phemous tome of demonology in the multiverse.
your choice of History, Insight, Intimidation, or Per-
The tome recounts both the oldest and most current
suasion. In addition, you gain rightful ownership of
profanities of the Abyss and demons. Demons have
a small keep somewhere in the world. However, the
attempted to censor the text, and while sections
keep is currently home to one or more monsters,
have been ripped from the book’s spine, the general
which must be cleared out before you can claim the
chapters remain, ever revealing demonic secrets.
keep as yours.
Caged behind lines of script roils a secret piece of
Void. Your soul is drawn from your body and
the Abyss itself, which keeps the book up-to-date,
contained in an object in a place of the DM's choice.
no matter how many pages arc removed, and it
One or more powerful beings guard the place.
longs to be more than mere reference material.
While your soul is trapped in this way, your body is
Abyssal Lore. You can reference the Demonomicon
inert, ceases aging, and requires no food, air, or wa-
whenever you make an Intelligence check to discern
ter, A Wish spell can’t return your soul to your body,
information about demons or a Wisdom (Survival)
but the spell reveals the location of the object that
check related to the Abyss. When you do so, you
holds your soul. You draw no more cards.
gain Advantage on the check.
Containment. The first ten pages of the Demonom-
icon are blank. As a Magic action while holding the

2Z2 CHAPTER 7 |TREASURE


book, you can target a Fiend that you can see that is Spell Charge Cost
trapped within the area of a Magic Circle spell. The Magic Circle 1
Fiend must succeed on a DC 20 Charisma saving
throw with Disadvantage or become trapped within Magic Jar 3
one of the Demonomicon’s blank pages, which fills Planar Ally 3
with writing detailing the trapped creature’s widely Planar Binding 2
known name and depravities. Once used, this action
can’t be used again until the next dawn. Plane Shift (to the Abyss only) 3
When you finish a Long Rest, if you and the De- Summon Fiend 3
monomicon are on the same plane of existence, one Tasha’s Hideous Laughter 0
trapped creature within the book can attempt to
possess you. You make a DC 20 Charisma saving Destroying the Demonomicon. To destroy the
throw. On a failed save, you are possessed by the book, six different demon lords must each tear out
creature, which controls you like a puppet. As a a sixth of the book's pages. If this occurs, the pages
Magic action, the possessing creature can release reappear after 24 hours. Before all those hours pass.
you and appear in the closest unoccupied space to anyone who opens the book's remaining binding is
you. On a successful save, the Fiend can’t try to pos- transported to a nascent layer of the Abyss that lies
sess you again for 7 days (but another Fiend trapped hidden within the book. At the heart of this deadly,
in the book can certainly try). semisentient domain lies a long-lost Artifact, Froz-
When the tome is discovered, it has ld4 Fiends Urb'luu’s Staff. If the staff is dragged from the pocket
occupying its pages—typically an assortment of plane, the tome is reduced to a mundane and out-of-
demons. date copy of the Tome ofZyx, the work that served
EnsnaremenL While carrying the book, whenever as the foundation of the Demonomicon oflggwilv.
you cast Magic Circle naming only Fiends or cast The Tome of Zyx can be destroyed like any ordinary
Planar Binding targeting a Fiend, the spell is cast at book. Once the staff emerges, the demon lord Fraz-
level 9, regardless of what level spell slot you used, if Urb’luu knows instantly.
any. Additionally, the Fiend has Disadvantage on its
saving throw against the spell.
Fiendish Scourging. While carrying the book,
Or mo w Asmo b
when you make a damage roll for a spell you cast (Plats Armors
against a Fiend, you use the maximum possible re-
sult instead of rolling.
Random Properties. The Artifact has the following
random properties (see “Artifacts” in this chapter):
- 2 minor beneficial properties
• 1 minor detrimental property
• 1 major detrimental property
Spells. The book has 8 charges and regains ld8
expended charges daily at dawn. While holding the
book, you can take a Magic action to cast one of the
spells (save DC 20) on the following table. The table
indicates how many charges you must expend to
cast the spell.

OfMONOMICON

or Jgg witv

CHAPTER 7 I TREASURE 2ZZ


Dimensi ona l Shac kle s Dragon Resistance Dragon Resistance
Wondrous Item. Rare Black Acid Gold Fire
You can take a Utilize action to place these shackles Blue Lightning Green Poison
on a creature that has the Incapacitated condition.
The shackles adjust to fit a creature of Small to Brass Fire Red Fire
Large size. The shackles prevent a creature bound Bronze Lightning Silver Cold
by them from using any method of extradimen- Copper Acid White Cold
sional movement, including teleportation or travel
to a different plane of existence. They don’t prevent
the creature from passing through an interdimen-
Dra gon Sla yer
sional portal.
Weapon (Any Simple or Martial), Rare
You and any creature you designate when you
use the shackles can take a Utilize action to remove You gain a *1 bonus to attack rolls and damage rolls
them. Once every 30 days, the bound creature can made with this magic weapon.
make a DC 30 Strength (Athletics) check. On a suc- The weapon deals an extra 3d6 damage of the
cessful check, the creature breaks free and destroys weapon's type if the target is a Dragon.
the shackles.
Dread Helm
Dra gon Sca le Mail Wondrous Item, Common
Armor (Scale Mail), Very Rare (Requires Attunement) While you're wearing this fearsome steel helm, your
Dragon Scale Mail is made of the scales of one kind eyes glow red and the rest of your face is hidden in
of dragon. Sometimes dragons collect their cast-off shadow.
scales and gift them. Other times, hunters carefully
preserve the hide of a dead dragon. In either case.
Dragon Scale Mail is highly valued. Drif tg lo be
While wearing this armor, you gain a +1 bonus to Wondrous Item, Uncommon
Armor Class, you have Advantage on saving throws This small sphere of thick glass weighs 1 pound. If
against the breath weapons of Dragons, and you you are within 60 feet of it, you can command it
have Resistance to one damage type determined by to emanate light equivalent to that of the Light or
the kind of dragon that provided the scales (see the Daylight spell (your choice). Once used, the Daylight
accompanying table). effect can’t be used again until the next dawn.
Additionally, you can focus your senses as a You can issue another command as a Magic ac-
Magic action to discern the distance and direction tion to make the illuminated globe rise into the air
to the closest dragon within 30 miles of yourself and float no more than 5 feet off the ground. The
that is of the same type as the armor. This action globe hovers in this way until you or another crea-
can't be used again until the next dawn. ture grasps it. If you move more than 60 feet from

254 CHAPTER 7 | TREASURE


Dwarten
Plat e

Dust of
Disappearance

Drif tg l OBE

the hovering globe, it follows you until it is within


60 feet of you. It takes the shortest route to do so.
If prevented from moving, the globe sinks gently
to the ground and becomes inactive, and its light
winks out.

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.

CHAPTER 7 I TREASURE 255


Dwarven Thrower
Weapon (Warhammer), Very Rare (Requires
Attunement by a Dwarf or a Creature Attuned to a Belt
of Dwarvenkind)
You gain a +3 bonus to attack rolls and damage rolls
made with this magic weapon. It has the Thrown
property with a normal range of 20 feet and a long
range of 60 feet. When you hit with a ranged at-
tack using this weapon, it deals an extra ld8 Force
damage, or an extra 2d8 Force damage if the target
is a Giant. Immediately after hitting or missing, the
weapon flies back to your hand.

Ear Horn of Heari ng


Wondrous Item, Common
While held up to your ear, this horn suppresses the
effects of the Deafened condition on you.

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

Eli xir of Heal th


Potion, Rare
When you drink this potion, you are cured of all
magical contagions. In addition, the following con-
ditions end on you: Blinded, Deafened, Paralyzed,
and Poisoned.
The clear, red liquid has tiny bubbles of light in it.

Elven Chain
Armor (Chain Mail or Chain Shirt), Rare
You gain a +1 bonus to Armor Class while you wear
this armor. You are considered trained with this
armor even if you lack training with Medium or
Heavy armor.

Endu ring Spel lbo ok


Wondrous Item, Common
This spellbook, along with anything written on its
pages, can't be damaged by fire or water. In addi-
tion, the spellbook doesn’t deteriorate with age.

CHAPTER 7 I TREASURE 2Z7


20 Strength (Athletics) check to try to break the charges and regains ld6 expended charges daily at
restraint, ending the effect on itself on a successful dawn. While holding the staff, you can expend 1
check. charge to cast its spell. If you expend the staff's last
Arrow of Transport. As a Magic action, you can charge, roll ld20. On a 1, the staff loses its proper-
fire one energy arrow from this weapon at a target ties and becomes a nonmagical Quarterstaff.
you can see within 60 feet of yourself. The target The level of the spell bound into the staff deter-
can be either a willing Medium or smaller creature mines the spell’s saving throw DC and attack bonus,
or an object that isn’t being worn or carried, pro- as well as the staff’s rarity, as shown in the follow-
vided the object is small enough to fit inside a 5-foot ing table.
Cube. The arrow teleports the target to an unoccu- Spell Level Rarity Save DC Attack Bonus
pied space you can see within 10 feet of you.
Energy Ladder. As a Magic action, you can loose a Cantrip Uncommon 13 +5
flurry of energy arrows from this weapon at a wall 1 Uncommon 13 +5
up to 60 feet away from yourself. The arrows be- 2 Rare 13 +5
come glowing rungs that stick out of the wall, form-
ing a magical ladder up to 60 feet long on the wall. 3 Rare 15 +7
This ladder lasts for 1 minute before disappearing. 4 Very Rare 15 +7
5 Very Rare 17 +9
Ensp el le d Armor 6 Legendary 17 +9
Armor (Any Light, Medium, or Heavy), Rarity Varies 7 Legendary 18 +10
(Requires Attunement) Legendary
8 18 +10
Bound into this armor is a spell of level 8 or lower.
The spell is determined when the armor is created p----------------------------------------------------- —
and must belong to the Abjuration or Illusion school Enspel led Weap on
of magic. The armor has 6 charges and regains ld6 Weapon (Any Simple or Martial), Rarity Varies
expended charges daily at dawn. While wearing the (Requires Attunement)
armor, you can expend 1 charge to cast its spell.
The level of the spell bound into the armor deter- Bound into this weapon is a spell of level 8 or lower.
mines the spell's saving throw DC and attack bonus, The spell is determined when the weapon is created
as well as the armor’s rarity, as shown in the follow- and must belong to the Conjuration. Divination,
ing table. Evocation, Necromancy, or Transmutation school
of magic. The weapon has 6 charges and regains ld6
Spell Level Rarity Save DC Attack Bonus expended charges daily at dawn. While holding the
Cantrip Uncommon 13 +5 weapon, you can expend 1 charge to cast its spell.
The level of the spell bound into the weapon de-
1 Uncommon 13 +5
termines the spell's saving throw DC and attack bo-
2 Rare 13 +5 nus, as well as the weapon’s rarity, as shown in the
3 Rare 15 +7 following table.
4 Very Rare 15 +7 Spell Level Rarity Save DC Attack Bonus
5 Very Rare 17 +9 Cantrip Uncommon 13 +5
6 Legendary 17 +9 1 Uncommon 13 +5
7 Legendary 18 +10 2 Rare 13 +5
8 Legendary 18 +10 3 Rare 15 +7
4 Very Rare 15 +7
5 Very Rare 17 +9
Ensp el le d Sta ff
Staff, Rarity Varies (Requires Attunement by a 6 Legendary 17 +9
Spellcaster) 7 Legendary 18 +10
Bound into this staff is a spell of level 8 or lower. 8 Legendary 18 +10
The spell is determined when the staff is created
and can be of any school of magic. The staff has 6

258 CHAPTER 7 |TREASURE


Ersa tz Eye
Wondrous Item, Common
This magical eye replaces a real one that was lost
or removed. While the Ersatz Eye is embedded in
your eye socket, you can see through the tiny orb as
though it were your natural eye. You can insert or
remove the Ersatz Eye as a Magic action, and it can’t
be removed against your will while you are alive.
p»—— -------------- --------—-—---------------------------------—

Eversmok ing Bott le


Borne
Wondrous Item, Uncommon
As a Magic action, you can open or close this bottle.
Opening the bottle causes thick smoke to billow
out, forming a cloud that fills a 60-foot Emanation
originating from the bottle. The area within the
smoke is Heavily Obscured.
Each minute the bottle remains open, the size of
the Emanation increases by 10 feet until it reaches
its maximum size of 120 feet.
Closing the bottle causes the cloud to become
fixed in place until it disperses after 10 minutes. A
strong wind (such as that created by the Gust of
Wind spell) disperses the cloud after 1 minute.

Exec uti oner ’s Axe


Weapon (Battleaxe, Greataxe, Halberd, or Handaxe), Random Properties of the Eye and Hand. The Eye of
Very Rare Vecna and the Hand of Vecna each have the following
You gain a *1 bonus to attack rolls and damage rolls random properties (see “Artifacts" in this chapter):
made with this magic weapon. - 1 minor beneficial property
Any Humanoid you hit with the weapon takes an • 1 major beneficial property
extra 2d6 Slashing damage, and you gain Tempo- - 1 minor detrimental property
rary Hit Points equal to the extra damage dealt.
Attuning to the Eye. To attune to the eye, you must
press it into your empty socket. The eye grafts itself
Eye and Hand of Vecn a to your head and remains there until you die. If the
Wondrous Item, Artifact (Requires Attunement) eye is ever removed, you die.
Properties of the Eye. While you are attuned to the
Vecna was a mighty wizard who. through magic eye, your alignment is Neutral Evil, and you gain
and conquest, forged a terrible empire. For all his the following benefits:
power, however, Vecna feared death and took steps
to prevent his demise by becoming a lich. Truesight. You have Truesight out to 240 feet.
A treacherous lieutenant named Kas brought Spellcasting. The eye has 8 charges and regains ld4
Vecna’s rule to an end in a terrible battle. Of Vecna, * 4 expended charges daily at dawn. You can cast
all that remained were one hand and one eye, grisly a spell on the Eye of Vecna Spells table from the
Artifacts that still seek to work Vecna’s will in eye (save DC 18). The table indicates how many
the world. charges you must expend to cast the spell. Each
The Eye of Vecna and the Hand of Vecna are sep- time you cast a spell from the eye, there is a 5 per-
arate Artifacts that might be found together or cent chance that Vecna tears your soul from your
separately. The eye looks like a bloodshot organ body, devours it, and then takes control of the
torn free from the socket. The hand is a shriveled body like a puppet. If that happens, you become
left extremity. an NPC under the DM's control.

CHAPTER 7 I TREASURE 2Z9


Icy Touch. Any melee spell attack you make with
the hand and any melee attack made with a
weapon held by it deals an extra 2d8 Cold damage
on a hit.
Spellcasting. The hand has 8 charges and regains
ld4 ♦ 4 expended charges daily at dawn. You can
cast a spell on the Hand of Vecna Spells table from
the hand (save DC 18). The table indicates how-
many charges you must expend to cast the spell.
Each time you cast a spell from it, the hand casts
Suggestion on you (save DC 18; no Concentration
required), demanding that you commit an evil
act. The hand might have a specific act in mind or
leave it up to you.

Hand of Vecn a Spell s


Spell Charge Cost
Finger of Death 5
Sleep 1
Slow 2
Teleport 3

Properties of the Eye and Hand. While attuned to


both the hand and eye, you gain the following addi-
tional benefits:
Danger Sense. You have Advantage on Initiative
roils.
Necrotic Reduction. As a Magic action, you can
Clairvoyance 2
target one creature you can see within 5 feet of
Crown of Madness 1 yourself. The target makes a DC 18 Constitution
Disintegrate 4 saving throw, taking 7d6 Necrotic damage on a
failed save or half as much damage on a successful
Dominate Monster 5
one. A creature reduced to 0 Hit Points by this
Eyebite 4 damage is transformed into green slime (see chap-
ter 3) that covers the ground in its space, each
X-ray Vision. You can take a Magic action to gain
5-foot square of slime representing a separate
X-ray vision with a range of 30 feet for 1 minute.
patch. Nonmagical objects worn or carried by the
To you, solid objects within that radius appear
target that are made of metal or organic material
transparent and don't prevent light from passing
are destroyed by the slime.
through themselves. The vision can penetrate 1
Poison Immunity. You have Immunity to Poison
foot of stone, 1 inch of common metal, or up to 3
damage and the Poisoned condition.
feet of wood or dirt. Thicker substances block the
Regeneration. If you start your turn with at least 1
vision, as does a thin sheet of lead.
Hit Point, you regain IdlO Hit Points.
Attuning to the Hand. To attune to the hand, you Wish. You can cast Wish. Once used, this property
must press it against the stump where your left can’t be used again until 30 days have passed.
hand was. The hand grafts itself to your arm and
Destroying the Eye and Hand. If the Eye of Vecna
becomes a functioning appendage. If the hand is
and the Hand of Vecna are both attached to the same
ever removed, you die.
creature and that creature is slain by the Sword of
Properties of the Hand. When you are attuned to
Kas, both the eye and the hand burst into flame,
the hand, your alignment is Neutral Evil, and you
turn to ash. and are destroyed. Any other attempt
gain the following benefits:
to destroy the eye or hand seems to work, but the
Great Strength. Your Strength becomes 20 unless Artifact reappears in one of Veen as many hidden
it is already 20 or higher. vaults, where it waits to be rediscovered.

260 CHAPTER 7 | TREASURE


- j JNBM
Eves or
Cha rmin g

Eyes of Char ming


Wondrous Item, Uncommon (Requires Attunement)
These crystal lenses fit over the eyes. They have 3
charges. While wearing them, you can expend 1 or
more charges to cast Charm Person (save DC 13). For
Eves or
1 charge, you cast the level 1 version of the spell. You rue Eagle
increase the spell’s level by one for each additional
charge you expend. The lenses regain all expended
charges daily at dawn.

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.

CHAPTER 7 | TREASURE 26l


Ivory Goats (Rare). These ivory statuettes of goats Goat of Travail. This figurine can become a Giant
are always created in sets of three. Each goat looks Goat for up to 3 hours. Once it has been used, it
unique and functions differently from the others. can’t be used again until 30 days have passed.
Their properties are as follows: Marble Elephant (Rare). This marble statuette
Goat of Terror. This figurine can become a Giant resembles a trumpeting elephant. It can become an
Goat for up to Z hours. The goat can’t attack, but Elephant for up to 24 hours. Once it has been used,
you can (harmlessly) remove its horns and use it can't be used again until 7 days have passed.
them as weapons. One horn becomes a +1 Lance, Obsidian Steed (Very Rare). This polished obsidian
and the other becomes a +2 Longsword. Removing horse can become a Nightmare for up to 24 hours.
a horn requires a Magic action, and the weapons The nightmare fights only to defend itself. Once it
disappear and the horns return when the goat has been used, it can’t be used again until 5 days
reverts to figurine form. While you ride the goat, have passed.
any Hostile creature that starts its turn within The figurine has a 10 percent chance each time
a 30-foot Emanation originating from the goat you use it to ignore your orders, including a com-
must succeed on a DC 15 Wisdom saving throw or mand to revert to figurine form. If you mount the
have the Frightened condition for 1 minute, until nightmare while it is ignoring your orders, you
you are no longer riding the goat, or until the goat and the nightmare are instantly transported to a
reverts to figurine form. The Frightened creature random location on the plane of Hades, where the
repeats the save at the end of each of its turns, nightmare reverts to figurine form.
ending the effect on itself on a success. Once it Onyx Dog (Rare). This onyx statuette of a dog can
succeeds on the save, a creature is immune to this become a Mastiff for up to 6 hours. The mastiff has
effect for the next 24 hours. Once the figurine has an Intelligence of 8 and can speak Common. It also
been used, it can’t be used again until 15 days have has Blindsight with a range of 60 feet. Once it has
passed. been used, it can’t be used again until 7 days have
Goat of Traveling. This figurine can become a passed.
Large goat with the same statistics as a Riding Serpentine Owl (Rare). This serpentine statuette of
Horse. It has 24 charges, and each hour or por- an owl can become a Giant Owl for up to 8 hours.
tion thereof it spends in goat form costs 1 charge. The owl can communicate telepathically with you at
While it has charges, you can use it as often as you any range if you and it are on the same plane of ex-
wish. When it runs out of charges, it reverts to a istence. Once it has been used, it can't be used again
figurine and can’t be used again until 7 days have until 2 days have passed.
passed, when it regains all expended charges.

262 CHAPTER 7 I TREASURE


Silver Raven (Uncommon). This silver statuette
of a raven can become a Raven for up to 12 hours.
Once it has been used, it can’t be used again until 2 Third Command Word. The Folding Boat folds back
days have passed. While in raven form, the figurine into a box if no creatures are aboard. Any objects
grants you the ability to cast Animal Messenger on it. in the vessel that can't fit inside the box remain
outside the box as it folds. Any objects in the ves-
r ---------------------------------------------------------- — sel that can fit inside the box do so.
Fla me Tongu e When the box becomes a vessel, its weight becomes
Weapon (Any Melee Weapon), Rare (Requires that of a normal vessel its size, and anything that
Attunement) was stored in the box remains in the boat.
While holding this magic weapon, you can take a Statistics for the Rowboat and Keelboat appear in
Bonus Action and use a command word to cause the Player’s Handbook. If either vessel is reduced to 0
flames to engulf the damage-dealing part of the Hit Points, the Folding Boat is destroyed.
weapon. These flames shed Bright Light in a 40- —
foot radius and Dim Light for an additional 40 feet.
While the weapon is ablaze, it deals an extra 2d6 Fros t Brand
Fire damage on a hit. The flames last until you take Weapon (Glaive, Greatsword, Longsword, Rapier,
a Bonus Action to issue the command again or until Scimitar, or Shortsword), Very Rare (Requires
you drop, stow, or sheathe the weapon. Attunement)
p* ---------------------------------------------------- — When you hit with an attack roll using this magic
weapon, the target takes an extra ld6 Cold damage.
Fol ding Boat In addition, while you hold the weapon, you have
Wondrous item, Rare Resistance to Fire damage.
This object appears as a wooden box that measures In freezing temperatures, the weapon sheds
12 inches long, 6 inches wide, and 6 inches deep. Bright Light in a 10-foot radius and Dim Light for
It weighs 4 pounds and floats. It can be opened to an additional 10 feet.
store items inside. This item also has three com- When you draw this weapon, you can extinguish
mand words, each requiring a Magic action to use: all nonmagical flames within 30 feet of yourself.
Once used, this property can't be used again for
First Command Word. The box unfolds into a
Rowboat.
1 hour.
Second Command Word. The box unfolds into a
Keelboat.

CHAPTER 7 I TREASURE 26Z


Gau ntl ets of Ogr e Powe r Gem of Seeing
Wondrous Item, Uncommon (Requires Attunement) Wondrous Item, Rare (Requires Attunement)
Your Strength is 19 while you wear these gauntlets. This gem has 3 charges. As a Magic action, you can
They have no effect on you if your Strength is 19 or expend 1 charge. For the next 10 minutes, you have
higher without them. Truesight out to 120 feet when you peer through
the gem.
The gem regains ld3 expended charges daily at
Gem of Brigh tness dawn.
Wondrous Item, Uncommon
This prism has 50 charges. While you are holding
it, you can take a Magic action and use one of three Gia nt Sla yer
command words to cause one of the following Weapon (Any Simple or Martial), Rare
effects: You gain a +1 bonus to attack rolls and damage rolls
made with this magic weapon.
First Command Word. The gem sheds Bright Light
When you hit a Giant with this weapon, the Giant
in a 30-foot radius and Dim Light for an addi-
takes an extra 2d6 damage of the weapon’s type and
tional 30 feet This effect doesn’t expend a charge.
must succeed on a DC 15 Strength saving throw or
It lasts until you take a Bonus Action to repeat the
have the Prone condition.
command word or until you use another function
of the gem.
Second Command Word. You expend 1 charge and Gla mou red Stu dded Leat her
cause the gem to fire a brilliant beam of light at
Armor (Studded Leather Armor), Rare
one creature you can see within 60 feet of your-
self. The creature must succeed on a DC 15 Con- While wearing this armor, you gain a *1 bonus to
stitution saving throw or have the Blinded condi- Armor Class. You can also take a Bonus Action to
tion for 1 minute. The creature repeats the save at cause the armor to assume the appearance of a nor-
the end of each of its turns, ending the effect on mal set of clothing or some other kind of armor. You
itself on a success. decide what it looks like—including color, style, and
Third Command Word. You expend 5 charges and accessories—but the armor retains its normal bulk
cause the gem to flare with intense light in a 30- and weight. The illusory appearance lasts until you
foot Cone. Each creature in the Cone makes a sav- use this property again or doff the armor.
ing throw as if struck by the beam created with
the second command word.
When all of the gem's charges are expended, the
gem becomes a nonmagical jewel worth 50 GP.

GlOvCJ OF
Missile Snak ing

Ga u n tle ts of
Oaae Powes

Gem of
See in g

264 CHAPTER 7 |TREASURE


Gloves of Missi le Snar ing Hag Eye
Wondrous Item, Uncommon (Requires Attunement) Wondrous Item, Uncommon
If you’re hit by an attack roll made with a Ranged A Hag Eye has 3 charges. While wearing or holding
or Thrown weapon while wearing these gloves, this item, you can expend 1 charge to cast Darkvision
you can take a Reaction to reduce the damage by (targeting yourself only) or See Invisibility. The Hag
IdlO plus your Dexterity modifier if you have a free Eye regains all expended charges daily at dawn.
hand. If you reduce the damage to 0, you can catch Coven Sensor. The Hag Eye is usually entrusted to
the ammunition or weapon if it is small enough for a hag's minion for safekeeping and transport. As a
you to hold in that hand. Magic action, a hag who belongs to the coven that
created the Hag Eye can see what the Hag Eye sees if
the hag and the Hag Eye are on the same plane of ex-
Glo ves of Swimm ing and Climb ing istence. This effect lasts as long as the hag maintains
Wondrous Item, Uncommon (Requires Attunement) Concentration. Multiple hags in the coven can see
While wearing these gloves, you have a Climb Speed through the Hag Eye simultaneously.
and a Swim Speed equal to your Speed, and you Creating a Hag Eye. Only a hag coven can craft
gain a +5 bonus to Strength (Athletics) checks made this item, which is made from a real eye coated in
to climb or swim. varnish and often fitted to a pendant or another
wearable item. A hag coven can have only one Hag
Eye at a time, and creating a new one requires all
Glov es of Thievery three members of the coven to perform a special
Wondrous Item, Uncommon rite. This rite takes 1 hour, and the hags can't per-
form it if one or more of them has the Incapacitated
These gloves are imperceptible while worn. While
wearing them, you gain a +5 bonus to Dexterity condition. If the hags take any other actions during
(Sleight of Hand) checks. this rite, the rite fails and ends.

Hamm er of Thunderb olt s


Gogg les of Nigh t
Weapon (Maul or Warhammer), Legendary (Requires
Wondrous Item, Uncommon
Attunement)
While wearing these dark lenses, you have Darkvi-
You gain a +1 bonus to attack rolls and damage rolls
sion out to 60 feet. If you already have Darkvision,
wearing the goggles increases its range by 60 feet.
made with this magic weapon.
The weapon has 5 charges. You can expend 1
charge and make a ranged attack with the weapon.
hurling it as if it had the Thrown property with a
normal range of 20 feet and a long range of 60 feet.
rtoMwett or
Th u n d er b olts

Glov es of

Thie ve ry j
Uu
*
i

Goggl e s of
Nrcwr

CHAPTER 7 I TREASURE 26S


If the attack hits, the weapon unleashes a thunder- IdlOO Effect
clap audible out to 300 feet. The target and every 01-50 You cast a random spell determined by
creature within 30 feet of it other than you must rolling IdlO: on a 1, Enlarge/Reduce (enlarge
succeed on a DC 17 Constitution saving throw or
effect); on a 2, Enlarge/Reduce (reduce ef-
have the Stunned condition until the end of your
next turn. Immediately after hitting or missing, the fect); on a 3, Faerie Fire; on a 4, Fireball; on
weapon flies back to your hand. The weapon regains a 5, Gust of Wind; on a 6, Invisibility (cast
ld4 * 1 expended charges daily at dawn. on yourself); on a 7, Lightning Bolt; on an 8,
Giant’s Bane. While you are attuned to the Phantasmal Force; on a 9, Polymorph; on a
weapon and wearing either a Belt of Giant Strength 10. Stinking Cloud.
or Gauntlets of Ogre Power to which you are also at- 51-55 You have the Stunned condition until the
tuned, you gain the following benefits: end of your next turn, believing something
Giants’ Bane. When you roll a 20 on the d20 for an awesome just happened.
attack roll made with this weapon against a Giant, 56-60 A harmless swarm of butterflies fills a 10-
the creature must succeed on a DC 17 Constitu- foot Cube within 30 feet of yourself. The
tion saving throw or die.
swarm disperses after 1 minute.
Might of Giants. The Strength score bestowed by
your Belt of Giant Strength or Gauntlets of Ogre 61-65 You pull a nonmagical object out of the hat.
Power increases by 4, to a maximum of 30. Roll ld4 to determine the object: on a 1, a
vial of Acid; on a 2, a flask of Alchemist's
Fire; on a 3, a Crowbar; on a 4, a lit Torch.
Hat of Disg uis e
Wondrous Item, Uncommon (Requires Attunement)
While wearing this hat, you can cast the Disguise
Self spell. The spell ends if the hat is removed.
P'-------------------------------------------------------------------------------

Hat of Many Spel ls


Wondrous Item, Very Rare (Requires Attunement by a
Wizard)
This pointed hat has the following properties.
Spellcasting Focus. While holding the hat, you can
use it as a Spellcasting Focus for your Wizard spells.
Any spell you cast using the hat gains a special So-
matic component: you must reach into the hat and
“puli” the spell out of it.
Unknown Spell. While holding the hat, you can
try to cast a level 1+ spell you don't know. The spell
must be on the Wizard spell list, it must be of a level
you can cast, and it can’t have Material components
costing more than 1,000 GP. Once you decide on
the spell, you must expend a spell slot of the spell’s
level. Then, to determine whether you cast the spell,
make an Intelligence (Arcana) check (DC 10 plus
the spell’s level). On a successful check, you cast the
spell using its normal casting time, and you can’t
use this property again until you finish a Short or
Long Rest. On a failed check, you fail to cast the
spell and a random effect occurs instead, deter-
mined by rolling on the following table.
Any spell you cast from the hat uses your spell
save DC and spell attack bonus.

Presto creates a li g htning bol t


Hat of Man y Spe lls .
266
usi ng his
CHAPTER 7 | TREASURE
IdlOO Effect
66-70 You suffer a bout of "magic sickness" and Hat of Vermin
have the Poisoned condition for 1 hour. Wondrous Item, Common
71-75 You have the Petrified condition until the This hat has 3 charges. While holding the hat, you
end of your next turn. can take a Magic action to expend 1 charge and
summon your choice of a Bat, a Frog, or a Rat. The
76-80 You pull a nonmagical object out of the summoned creature magically appears in the hat
hat. Roll ld4 to determine the object: on and tries to get away from you as quickly as pos-
a 1, a Dagger; on a 2, a Rope with a Grap- sible. The creature is Indifferent toward you and
pling Hook tied to one end; on a 3, a bag of other creatures, and it isn't under your control.
Caltrops; on a 4, a gem worth 50 GP. It behaves as an ordinary creature of its kind and
81-85 A creature appears in an unoccupied space disappears after 1 hour or when it drops to 0 Hit
as close to you as possible. The creature Points. The hat regains all expended charges daily
at dawn.
isn't under your control and acts as it nor-
mally would, and it disappears after 1 hour
or when it drops to 0 Hit Points. Roll 1d4 Hat of Wiza rdry
to determine the creature: on a 1, a Camel; Wondrous Item, Common (Requires Attunement by a
on a 2, a Constrictor Snake; on a 3, an Ele- Wizard)
phant; on a 4, a Mule. This cone-shaped hat is adorned with moons and
86-90 A Hostile Swarm of Bats flies out of the hat, stars. While you are wearing it, you gain the follow-
occupies your space, and attacks you. ing benefits.
Spellcasting Focus. You can use the hat as a Spell-
91-95 A vertical, 10-foot-diameter, two-way portal
casting Focus for your Wizard spells.
to another plane of existence opens in an
Unknown Spell. As a Magic action, you can try
unoccupied space within 30 feet of you and to cast a cantrip that you don’t know. The cantrip
remains open until the end of your next must be on the Wizard spell list and have a casting
turn. The DM determines where it leads. time of an action, and you make a DC 10 Intelli-
96-00 You pull a magic item out of the hat. Roll gence (Arcana) check. On a successful check, you
ld6 to determine the item’s rarity: on a 1-3, cast the spell. On a failed check, the spell fails, and
Common; on a 4-5, Uncommon; on a 6, the action used to cast the spell is wasted. In either
Rare. The DM chooses the item, which dis- case, you can’t use this property again until you fin
appears after 1 hour if it's not consumed or ish a Long Rest.
destroyed before then.

Hat or
Di souise

Hat or
WtlAHOBV

CHAPTER 7 | TREASURE 267


Wondrous Item, Uncommon (Requires Attunement)
Fireball (fire opal), Prismatic Spray (diamond), or Wall
Your Intelligence is 19 while you wear this head-
band. It has no effect on you if your Intelligence is of Fire (ruby). The gem is destroyed when the spell is
cast and disappears from the helm.
19 or higher without it.
Taking Fire Damage. Roll ld20 if you are wearing
the helm and take Fire damage as a result of failing
Hel m of Bril li anc e a saving throw against a spell. On a roll of 1, the
Wondrous Item, Very Rare (Requires Attunement) helm emits beams of light from its remaining gems
and is then destroyed. Each creature within a 60-
This helm is set with IdlO diamonds, 2dl0 rubies, foot Emanation originating from you must succeed
3dl0 fire opals, and 4dl0 opals. Any gem pried from on a DC 17 Dexterity saving throw or be struck by a
the helm crumbles to dust. When all the gems are beam, taking Radiant damage equal to the number
removed or destroyed, the helm loses its magic. of gems in the helm.
You gain the following benefits while wearing the
helm.
Diamond Light. As long as it has at least one Helm of Comp rehendi ng Lang ua ges
diamond, the helm emits a 30-foot Emanation. Wondrous Item, Uncommon
When at least one Undead is within that area, the
Emanation is filled with Dim Light. Any Undead While wearing this helm, you can cast Comprehend
that starts its turn in that area takes ld6 Radiant Languages from it.
damage.
Fire Opal Flames. As long as the helm has at least Helm of Telep ath y
one fire opal, you can take a Magic action to cause
Wondrous Item, Uncommon (Requires Attunement)
one weapon you are holding to burst into flames.
The flames emit Bright Light in a IO-foot radius and While wearing this helm, you have telepathy with a
Dim Light for an additional 10 feet. The flames are range of 30 feet, and you can cast Detect Thoughts or
harmless to you and the weapon. When you hit with Suggestion (save DC 13) from the helm. Once either
an attack using the blazing weapon, the target takes spell is cast from the helm, that spell can't be cast
an extra ld6 Fire damage. The flames last until you from it again until the next dawn.
take a Bonus Action to extinguish them or until you
drop or stow the weapon.
Ruby Resistance. As long as the helm has at least Helm of Tele po rta tion
one ruby, you have Resistance to Fire damage. Wondrous Item, Rare (Requires Attunement)
Spells. You can cast one of the following spells This helm has 3 charges. While wearing it, you can
(save DC 18), using one of the helm's gems of the expend 1 charge to cast Teleport from it. The helm
specified type as a component: Daylight (opal). regains ld3 expended charges daily at dawn.

268 CHAPTER 7 I TREASURE


HewARD's Man ov Have r sa c k

t~IOIV /9vFNCf«
(GaeATiwoRoj

Tc lc oort a tion

Heward ’s Handy Haversa ck


Wondrous Stem, Rare
This backpack has a central pouch and two side
pouches, each of which is an extradimensional
space. Each side pouch can hold up to 200 pounds
of material, not exceeding a volume of 25 cubic feet.
The central pouch can hold up to 500 pounds of
material, not exceeding a volume of 64 cubic feet. Hewa rd ’s Handy Spice Pou ch
The haversack always weighs 5 pounds, regardless
Wondrous Item, Common
of its contents.
Retrieving an item from the haversack requires This belt pouch appears empty and has 10 charges.
a Utilize action or a Bonus Action (your choice). While holding the pouch, you can take a Magic ac-
When you reach into the haversack for a specific tion to expend 1 charge, name any nonmagical food
item, the item is always magically on top. seasoning (such as salt, pepper, saffron, or cilantro),
If any of its pouches is overloaded, pierced, or and remove a pinch of the desired seasoning from
torn, the haversack ruptures and is destroyed. If the the pouch. A pinch is enough to season a single
haversack is destroyed, its contents are lost forever, meal. The pouch regains ld6 + 4 expended charges
although an Artifact always turns up again some- daily at dawn.
where. If the haversack is turned inside out, its con-
tents spill forth unharmed, and the haversack must
be put right before it can be used again. Hol y Avenger
Each pouch of the haversack holds enough air for Weapon (Any Simple or Martial), Legendary (Requires
10 minutes of breathing, divided by the number of Attunement by a Paladin)
breathing creatures inside. You gain a +3 bonus to attack rolls and damage
Placing the haversack inside an extradimensional rolls made with this magic weapon. When you hit a
space created by a Bag of Holding, Portable Hole, Fiend or an Undead with it, that creature takes an
or similar item instantly destroys both items and extra 2d 10 Radiant damage.
opens a gate to the Astral Plane. The gate originates While you hold the drawn weapon, it creates a
where the one item was placed inside the other. Any 10-foot Emanation originating from you. You and
creature within 10 feet of the gate and not behind all creatures Friendly to you in the Emanation have
Total Cover is sucked through it and deposited in Advantage on saving throws against spells and
a random location on the Astral Plane. The gate other magical effects. If you have 17 or more levels
then closes. The gate is one-way only and can’t be in the Paladin class, the size of the Emanation in-
reopened. creases to 30 feet.

CHAPTER 7 | TREASURE 269


IdlOO Horn Type Spirits Requirement
Horn of Bla sti ng 01-40 Silver 2 None
Wondrous /fem, Rare 41-75 Brass 3 Proficiency with all
You can take a Magic action to blow the horn, Simple weapons
which emits a thunderous blast in a 30-foot Cone
76-90 Bronze 4 Training with all
that is audible out to 600 feet. Each creature in the
Cone makes a DC 15 Constitution saving throw. On Medium armor
a failed save, a creature takes 5d8 Thunder damage 91-00 Iron 5 Proficiency with all
and has the Deafened condition for 1 minute. On a Martial weapons
successful save, a creature takes half as much dam-
age only. Glass or crystal objects in the Cone that p— ■-

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.

Horn of Valh all a Horsesh oes of Speed


Wondrous item, Rare (Silver or Brass), Very Rare Wondrous Item, Rare
(Bronze), or Legendary (Iron)
These horseshoes come in a set of four. As a Magic
You can take a Magic action to blow this horn. In action, you can touch one of the horseshoes to the
response, warrior spirits from the plane of Ysgard hoof of a horse or similar creature, whereupon the
appear in unoccupied spaces within 60 feet of you. horseshoe affixes itself to the hoof. Removing a
Each spirit uses the Berserker stat block and re- horseshoe also takes a Magic action.
turns to Ysgard after 1 hour or when it drops to 0 While all four horseshoes are attached to the
Hit Points. The spirits look like living, breathing same creature, its Speed is increased by 30 feet.
warriors, and they have Immunity to the Charmed
and Frightened conditions. Once you use the horn,
it can't be used again until 7 days have passed. Immovab le Rod
Four types of Hom of Valhalla are known to ex- Rod, Uncommon
ist, each made of a different metal. The horn’s type
This iron rod has a button on one end. You can take
determines how many spirits it summons, as well
as the requirement for its use. The DM chooses the a Utilize action to press the button, which causes
the rod to become magically fixed in place. Until you
horn’s type or determines it randomly by rolling on
or another creature takes a Utilize action to push
the following table.
the button again, the rod doesn't move, even if it
If you blow the horn without meeting its require-
defies gravity. The rod can hold up to 8,000 pounds
ment, the summoned spirits attack you. If you meet
of weight. More weight causes the rod to deactivate
the requirement, they are Friendly to you and your
and fall. A creature can take a Utilize action to
allies and follow your commands.
make a DC 30 Strength (Athletics) check, moving
the fixed rod up to 10 feet on a successful check.

270 CHAPTER 7 I TREASURE


Immovabl e
Ro o

Ho Bn of
Bla st ing

Instru ment of Ill usion s


Wondrous Item, Common
While you are playing this musical instrument, you
can take a Magic action to create harmless, illusory
visual effects within a 5-foot Emanation originating
from the instrument. If you are a Bard, the size of
the Emanation increases to 15 feet. Sample visual
effects include luminous musical notes, a spectral
dancer, butterflies, and gently falling snow. The
magical effects have neither substance nor sound,
and they are obviously illusory. The effects end
when you stop playing.

Instru ment of Scrib ing


Wondrous Item, Common Ins tru men t of
Illusi ons
This musical instrument has 3 charges and regains
all expended charges daily at dawn. While you are
playing it, you can take a Magic action to expend 1
charge and write a magical message on a nonmagi-
cal object or surface that you can see within 30 feet
of yourself. The message can be up to six words long
and is written in a language you know. If you are
a Bard, you can scribe an additional seven words
and make the message glow faintly, allowing it to
be seen in nonmagical Darkness. Casting the Dispel
Magic spell on the message erases it. Otherwise, the
message fades away after 24 hours.

CHAPTER 7 I TREASURE 271


Instr umen t of the Bard s
Wondrous Item, Rarity Varies (Requires Attunement by
a Bard)
An Instrument of the Bards is superior to an ordinary
instrument in every way. Seven types of these in-
struments exist, each named after a bard college.
The Instruments of the Bards table lists the spells
common to all instruments, as well as the spells
specific to each one and its rarity. A creature that
attempts to play the instrument without being at-
tuned to it must succeed on a DC 15 Wisdom saving
throw or take 2d4 Psychic damage.
You can play the instrument to cast one of its
spells. Once the instrument has been used to cast
a spell, it can’t be used to cast that spell again until
the next dawn. The spells use your spellcasting abil-
ity and spell save DC.

Instru ments of the Bards


Instrument Rarity Spells
All Fly, Invisibility, Levitate,
Protection from Evil
and Good, plus the
spells listed for the
particular instrument
Anstruth harp Very Rare Cure Wounds (level
5), Ice Storm, Wall of
Thorns
Canaith Rare Cure Wounds (level
mandolin 3), Dispel Magic, Pro-
tection from Energy
(Lightning damage
only)
Cli lyre Rare
Stone Shape, Wall of
Fire, Wind Wall
Doss lute Uncommon Animal Friendship,
Protection from Energy
(Fire damage only),
Protection from Poison
Fochlucan Uncommon Entangle, Faerie Fire,
bandore Shillelagh, Speak with
Animals
Mac-Fuirmidh Uncommon Barkskin, Cure Wounds,
cittern Fog Cloud
Ollamh harp Legendary Confusion, Control
Weather, Fire Storm
spell has no effect, and any resources used to cast
Ioun Stone it are wasted. Once the stone has canceled 20 lev-
Wondrous Item, Rarity Varies (Requires Attunement) els of spells, it burns out, turns dull gray, and loses
its magic.
Roughly marble sized, Ioun Stones are named after
Insight (Very Rare). Your Wisdom increases by 2,
Ioun, a god of knowledge and prophecy revered on
to a maximum of 20, while this incandescent blue
some worlds. Many types of Ioun Stones exist, each
sphere orbits your head.
type a distinct combination of shape and color.
Intellect (Very Rare). Your Intelligence increases
When you take a Magic action to toss an Ioun
by 2, to a maximum of 20, while this marbled scar-
Stone into the air, the stone orbits your head at a
let and blue sphere orbits your head.
distance of ld3 feet, conferring its benefit to you
Leadership (Very Rare). Your Charisma increases
while doing so. You can have up to three Ioun Stones
by 2, to a maximum of 20, while this marbled pink
orbiting your head at the same time.
and green sphere orbits your head.
Each Ioun Stone orbiting your head is considered
Mastery (Legendary). Your Proficiency Bonus in-
to be an object you are wearing. The orbiting stone
creases by 1 while this pale green prism orbits your
avoids contact with other creatures and objects, ad-
head.
justing its orbit to avoid collisions and thwarting all
Protection (Rare). You gain a +1 bonus to Armor
attempts by other creatures to attack or snatch it.
Class while this dusty-rose prism orbits your head.
As a Utilize action, you can seize and stow any
Regeneration (Legendary). You regain 15 Hit
number of Ioun Stones orbiting your head. If your
Points at the end of each hour this pearly white
Attunement to an Ioun Stone ends while it’s orbit-
spindle orbits your head if you have at least 1 Hit
ing your head, the stone falls as though you had
Point.
dropped it.
Reserve (Rare). This vibrant purple prism stores
The type of stone determines its rarity and effects.
spells cast into it, holding them until you use them.
Absorption (Very Rare). While this pale lavender
The stone can store up to 4 levels of spells at a time.
ellipsoid orbits your head, you can take a Reaction
When found, it contains ld4 levels of stored spells
to cancel a spell of level 4 or lower cast by a crea-
chosen by the DM.
ture you can see. A canceled spell has no effect, and
Any creature can cast a spell of level 1 through 4
any resources used to cast it are wasted. Once the
into the stone by touching it as the spell is cast. The
stone has canceled 20 levels of spells, it burns out,
spell has no effect, other than to be stored in the
turns dull gray, and loses its magic.
stone. If the stone can’t hold the spell, the spell is ex-
Agility (Very Rare). Your Dexterity increases by
pended without effect. The level of the slot used to
2. to a maximum of 20, while this deep-red sphere
cast the spell determines how much space it uses.
orbits your head.
While this stone orbits your head, you can cast
Awareness (Rare). While this dark-blue rhomboid
any spell stored in it. The spell uses the slot level,
orbits your head, you have Advantage on Initiative
spell save DC, spell attack bonus, and spellcasting
rolls and Wisdom (Perception) checks.
ability of the original caster but is otherwise treated
Fortitude (Very Rare). Your Constitution increases
as if you cast the spell. The spell cast from the stone
by 2, to a maximum of 20, while this pink rhomboid
is no longer stored in it, freeing up space.
orbits your head.
Strength (Very Rare). Your Strength increases by
Greater Absorption (Legendary). While this mar-
2, to a maximum of 20, while this pale blue rhom-
bled lavender and green ellipsoid orbits your head,
boid orbits your head.
you can take a Reaction to cancel a spell of level 8
Sustenance (Rare). You don’t need to eat or drink
or lower cast by a creature you can see. A canceled
while this clear spindle orbits your head.

CHAPTER 7 I TREASURE 27Z


Iron Ban os or
Bilar ro

Iron Flas k

Jav uli n or
LIGHTNING

Iron Bands of Bila rro


Wondrous item, Rare
This rusty iron sphere measures 3 inches in diame-
ter and weighs 1 pound. You can take a Magic action
to throw the sphere at a Huge or smaller creature
creature then obeys your commands for 1 hour,
you can see within 60 feet of yourself. As the
understanding those commands even if it doesn’t
sphere moves through the air, it opens into a tangle
know the language in which the commands are
of metal bands.
given. If you issue no commands or give the crea-
Make a ranged attack roll with an attack bonus
ture a command that is likely to result in its death
equal to your Dexterity modifier plus your Pro-
or imprisonment, it defends itself but otherwise
ficiency Bonus. On a hit, the target has the Re-
takes no actions. At the end of the duration, the
strained condition until you take a Bonus Action to
creature acts in accordance with its normal disposi-
issue a command that releases it. Doing so or miss-
tion and alignment.
ing with the attack causes the bands to contract and
An Identify spell reveals if the flask contains a
become a sphere once more.
creature, but the only way to determine the type
A creature that can touch the bands, including the
of creature is to open the flask. A newly discovered
one Restrained, can take an action to make a DC 20
Iron Flask might already contain a creature chosen
Strength (Athletics) check to break the iron bands.
by the DM or determined randomly by rolling on
On a successful check, the item is destroyed, and the
the following table (see the Monster Manual for the
Restrained creature is freed. On a failed check, any
creature's stat block).
further attempts made by that creature automati-
cally fail until 24 hours have elapsed. IdlOO Contents IdlOO Contents
Once the bands are used, they can’t be used again 01-50 No creature 76-77 Invisible Stalker
until the next dawn.
51 Arcanaloth 78-79 Marid
52-54 Bone Devil 80 Marilith
Iron Flas k 55-56 Cambion 81-82 Mezzoloth
Wondrous Item, Legendary
57-58 Dao 83-84 Nalfeshnee
While holding this brass-stoppered iron flask, you
can take a Magic action to target a creature that 59 Deva 85-86 Night Hag
you can see within 60 feet of yourself. If the flask 60-61 Djinni 87-88 Nycaloth
is empty and the target is native to a plane of exis- 62-63 Efreeti 89 Planetar
tence other than the one you’re on, the target must
succeed on a DC 17 Wisdom saving throw or be 64-65 Erinyes 90-91 Red Slaad
trapped in the flask. If the target has been trapped 66-67 Fomorian 92-93 Salamander
by the flask before, it has Advantage on the save. 68 Cithyanki Knight 94 Solar
Once trapped, a creature remains in the flask until
released. The flask can hold only one creature at a 69 Githzerai Zerth 95 Succubus
time. A creature trapped in the flask doesn't age and 70-71 Clabrezu 96 Ultroloth
doesn’t need to breathe, eat, or drink. 72-74 Hezrou 97-99 Vrock
You can take a Magic action to remove the flask's
stopper and release the creature in the flask. The 75 Incubus 00 Xorn

274 CHAPTER 7 | TREASURE

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.

Lant ern of Reveali ng Lut e of Thun der ous Thump ing


Wondrous Item, Uncommon Weapon (Club), Very Rare
While lit, this hooded lantern burns for 6 hours on 1 This reinforced lute can be wielded as a magic Club
pint of oil, shedding Bright Light in a 30-foot radius that deals an extra 2d8 Thunder damage on a hit.
and Dim Light for an additional 30 feet. Invisible Sing and Swing. If you’re a Bard, you can use your
creatures and objects are visible as long as they are Charisma modifier instead of your Strength modi-
in the lantern’s Bright Light. You can take a Utilize fier when making a melee attack roll with the lute,
action to lower the hood, reducing the lantern's provided you sing or hum while making the attack.
light to Dim Light in a 5-foot radius.

CHAPTER 7 | TREASURE 27Z


p-------------------------------------------------------------------------- —

Mac e of Disrup tio n Mac e of Terror


Weapon (Mace), Rare (Requires Attunement) Weapon (Mace). Rare (Requires Attunement)
When you hit a Fiend or an Undead with this magic This magic weapon has 3 charges and regains ld3
weapon, that creature takes an extra 2d6 Radiant expended charges daily at dawn. While holding the
damage. If the target has 25 Hit Points or fewer weapon, you can take a Magic action and expend
after taking this damage, it must succeed on a DC 1 charge to release a wave of terror from it. Each
15 Wisdom saving throw or be destroyed. On a suc- creature of your choice within 30 feet of you must
cessful save, the creature has the Frightened condi- succeed on a DC 15 Wisdom saving throw or have
tion until the end of your next turn. the Frightened condition for 1 minute. While Fright-
Light. While you hold this weapon, it sheds Bright ened in this way, a creature must spend its turns
Light in a 20-foot radius and Dim Light for an addi- trying to move as far away from you as it can, and
tional 20 feet. it can’t make Opportunity Attacks. For its action, it
can use only the Dash action or try to escape from
an effect that prevents it from moving. If it has no-
Mac e of Smiti ng where it can move, the creature can take the Dodge
Weapon (Mace), Rare action. At the end of each of its turns, a creature
You gain a +1 bonus to attack rolls and damage repeats the save, ending the effect on itself on a
rolls made with this magic weapon. The bonus in- success.
creases to +3 when you use the weapon to attack a
Construct.
When you roll a 20 on an attack roll made with Mant le of Spel l Resist ance

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)

CHAPTER 7 | TREASURE 277


zz
JR MetMiifON of
Thou ght s
Mirr or of Life

Manua l of
Quickness of
Acti on

Manu al of Qui ckn ess of Act ion


Wondrous Item, Very Rare Mirro r of Life Tra pping
This book contains coordination and balance Wondrous Item, Very Rare
exercises, and its words are charged with magic. When this 4-foot-tall, 2-foot-wide mirror is viewed
If you spend 48 hours over a period of 6 days or
indirectly, its surface shows faint images of crea-
fewer studying the book’s contents and practicing
tures. The mirror weighs 50 pounds, and it has AC
its guidelines, your Dexterity increases by 2, to a
11, HP 10. Immunity to Poison and Psychic damage,
maximum of 30. The manual then loses its magic
and Vulnerability to Bludgeoning damage. It shat-
but regains it in a century.
ters and is destroyed when reduced to 0 Hit Points.
If the mirror is hanging on a vertical surface and
Mari ner ’s Armor you are within 5 feet of it, you can take a Magic
action and use a command word to activate it. It
Armor (Any Light, Medium, or Heavy), Uncommon
remains activated until you take a Magic action and
While wearing this armor, you have a Swim Speed repeat the command word to deactivate it.
equal to your Speed. In addition, if you start your Any creature other than you that sees its reflec-
turn underwater with 0 Hit Points, you immedi- tion in the activated mirror while within 30 feet
ately regain ld4 Hit Points. The armor can't heal of the mirror must succeed on a DC 15 Charisma
anyone again until the next dawn. saving throw or be trapped, along with anything it
The armor is decorated with fish and shell motifs. is wearing or carrying, in one of the mirror's twelve
extradimensional cells. A creature that knows the
mirror’s nature makes the save with Advantage, and
Meda ll ion of Thoug hts Constructs succeed on the save automatically.
Wondrous Item, Uncommon (Requires Attunement) An extradimensional cell is an infinite expanse
The medallion has 5 charges. While wearing it, you filled with thick fog that reduces visibility to 10 feet.
can expend 1 charge to cast Detect Thoughts (save Creatures trapped in the mirror’s cells don't age.
DC 13) from it. The medallion regains ld4 expended and they don’t need to eat, drink, or sleep. A crea-
charges daily at dawn. ture trapped within a cell can escape using magic

278 CHAPTER 7 I TREASURE


Moonbl ade
Weapon (Greatsword, Longsword, Rapier. Scimitar, or
Shortsword), Legendary (Requires Attunement by a
Creature of the Weapon's Choice)
Of all the magic items created by elves, one of the
most prized and jealously guarded is a Moonblade. In
ancient times, nearly all elven noble houses claimed
one such weapon. Over the centuries, some of these
weapons have faded from the world, their magic lost
CLoh gswo ro ) as family lines have become extinct. Others have
vanished with their bearers during great quests.
Thus, only a few of these weapons remain.
Every Moonblade longs for a bearer whose dis-
that permits planar travel. Otherwise, the creature position and goals are compatible with its own. If
is confined to the cell until freed. you try to attune to a Moonblade that doesn't want
If the mirror traps a creature but its twelve ex- you as its bearer, the weapon not only rejects you
tradimensional cells are already occupied, the mir- but also places a curse on you, causing you to make
ror frees one trapped creature at random to accom- D20 Tests with Disadvantage for 24 hours or until
modate the new prisoner. A freed creature appears the curse is ended by a Remove Curse spell or similar
in an unoccupied space within sight of the mirror magic. If you're accepted by the weapon and try to
but facing away from it If the mirror is shattered, attune to it. you become attuned to it instantly, and
all creatures it contains are freed and appear in un- a new rune appears on it. You remain attuned to the
occupied spaces near it. weapon until you die or the weapon is destroyed. A
While within 5 feet of the mirror, you can take a Moonblade functions like a nonmagical weapon of
Magic action to name one creature trapped in it or its kind for anyone other than its chosen bearer.
call out a particular cell by number. The creature A Moonblade has one rune on it for each bearer
named or contained in the named cell appears as an it has willingly served (typically ld6 + 1). The first
image on the mirror’s surface. You and the creature rune grants a +1 bonus to attack rolls and damage
can then communicate. rolls made with this magic weapon. Each rune be-
In a similar way, you can take a Magic action and yond the first grants the Moonblade an additional
use a second command word to free one creature property. The DM chooses each property or de-
trapped in the mirror. The freed creature appears, termines it randomly by rolling on the Moonblade
along with its possessions, in the unoccupied space Properties table.
nearest to the mirror and facing away from it. Minor Property. In addition to its aforementioned
Placing the mirror inside an extradimensional properties, each Moonblade has a minor property
space created by a Bag of Holding, Portable Hole, or determined by rolling on the Magic Item’s Minor
similar item instantly destroys both items and opens Property table (see earlier in this chapter).
a gate to the Astral Plane. The gate originates where Sentience. A Moonblade is a sentient weapon with
the one item was placed inside the other. Any crea- an Intelligence of 12, a Wisdom of 10, and a Cha-
ture within 10 feet of the gate and not behind Total risma of 12. It has hearing and Darkvision out to
Cover is sucked through it to a random location on 120 feet. Its alignment matches that of its creator.
the Astral Plane. The gate then closes. The gate is The weapon communicates by transmitting
one-way only and can’t be reopened. emotions, sending a tingling sensation through the
wielder’s hand when it wants to communicate some-
thing it has sensed. It can communicate through
Mithra l Armor visions or dreams when the wielder is either in a
Armor (Any Medium or Heavy, Except Hide Armor), trance or asleep.
Uncommon Personality. A Moonblade has a personality similar
Mithral is a light, flexible metal. Armor made of this to that of its creator. Once a Moonblade has decided
substance can be worn under normal clothes. If the on an owner, it believes that only that person should
armor normally imposes Disadvantage on Dexterity wield it, even if the bearer's alignment differs from
(Stealth) checks or has a Strength requirement, the that of the weapon’s or the bearer’s goals later clash
mithral version of the armor doesn't. with the weapon’s goals.

CHAPTER 7 I TREASURE 2?9 j


Moonbla de Prope rtie s
Moon -Touc hed Sword
IdlOO Property Weapon (Glaive, Greatsword, Longsword, Rapier,
01-60 Increase the weapon's bonus to attack rolls Scimitar, or Shortsword), Common
and damage rolls by 1, to a maximum of In Darkness, the unsheathed blade of this weapon
+3. Reroll if the Moonblade already has a +3 sheds moonlight, creating Bright Light in a 15-foot
bonus. radius and Dim Light for an additional 15 feet.
61-75 When you hit with an attack roll using the
Moonblade, you deal an extra ld6 Force
Myst ery Key
damage. Each time the weapon gains this
Wondrous Item, Common
property after the first, the extra damage in-
creases by ld6, to a maximum of 3d6. Reroll A question mark is worked into the head of this key.
The key has a 5 percent chance of unlocking any
if the Moonblade already deals an extra 3d6
lock into which it’s inserted. Once it unlocks some-
Force damage on a hit.
thing, the key disappears.
76-80 The Moonblade gains the Thrown property
with a normal range of 20 feet and a long
range of 60 feet. Each time you throw the Nat ure ’s Mant le
weapon, it flies back to your hand after the Wondrous Item, Uncommon (Requires Attunement by a
attack. Druid or Ranger)
81-85 The Moonblade scores a Critical Hit on a roll This cloak shifts color and texture to blend with the
of 19 or 20 on the d20. terrain surrounding you. While wearing the cloak,
you can use it as a Spellcasting Focus for your
86-95 You can take a Bonus Action to cause the Druid and Ranger spells.
Moonblade to flash brightly. Each other While you are in an area that is Lightly Obscured,
creature that is within 30 feet of you and not you can Hide as a Bonus Action even if you are be-
behind Total Cover must succeed on a DC ing directly observed.
15 Constitution saving throw or have the
Blinded condition for 1 minute. A creature
repeats the save at the end of each of its Neckl ace of Ada pt at ion
turns, ending the effect on itself on a suc- Wondrous Item, Uncommon (Requires Attunement)
cess. You can’t use this property again until While wearing this necklace, you can breathe nor-
you finish a Short or Long Rest. mally in any environment, and you have Advantage
on saving throws made to avoid or end the Poisoned
96-99 The Moonblade has the properties of a Ring condition.
of Spell Storing.
00 You can take a Magic action to conjure a
spectral entity that resembles a shadowy elf Neck lac e of Fire bal ls
if you don't already have one serving you. Wondrous Item, Rare
The entity appears in an unoccupied space This necklace has ld6 + 3 beads hanging from it.
within 120 feet of you. It uses the Shadow You can take a Magic action to detach a bead and
stat block with these changes: it is a Fey, throw it up to 60 feet away. When it reaches the
has a Neutral alignment, and doesn’t create end of its trajectory, the bead detonates as a level 3
new shadows. You control this entity, decid- Fireball (save DC 15).
ing how it acts and moves. It remains until You can hurl multiple beads, or even the whole
necklace, at one time. When you do so, increase the
it drops to 0 Hit Points or you dismiss it as
damage of the Fireball by ld6 for each bead after the
a Magic action. first (maximum 12d6).

280 CHAPTER 7 I TREASURE


Necx iacf of Ma turf 's
FrRfa.«ns Man tlc

Neck la ce of Pra yer Beads


Wondrous Item, Rare (Requires Attunement by a Cleric,
Druid, or Paladin)
This necklace has ld4 + 2 magic beads made from
aquamarine, black pearl, or topaz. It also has many
nonmagical beads made from stones such as amber,
bloodstone, citrine, coral, jade, pearl, or quartz. If a
magic bead is removed from the necklace, that bead
loses its magic.
Six types of magic beads exist. The DM decides
the type of each bead on the necklace or determines
it randomly by rolling on the table below. A neck-
lace can have more than one bead of the same type.
To use one, you must be wearing the necklace. Each
bead contains a spell that you can cast from it as a
Bonus Action (using your spell save DC if a save is
necessary). Once a magic bead's spell is cast, that
bead can’t be used again until the next dawn.
ld20 Bead Spell
1-6 Bead of Blessing Bless
7-12 Bead of Curing Cure Wounds (level 2
version)
13-16 Bead of Favor Greater Restoration
17-18 Bead of Smiting Shining Smite
IS Bead of Summons Guardian of Faith
20 Bead of Wind Wind Walk
Walking

Nine Live s Stea ler


Weapon (Any Simple or Martial), Very Rare (Acquires
Attunement)
You gain a +2 bonus to attack rolls and damage rolls
made with this magic weapon.
Life Stealing. The weapon has ld8 + 1 charges.
When you attack a creature that has fewer than
100 Hit Points with this weapon and roll a 20 on
the d20 for the attack roll, the creature must suc-
ceed on a DC 15 Constitution saving throw or be
slain instantly as the sword tears its life force from
its body. Constructs and Undead succeed on the
save automatically. The weapon loses 1 charge if the
creature is slain. When the weapon has no charges
remaining, it loses this property.

Nolz ur ’s Mar velo us Pig ments


Wondrous Item, Very Rare
This fine wooden box contains ld4 pots of pigment
and a brush (weighing 1 pound in total).

CHAPTER 7 I TREASURE s8t


Oat ^bow

Using the brush and expending 1 pot of pigment,


you can paint any number of three-dimensional
objects and terrain features (such as walls, doors,
trees, flowers, weapons, webs, and pits), provided
these elements are all confined to a 20-foot Cube.
The effort takes 10 minutes (regardless of the num-
ber of elements you create), during which time you
must remain in the Cube, and requires Concentra-
tion. If your Concentration is broken or you leave
the Cube before the work is done, all the painted
elements vanish, and the pot of pigment is wasted.
When the work is done, all the painted objects
and terrain features become real. Thus, painting a
door on a wall creates an actual door, which can be
opened to whatever is beyond. Painting a pit creates
a real pit, the entire depth of which must lie within
the 20-foot Cube.
No object created by a pot of pigment can have
a value greater than 25 GP, and the total value of Or a or
all objects created by a pot of pigment can’t exceed Dire ction
500 GP. If you paint objects of greater value (such
as a large pile of gold), they look authentic, but close
inspection reveals they're made from paste, cookies,
or some other worthless material.
If you paint a form of energy such as fire or light-
ning, the energy dissipates as soon as you complete Oil of Etherea lness

the painting, doing no harm. Potion, Rare


One vial of this oil can cover one Medium or
smaller creature, along with the equipment it's
Oat hbow wearing and carrying (one additional vial is re-
Weapon (Longbow or Shorthow), Very Rare (Requires quired for each size category above Medium). Ap-
Attunement) plying the oil takes 10 minutes. The affected crea-
When you nock an arrow on this bow, it whispers in ture then gains the effect of the Etherealness spell
Elvish, "Swift defeat to my enemies." When you use for 1 hour.
this weapon to make a ranged attack, you can utter Beads of this cloudy, gray oil form on the outside
or sign the following command words: “Swift death of its container and quickly evaporate.
to you who have wronged me.” The target of your r-»---------------------------------------------------- ■
attack becomes your sworn enemy until it dies or
until dawn 7 days later. You can have only one such Oil of Shar pnes s
sworn enemy at a time. When your sworn enemy Potion, Very Rare
dies, you can choose a new one after the next dawn. One vial of this oil can coat one Melee weapon or
When you make a ranged attack roll with this twenty pieces of ammunition, but only ammunition
weapon against your sworn enemy, you have Ad- and Melee weapons that are nonmagical and deal
vantage on the roll. In addition, your target gains no Slashing or Piercing damage are affected. Applying
benefit from Half Cover or Three-Quarters Cover, the oil takes 1 minute, after which the oil magically
and you suffer no Disadvantage due to long range. seeps into whatever it coats, turning the coated
If the attack hits, your sworn enemy takes an extra weapon into a +3 Weapon or the coated ammunition
3d6 Piercing damage. into *3 Ammunition.
While your sworn enemy lives, you have Disad- This clear, gelatinous oil sparkles with tiny.
vantage on attack rolls with all other weapons. ultrathin silver shards.

282 CHAPTER 7 I TREASURE


Oil of Slip peri ness Orb of Drago nki nd
Potion, Uncommon Wondrous Item, Artifact (Requires Attunement)
One vial of this oil can cover one Medium or Long ago, in the Dragonlance setting, elves and
smaller creature, along with the equipment it's humans waged a terrible war against chromatic
wearing and carrying (one additional vial is re- dragons. When the world seemed doomed, the wiz-
quired for each size category above Medium). ards of the Towers of High Sorcery came together
Applying the oil takes 10 minutes. The affected and forged five Orbs of Dragonkind to help defeat
creature then gains the effect of the Freedom of the dragons. One orb was taken to each of the five
Movement spell for 8 hours. towers, and there they were used to speed the war
Alternatively, the oil can be poured on the ground toward a victorious end. The wizards used the orbs
as a Magic action, where it covers a 10-foot square, to lure dragons to them, then destroyed the dragons
duplicating the effect of the Grease spell in that area with powerful magic.
for 8 hours. As the Towers of High Sorcery fell in later ages,
This sticky, black unguent is thick and heavy, but the orbs were destroyed or faded into legend, and
it flows quickly when poured. only three are thought to survive. Their magic has
been warped over the centuries. Their primary pur-
pose of calling dragons still functions, but they also
Orb of Direc tio n allow some measure of control over dragons.
Wondrous Item, Common Each orb contains the essence of an evil dragon,
This orb can be used as an Arcane Focus. a presence that resents any attempt to coax magic
While holding this orb, you can take a Magic from it. Those who try to wield an orb’s magic but
action to determine which way is magnetic north. lack sufficient force of personality might find them-
Nothing happens if the orb is used in a location that selves under the orb’s control.
has no magnetic north.

CHAPTER 7 I TREASURE 28z


An orb is an etched crystal globe about 10 inches
in diameter. When used, it grows to about 20 inches Orb of Time
in diameter, and mist swirls inside it. Wondrous Item, Common
While attuned to an orb, you can take a Magic
This orb can be used as an Arcane Focus.
action to peer into the orb's depths. You must then
While holding the orb, you can take a Magic ac-
make a DC 15 Charisma saving throw. On a success-
tion to determine whether it is morning, afternoon,
ful save, you control the orb for as long as you re-
evening, or nighttime. This property functions only
main attuned to it. On a failed save, the orb imposes
on the Material Plane.
the Charmed condition on you for as long as you
remain attuned to it.
While you are Charmed by the orb, you can't Pearl of Powe r
voluntarily end your Attunement to it, and the orb
Wondrous Item, Uncommon (Requires Attunement by a
casts Suggestion on you at will (save DC 18), urging
Spellcaster)
you to work toward the evil ends it desires. The
dragon essence within the orb might want many While this pearl is on your person, you can take a
things: the annihilation of a particular society or Magic action to regain one expended spell slot of
organization, freedom from the orb, to spread suf- level 3 or lower. Once you use the pearl, it can’t be
fering in the world, to advance the worship of Tia- used again until the next dawn.
mat, or something else the DM decides.
Random Properties. An Orb of Dragonkind has the
following random properties (see “Artifacts" in this Perfu me of Bewitc hin g

chapter): Wondrous Item, Common


This tiny vial contains magic perfume, enough for
• 2 minor beneficial properties
- 1 minor detrimental property
one use. You can take a Magic action to apply the
- 1 major detrimental property
perfume to yourself, and its effect lasts 1 hour. For
the duration, you have Advantage on all Charisma
Spells. The orb has 7 charges and regains ld4 + 3 (Deception and Persuasion) checks made to influ-
expended charges daily at dawn. If you control the ence a creature within 5 feet of yourself.
orb. you can cast one of the spells on the following
table from it. The table indicates how many charges
you must expend to cast the spell. Periap t of Heal th
Spell Charge Cost Wondrous Item, Uncommon (Requires Attunement)
Cure Wounds (level 9 version) 4 While wearing this pendant, you can take a Magic
action to regain 2d4 * 2 Hit Points. Once used, this
Daylight 1 property can't be used again until the next dawn.
Death Ward 2 In addition, you have Advantage on saving throws
Detect Magic 0 to avoid or end the Poisoned condition while you
wear this pendant.
Scrying (save DC 18) 3
Call Dragons. While you control the orb, you
Peri ap t of Proof ag ainst Poison
can take a Magic action to cause the orb to issue a
Wondrous Item, Rare (Requires Attunement)
telepathic call that extends in all directions for 40
miles. Chromatic dragons in range feel compelled This delicate silver chain has a brilliant-cut black
to come to the orb as soon as possible by the most gem pendant. While you wear it, you have Immu-
direct route. Dragon deities such as Tiamat are un- nity to the Poisoned condition and Poison damage.
affected by this call. Chromatic dragons drawn to
the orb might be Hostile toward you for compelling
them against their will. Once you have used this Peri ap t of Wound Closu re
property, it can’t be used again for 1 hour. Wondrous Item, Uncommon (Requires Attunement)
Destroying an Orb. An Orb of Dragonkind has AC While wearing this pendant, you gain the following
20 and is destroyed if it takes damage from a *3 benefits.
Weapon or a Disintegrate spell. Nothing else can Life Preservation. Whenever you make a Death
harm it. Saving Throw, you can change a roll of 9 or lower
to a 10, turning a failed save into a successful one.

284 CHAPTER 7 I TREASURE


Potion, Uncommon
it at the end of each of its turns, ending the effect
The next time you see a creature within 10 minutes on itself on a success. A creature that succeeds on
after drinking this philter, you are charmed by that its save is immune to the effect of these pipes for 24
creature and have the Charmed condition for 1 hours.
hour.
This rose-hued, effervescent liquid contains one
easy-to-miss bubble shaped like a heart. Pipes of the Sewers
Wondrous Item, Uncommon (Requires Attunement)
Pipe of Smoke Mons ter s
While these pipes are on your person, ordinary rats
and giant rats are Indifferent toward you and won't
Wondrous Item, Common
attack you unless you threaten or harm them.
While smoking this pipe, you can take a Magic ac- The pipes have 3 charges and regain ld3 expended
tion to exhale a puff of smoke that takes the form charges daily at dawn, if you play the pipes as a
of a creature, such as a dragon, a Humph, or a slaad. Magic action, you can take a Bonus Action to ex-
The form must be small enough to fit in a l-foot pend I to 3 charges, calling forth one Swarm of
cube and loses its shape after a few seconds, becom- Rats with each expended charge if enough rats
ing an ordinary puff of smoke. are within half a mile of you to be called in this
— fashion (as determined by the DM). If there aren’t
enough rats to form a swarm, the charge is wasted.
Pipes of Hau ntin g Called swarms move toward the music by the short-
Wondrous Item, Uncommon est available route but aren’t under your control
These pipes have 3 charges and regain IdS expended otherwise.
charges daily at dawn. You can take a Magic action Whenever a Swarm of Rats that isn’t under an-
to play them and expend 1 charge to create an eerie, other creature's control comes within 30 feet of you
spellbinding tune. Each creature of your choice while you are playing the pipes, the swarm makes
within 30 feet of you must succeed on a DC IS Wis- a DC 15 Wisdom saving throw. On a successful
dom saving throw or have the Frightened condition save, the swarm behaves as it normally would and
for 1 minute. A creature that fails the save repeats can’t be swayed by the pipes’ music for the next 24

CHAPTER 7 I TREASURE 28g


hours. On a failed save, the swarm is swayed by the
pipes' music and becomes Friendly to you and your
allies for as long as you continue to play the pipes
each round as a Magic action. A Friendly swarm
obeys your commands. If you issue no commands
to a Friendly swarm, it defends itself but otherwise
takes no actions. If a Friendly swarm starts its turn
more than 30 feet away from you, your control over
that swarm ends, and the swarm behaves as it nor-
mally would and can’t be swayed by the pipes’ music
for the next 24 hours.

Plat e Armor of Etherea lness


Armor (Half Plate Armor or Plate Armor), Legendary
(Requires Attunement)
Fine Baeath While you’re wearing this armor, you can take a
Magic action and use a command word to gain the
effect of the Etherealness spell. The spell ends imme-
diately if you remove the armor or take a Magic ac-
tion to repeat the command word. This property of
the armor can’t be used again until the next dawn.

Pole of Angl ing


Wondrous Item, Common
This item functions as a Pole. While holding it, you
can take a Magic action to cause it to transform into
a fishing pole with a hook, a line, and a reel, or have
the fishing pole revert to a Pole.

Pole of Coll aps ing


Wondrous Item, Common
Plat s
Arm or of
This item functions as a Pole. While holding it,
CTHeaeAiiwtss you can take a Magic action to collapse it into a
1-foot-long rod for ease of storage (the pole’s weight
doesn’t change) or cause the 1-foot-long rod to re-
vert to a Pole. The rod elongates only as far as the
surrounding space allows.

Port abl e Hol e


Wondrous Item, Rare
This fine black cloth, soft as silk, is folded up to the
dimensions of a handkerchief. It unfolds into a cir-
cular sheet 6 feet in diameter.
Pols or You can take a Magic action to unfold a Porta-
Colla ps in g
ble Hole and place it on or against a solid surface,
whereupon the Portable Hole creates an extradi-
mensional hole 10 feet deep. The cylindrical space
within the hole exists on a different plane of exis-
tence, so it can’t be used to create open passages.
Any creature inside an open Portable Hole can exit
the hole by climbing out of it.

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.

CHAPTER 7 | TREASURE 287


Pot ion of Giant Streng th Pot io n of Hero ism
Potion, Rarity Varies Potion, Rare
When you drink this potion, your Strength score When you drink this potion, you gain 10 Temporary
changes for 1 hour. The type of giant determines the Hit Points that last for 1 hour. For the same dura-
score (see the table below). The potion has no effect tion, you are under the effect of the Bless spell (no
on you if your Strength is equal to or greater than Concentration required).
that score. This potion’s blue liquid bubbles and steams as if
This potion’s transparent liquid has floating in it a boiling.
sliver of light resembling a giant’s fingernail.
Potion Str. Rarity
Potio n of Invisib ili ty
Potion of Giant Strength (hill) 21 Uncommon Potion, Rare
Potion of Giant Strength (frost 23 Rare This potion’s container looks empty but feels as
or stone) though it holds liquid. When you drink the potion,
Potion of Giant Strength (fire) 25 Rare you have the Invisible condition for I hour. The
effect ends early if you make an attack roll, deal
Potion of Giant Strength (cloud) 27 Very Rare
damage, or cast a spell.
Potion of Giant Strength (storm) 29 Legendary
p*--------------------------------------------------------------------------
Pot ion of Invulnera bil ity
Pot ion of Grea ter Invisibi lit y Potion, Rare
Potion, Very Pare For 1 minute after you drink this potion, you have
This potion's container looks empty but feels as Resistance to all damage.
though it holds liquid. When you drink the potion, This potion’s syrupy liquid looks like liquefied
you have the Invisible condition for 1 hour. iron.

Poti on of Growt h Potio n of Long evit y


Potion, Uncommon Potion, Very Rare
When you drink this potion, you gain the "enlarge" When you drink this potion, your physical age is
effect of the Enlarge/Reduce spell for 10 minutes (no reduced by ld6 + 6 years, to a minimum of 13 years.
Concentration required). Each time you subsequently drink a Potion of Lon-
The red in the potion's liquid continuously ex- gevity, there is 10 percent cumulative chance that
pands from a tiny bead to color the clear liquid you instead age by ld6 + 6 years.
around it and then contracts. Shaking the bottle Suspended in this amber liquid is a tiny heart that,
fails to interrupt this process. against all reason, is still beating. These ingredients
vanish when the potion is opened.

Poti ons of Heal ing


Potion, Parity Varies Pot ion of Mind Read ing
You regain Hit Points when you drink this potion. Potion, Rare
The number of Hit Points depends on the potion’s When you drink this potion, you gain the effect of
rarity, as shown in the table below. the Detect Thoughts spell (save DC 13) for 10 minutes
Whatever its potency, the potion’s red liquid glim- (no Concentration required).
mers when agitated. This potion's dense, purple liquid has an ovoid
Potion HP Regained Rarity cloud of pink floating in it.
Potion of Healing 2d4 + 2 Common
Potion of Healing 4d4 + 4 Uncommon Poti on of Pois on
(greater) Potion, Uncommon
Potion of Healing 8d4 + 8 Rare This concoction looks, smells, and tastes like a
(superior) Potion of Healing or another beneficial potion.
Potion of Healing 10d4 + 20 Very Rare
(supreme)

S88 CHAPTER 7 | TREASURE


However, it is actually poison masked by illusion p------------------------------------------------------------------------ —
magic. Identify reveals its true nature. Pot ion of Speed
If you drink this potion, you take 4d6 Poison Potion, Very Rare
damage and must succeed on a DC 13 Constitution
saving throw or have the Poisoned condition for 1 When you drink this potion, you gain the effect of
hour. the Haste spell for 1 minute (no Concentration re-
quired) without suffering the wave of lethargy that
typically occurs when the effect ends.
Potion of Pugili sm This potion’s yellow fluid is streaked with black
Potion, Uncommon and swirls on its own.
After you drink this potion, each Unarmed Strike
you make deals an extra ld6 Force damage on a hit. Poti on of Vita lity
This effect lasts 10 minutes. Potion, Very Rare
This potion is a thick green fluid that tastes like
spinach. When you drink this potion, it removes any
Exhaustion levels you have and ends the Poisoned
condition on you. For the next 24 hours, you regain
Pot ion of Resista nce the maximum number of Hit Points for any Hit
Potion, Uncommon Point Die you spend.
This potion’s crimson liquid regularly pulses with
When you drink this potion, you have Resistance dull light, calling to mind a heartbeat.
to one type of damage for 1 hour. The DM chooses
the type or determines it randomly by rolling on the
following table. Poti on of Wat er Brea thi ng
IdlO Damage Type IdlO Damage Type Potion, Uncommon
1 Acid 6 Necrotic You can breathe underwater for 24 hours after
drinking this potion.
2 Cold 7 Poison
This potion’s cloudy green fluid smells of the sea
3 Fire 8 Psychic and has a jellyfish-like bubble floating in it.
4 Force S Radiant p----------------------------------------------------- —
5 Lightning 10 Thunder Pot of Awake ning
Wondrous Item, Common
If you plant an ordinary shrub in this 10-pound clay
pot and let it grow for 30 days, the shrub magically
transforms into an Awakened Shrub at the end of

CHAPTER 7 I TREASURE 289


that time. When the shrub awakens, its roots break and an enormous, multicolored bird takes its place.
the pot, destroying it. The bird has the statistics of a Roc, but it can’t at-
The awakened shrub is Friendly toward you and tack. It obeys your simple commands and can carry
obeys your commands. Absent commands from up to 500 pounds while flying at its maximum
you, it does nothing. speed (16 miles per hour for a maximum of 144
miles per day, with a 1-hour rest for every 3 hours of
flying) or 1,000 pounds at half that speed. The bird
Prostheti c Limb disappears after flying its maximum distance for a
Wondrous Item, Common day or if it drops to 0 Hit Points. You can dismiss
This magic item replaces a lost limb—a hand, an the bird as a Magic action.
arm, a foot, a leg, or a similar body part. While the Fan (Uncommon). If you are on a boat or ship, you
prosthetic is attached, it functions identically to the can take a Magic action to toss the token up to 10
part it replaces. You can detach or reattach it as a feet in the air. The token disappears, and a giant
Magic action, and it can’t be removed against your flapping fan takes its place. The fan floats and cre-
will while you are alive. ates a strong wind. This wind can fill the sails of one
ship, increasing its speed by 5 miles per hour for 8
— hours. You can dismiss the fan as a Magic action.
Qua al 's Feat her Token Swan Boat (Rare). You can take a Magic action to
Wondrous item, Rarity Varies touch the token to a body of water at least 60 feet in
diameter. The token disappears, and a 50-foot-Iong,
This object looks like a feather. Different types of
feather tokens exist, each with a different single-use 20-foot-wide boat shaped like a swan takes its place.
effect. The DM chooses the kind of token or deter- The boat is self-propelled and moves across water
mines it randomly by rolling on the Quaal’s Feather at a speed of 6 miles per hour. You can take a Magic
action while on the boat to command it to move or
Tokens table. The type of token determines its
to turn up to 90 degrees. The boat remains for 24
rarity.
Anchor (Uncommon). You can take a Magic action hours and then disappears. You can dismiss the boat
as a Magic action.
to touch the token to a boat or ship. For the next
24 hours, the vessel can’t be moved by any means. Tree (Uncommon). You must be outdoors to use
Touching the token to the vessel again ends the ef- this token. You can take a Magic action to touch it
fect. When the effect ends, the token disappears. to an unoccupied space on the ground. The token
Bird (Rare). You can take a Magic action to toss disappears, and in its place a nonmagical oak tree
the token 5 feet into the air. The token disappears springs into existence. The tree is 60 feet tall and
has a 5-foot-diameter trunk, and its branches at the
Whip (Rare). You can take a Magic action to throw a Quarterstaff; the weapon will elongate only as far
the token to a point within 10 feet of yourself. The as the surrounding space allows.
token disappears, and a floating whip takes its place. In certain forms, the weapon has the following
You can then take a Bonus Action to make a melee additional properties.
spell attack against a creature within 10 feet of the Acrobatic Assist (Quarterstaff or 10-Foot Pole
whip, with an attack bonus of *9. On a hit, the tar- Forms Only). While holding this weapon, you have
get takes ld6 + 5 Force damage. Advantage on Dexterity (Acrobatics) checks.
As a Bonus Action, you can direct the whip to fly Attack Deflection (Quarterstaff Form Only). When
up to 20 feet and repeat the attack against a crea- you are hit by an attack while holding the weapon,
ture within 10 feet of the whip. The whip disappears you can take a Reaction to twirl the weapon around
after 1 hour, when you take a Magic action to dis- you, gaining a +5 bonus to your Armor Class against
miss it, or when you die or have the incapacitated the triggering attack, potentially causing the attack
condition. to miss you. You can’t use this property again until
you finish a Short or Long Rest.
Quaal ’s Feat her Toke ns Ranged Weapon (Quarterstaff Form Only). This
Id! 00 Token Rarity weapon has the Thrown property with a normal
range of 30 feet and a long range of 120 feet. Im-
01-20 Anchor Uncommon
mediately after you make a ranged attack with the
21-35 Bird Rare weapon, it flies back to your hand.
36-50 Fan Uncommon
51-65 Swan boat Rare Qui ver of Ehlo nna
66-90 Tree Uncommon Wondrous Item, Uncommon
91-00 Whip Rare Each of the quiver’s three compartments connects
to an extradimensional space that allows the quiver
to hold numerous items while never weighing more
Quart erstaff of the Acroba t than 2 pounds. The shortest compartment can hold
Weapon (Quarterstaff), Very Rare (Requires up to 60 Arrows, Bolts, or similar objects. The mid-
Attunement) size compartment holds up to 18 Javelins or similar
You have a +2 bonus to attack rolls and damage rolls objects. The longest compartment holds up to 6 long
made with this magic weapon. objects, such as bows, Quarterstaffs, or Spears.
While holding this weapon, you can cause it to You can draw any item the quiver contains as if
emit green Dim Light out to 10 feet, either as a Bo- doing so from a regular quiver or scabbard.
nus Action or after you roll Initiative, or you can
extinguish the light as a Bonus Action.
While holding this weapon, you can take a Bonus
Action to alter its form, turning it into a 6-inch rod
(for ease of storage) or a 10-foot pole, or reverting it

Quaal ’s Feat her

Qua al 's Feath er


Toke n {Fan )

Qu a r tc r sta ff
or rue Acr obat

CHAPTER 7 | TREASURE 2AI


F”---------------------------------------------------------------- Every Ring of Elemental Command has the follow-
Ring of Anima l Infl uenc e ing two properties:
Ring, Rare Elemental Bane. While wearing the ring, you have
This ring has 3 charges, and it regains ld3 expended Advantage on attack rolls against Elementals and
charges daily at dawn. While wearing the ring, you they have Disadvantage on attack rolls against
can expend 1 charge to cast one of the following you.
spells (save DC 13) from it: Elemental Compulsion. While wearing the ring,
you can take a Magic action to try to compel an
- Animal Friendship
• Fear (affects Beasts only)
Elemental you see within 60 feet of yourself. The
Elemental makes a DC 18 Wisdom saving throw.
- Speak with Animals
On a failed save, the Elemental has the Charmed
condition until the start your next turn, and you
Ring of Djinn i Summ onin g determine what it does with its move and action
Ring, Legendary (Requires Attunement) on its next turn.
While wearing this ring, you can take a Magic Elemental Focus, While wearing the ring, you
action to summon a particular Djinni from the Ele- benefit from additional properties corresponding to
mental Plane of Air. The djinni appears in an unoc- the ring's linked Elemental Plane:
cupied space you choose within 120 feet of yourself. Air. You know Auran, you have Resistance to Light-
It remains as long as you maintain Concentration, ning damage, and you have a Fly Speed equal to
to a maximum of 1 hour, or until it drops to 0 Hit your Speed and can hover.
Points. Earth. You know Terran, and you have Resistance
While summoned, the djinni is Friendly to you to Acid damage. Terrain composed of rubble,
and your allies, and it obeys your commands. If you rocks, or dirt isn’t Difficult Terrain for you. In ad-
fail to command it, the djinni defends itself against dition, you can move through solid earth or rock
attackers but takes no other actions. as if those areas were Difficult Terrain without
After the djinni departs, it can’t be summoned disturbing the matter through which you pass, if
again for 24 hours, and the ring becomes non magi- you end your turn in solid earth or rock, you are
cal if the djinni dies. shunted out to the nearest unoccupied space you
Rings of Djinni Summoning are often created by the last occupied.
djinn they summon and given to mortals as gifts of Fire. You know Ignan, and you have Immunity to
friendship or tokens of esteem. Fire damage.
Water. You know Aquan, you gain a Swim Speed of
60 feet, and you can breathe underwater.
Ring of Ele ment al Comma nd
Ring, Legendary (Requires Attunement) Spellcasting. The ring has 5 charges and regains
ld4 * 1 expended charges daily at dawn. While
Each Ring of Elemental Command is linked to one of wearing the ring, you can cast a spell from it.
the four Elemental Planes. The DM chooses or ran- Choose the spell from the list of available spells
domly determines the linked plane. For example, a based on the Elemental Plane the ring is linked to,
Ring of Elemental Command (air) is linked to the Ele- as shown in the following table. The table indicates
mental Plane of Air.

292 CHAPTER 7 i TREASURE


how many charges you must expend to cast the
spell, which has a save DC of 18. Ring of Free Acti on
Plane Spells (Charges) Ring, Rare (Requires Attunement)
Air Chain Lightning (3 charges), Feather Fall While you wear this ring. Difficult Terrain doesn't
(0 charges), Gust of Wind (2 charges), cost you extra movement. In addition, magic can
Wind Wall (1 charge) neither reduce any of your Speeds nor cause you to
have the Paralyzed or Restrained condition.
Earth Earthquake (5 charges), Stone Shape (2
charges), Stoneskin (3 charges). Wall of P* ------------- —'—------------------------------ ■x--—■—
Stone (3 charges) Ring of Invisib ili ty
Eire Burning Hands (1 charge), Fireball (2 Ring, Legendary (Requires Attunement)
charges), Fire Storm (4 charges). Wall of While wearing this ring, you can take a Magic ac-
Fire (3 charges) tion to give yourself the Invisible condition. You re-
main Invisible until the ring is removed or until you
Water Create or Destroy Water (1 charge), Ice
take a Bonus Action to become visible again.
Storm (2 charges), Tsunami (S charges),
Wall of Ice (3 charges), Water Walk (2
charges) Ring of Jumping
Ring, Uncommon (Requires Attunement)
F--------------- - --------- ------------ ---------------------------------
While wearing this ring, you can cast Jump from it,
Ring of Evas ion but can target only yourself when you do so.
Ring, Rare (Requires Attunement)
This ring has 3 charges, and it regains ld3 expended
charges daily at dawn. When you fail a Dexterity Ring of Mind Shiel ding
saving throw while wearing the ring, you can take a Ring, Uncommon (Requires Attunement)
Reaction to expend 1 charge to succeed on that save While wearing this ring, you are immune to magic
instead. that allows other creatures to read your thoughts,
determine whether you are lying, know your align-
ment, or know your creature type. Creatures can
Ring of Feat her Fal li ng telepathically communicate with you only if you
Ring, Rare (Requires Attunement) allow it.
When you fall while wearing this ring, you descend You can take a Magic action to cause the ring to
60 feet per round and take no damage from falling. become imperceptible until you take another Magic
action to make it perceptible, until you remove the
ring, or until you die.

CHAPTER 7 I TREASURE 2YZ


If you die while wearing the ring, your soul enters IdlO Damage Type Gemstone
it, unless it already houses a soul. You can remain in
1 Acid Pearl
the ring or depart for the afterlife. As long as your
soul is in the ring, you can telepathically commu- 2 Cold Tourmaline
nicate with any creature wearing it. A wearer can’t 3 Fire Garnet
prevent this telepathic communication.
4 Force Sapphire
p----------------------------------------------------- 5 Lightning Citrine
Ring of Prote cti on 6 Necrotic Jet
Ring, Rare (Requires Attunement)
7 Poison Amethyst
You gain a +1 bonus to Armor Class and saving
throws while wearing this ring. 8 Psychic Jade
9 Radiant Topaz
10 Thunder Spinel
Ring of Regenera tio n
Ring, Very Rare (Requires Attunement)
While wearing this ring, you regain ld6 Hit Points Ring of Shoo ting Sta rs
every 10 minutes if you have at least 1 Hit Point. If King, Very Rare (Requires Attunement)
you lose a body part, the ring causes the missing
You can cast Dancing Lights or Light from the ring.
part to regrow and return to full functionality
The ring has 6 charges and regains ld6 expended
after ld6 * 1 days if you have at least 1 Hit Point the
charges daily at dawn. You can expend its charges
whole time.
to use the properties below.
Faerie Fire. You can expend 1 charge to cast Faerie
Ring of Resista nc e
Fire from the ring.
King, Rare Lightning Spheres. You can expend 2 charges as a
Magic action to create up to four 3-foot-diameter
You have Resistance to one damage type while spheres of lightning.
wearing this ring. The gemstone in the ring indi- Each sphere appears in an unoccupied space you
cates the type, which the DM chooses or determines can see within 120 feet of yourself. The spheres
randomly by rolling on the following table. last as long as you maintain Concentration, up to 1
minute. Each sphere sheds Dim Light in a 30-foot
radius.
As a Bonus Action, you can move each sphere up
to 30 feet, but no farther than 120 feet away from
yourself. The first time the sphere comes within 5
feet of a creature other than you that isn’t behind

294 cha pt er 7 | tre as ure


Total Cover, the sphere discharges lightning at that expended without effect. The level of the slot used
creature and disappears. That creature makes a to cast the spell determines how much space it uses.
DC 15 Dexterity saving throw. On a failed save, the While wearing this ring, you can cast any spell
creature takes Lightning damage based on the num- stored in it. The spell uses the slot level, spell save
ber of spheres you created, as shown in the follow- DC, spell attack bonus, and spellcasting ability of
ing table. On a successful save, the creature takes the original caster but is otherwise treated as if you
half as much damage. cast the spell. The spell cast from the ring is no lon-
Number of Lightning Number of Lightning
ger stored in it, freeing up space.
Spheres Damage Spheres Damage
1 4dl2 3 2d 6 Ring of Spel l Turni ng
2 5d4 4 2d4 Ring, Legendary (Requires Attunement)
While wearing this ring, you have Advantage on
Shooting Stars. You can expend 1 to 3 charges
as a Magic action. For every charge you expend,
saving throws against spells. If you succeed on the
save for a spell of level 7 or lower, the spell has no
you launch a glowing mote of light from the ring
effect on you. If that spell targeted only you and
at a point you can see within 60 feet of yourself.
didn’t create an area of effect, you can take a Reac-
Each creature in a 15-foot Cube originating from
tion to deflect the spell back at the spell's caster; the
that point is showered in sparks and makes a DC 15
caster must make a saving throw against the spell
Dexterity saving throw, taking 5d4 Radiant damage
using their own spell save DC.
on a failed save or half as much damage on a suc-
cessful one.
Ring of Swimmin g
Ring of Spel l Sto ring Ring, Uncommon
Ring, Rare (Requires Attunement) You have a Swim Speed of 40 feet while wearing
this ring.
This ring stores spells cast into it, holding them un-
til the attuned wearer uses them. The ring can store p-------------------------------------------------------------------------
up to 5 levels worth of spells at a time. When found, Ring of Telek inesi s
it contains ld6 - 1 levels of stored spells chosen by
Ring, Very Rare (Requires Attunement)
the DM.
Any creature can cast a spell of level 1 through 5 While wearing this ring, you can cast Telekinesis
into the ring by touching the ring as the spell is cast. from it.
The spell has no effect other than to be stored in
the ring. If the ring can’t hold the spell, the spell is

CHAPTER 7 I TREASURE 295


Ring of the Ram Ring of Wat er Walk ing
Ring, Rare (Requires Attunement) Ring, Uncommon
This ring has 3 charges and regains IdZ expended While wearing this ring, you cast Water Walk from
charges daily at dawn. While wearing the ring, you it, targeting only yourself.
can take a Magic action to expend 1 to 3 charges
to make a ranged spell attack against one creature
you can see within 60 feet of yourself. The ring Ring of X-ra y Vision
produces a spectral ram's head and makes its attack Ring, Rare (Requires Attunement)
roll with a +7 bonus. On a hit, for each charge you While wearing this ring, you can take a Magic ac-
spend, the target takes 2dl0 Force damage and is tion to gain X-ray vision with a range of 30 feet for
pushed 5 feet away from you. 1 minute. To you, solid objects within that radius ap-
Alternatively, you can expend 1 to 3 of the ring’s pear transparent and don’t prevent light from pass-
charges as a Magic action to try to break a nonmag- ing through them. The vision can penetrate 1 foot
ical object you can see within 60 feet of yourself of stone, 1 inch of common metal, or up to 3 feet of
that isn’t being worn or carried. The ring makes wood or dirt. Thicker substances or a thin sheet of
a Strength check with a +5 bonus for each charge lead block the vision.
you spend. Whenever you use the ring again before taking a
Long Rest, you must succeed on a DC 15 Constitu-
tion saving throw or gain 1 Exhaustion level.
Ring of Three Wishes
Ring, Legendary
While wearing this ring, you can expend 1 of its 3 Rival Coin
charges to cast Wish from it. The ring becomes non- Wondrous Item, Common
magical when you use the last charge. This gold coin has a creature embossed on each side.
r’---------------------------------------------------------------- The two depicted creatures must be famous rivals
or enemies of each other. For example, a Rival Coin
Ring of Warmt h might show Iggwilv on one side and Mordenkainen
Ring, Uncommon (Requires Attunement) on the other, or Venger on one side and Tiamat on
If you take Cold damage while wearing this ring, the the other. One of these figures is on the "heads” side
ring reduces the damage you take by 2d8. of the coin, the other on the “tails” side.
In addition, while wearing this ring, you and The coin has 1 charge and regains its expended
everything you wear and carry are unharmed by charge daily at dawn. You can take a Magic action
temperatures of 0 degrees Fahrenheit or lower. to toss the coin, expending its charge. Roll any die
to determine whether the coin comes up heads (on
an even number) or tails (on an odd number). The
roll also determines the effect:

296 CHAPTER 7 I TREASURE


Heads. Target one creature you can see within 60
feet of yourself. The target makes a DC 13 Wis-
dom saving throw. On a failed save, the target
takes 2d4 Psychic damage and has Disadvantage
on the next attack roll it makes before the end
of its next turn. On a successful save, the target
takes half as much damage only.
Tails. You take ld4 Psychic damage.

Robe of Eyes
Wondrous Item, Rare (Requires Attunement)
This robe is adorned with eyelike patterns. While
you wear- the robe, you gain the following benefits:
All-Around Vision. The robe gives you Advantage
on Wisdom (Perception) checks that rely on sight.
Special Senses. You have Darkvision and Truesight,
both with a range of 120 feet.
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 Scin ti ll at ing Colo rs


Wondrous Item, Very Rare (Requires Attunement)
This robe has 3 charges, and it regains ld3 expended
charges daily at dawn. While you wear it, you can
take a Magic action and expend 1 charge to cause
the garment to display a shifting pattern of dazzling
hues until the end of your next turn. During this
time, the robe sheds Bright Light in a 30-foot radius
and Dim Light for an additional 30 feet, and crea-
tures that can see you have Disadvantage on attack
rolls against you. Any creature in the Bright Light
that can see you when the robe's power is activated
must succeed on a DC 15 Wisdom saving throw or
have the Stunned condition until the effect ends.

Robe of 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.

298 CHAPTER 7 I TREASURE


it are wasted. The rod can absorb and store up to
50 levels of energy over the course of its existence.
Once the rod absorbs 50 levels of energy, it can’t ab-
sorb more. If you are targeted by a spell that the rod
can't store, the rod has no effect on that spell.
When you become attuned to the rod, you know
how many levels of energy the rod has absorbed
over the course of its existence and how many levels
of spell energy it currently has stored.
IdlOO Patch If you are a spellcaster holding the rod, you can
01-08 Bag of 100 GP convert energy stored in it into spell slots to cast
09-15 Silver coffer (1 foot long, 6 inches wide and spells you have prepared or know. You can create
deep) worth SOO GP spell slots only of a level equal to or lower than your
own spell slots, up to a maximum of level 5. You use
16-22 Iron door (up to 10 feet wide and 10 feet the stored levels in place of your slots but otherwise
high, barred on one side of your choice), cast the spell as normal. For example, you can use 3
which you can place in an opening you can levels stored in the rod as a level 3 spell slot.
reach; it conforms to fit the opening, attach- A newly found rod typically has IdlO levels of
ing and hinging itself spell energy stored in it. A rod that can no longer
23-30 10 gems worth 100 GP each absorb spell energy and has no energy remaining
becomes nonmagical.
31-44 Wooden ladder (24 feet long)
45-51 Riding Horse with a Riding Saddle
52-59 Open pit (a 10-foot Cube), which you Rod of Alert ness

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.

CHAPTER 7 I TREASURE 299


Button I A fiery blade sprouts from t|
site the rod’s flanged head. The fl . " end
Light in a 40 foot radius and Dim [ , u d Biw
Rod of Lordly Might additional 40 feet, and the blade fumt '
Rod, Legendary (Requires Attunement) magic Longsword or Shortsword (Vo 'r‘ns a
This rod has a flanged head, and it functions as a that deals an extra 2d6 Fire damage rT thf)ice)
magic Mace that grants a +3 bonus to attack rolls Button 2. The rod’s flanged head folds <7 "*
and damage rolls made with it. The rod has proper­ two crescent-shaped blades spring out
ties associated with six different buttons that are set ing the rod into a magic Battleaxe that
in a row along the haft. It has three other properties
+3 bonus to attack rolls and damage r, a
as well, detailed below. withit. rolls ntade
Buttons. You can press one of the following but­
Button 3. The rod’s flanged head folds do\.
tons as a Bonus Action; a button’s effect lasts until
spear point springs from the rod’s tip.
you push a different button or until you push the
rod’s handle lengthens into a 6-foot haft '
same button again, which causes the rod to revert
to its normal form: forming the rod into a magic Spear that
+3 bonus to attack rolls and damage rdi
... .. 5 0115 made
with it.
Button 4. The rod transforms into a climbing
,,u**’5P0|p
up to 50 feet long (you specify the length). thoU7-
the rod’s buttons remain within your reach In ’
surfaces as hard as granite, a spike at the bot­
tom and three hooks at the top anchor the pole
Horizontal bars 3 inches long fold out from the
sides, 1 foot apart, forming a ladder. The pole can
bear up to 4,000 pounds. More weight or lack
of solid anchoring causes the rod to revert to its
normal form.
Button 5. The rod transforms into a handheld
battering ram and grants its user a -10 bonus
to Strength (Athletics) checks made to break
through doors, barricades, and other barriers.
Button 6. The rod assumes or remains in its nor­
mal form and indicates magnetic north. (Nothing
happens if this function of the rod is used in a
location that has no magnetic north.) The rod a-so
gives you knowledge of vour approximate depu
beneath the ground or your height above it.
Drain Life. When you hit a creature with a melee
attack using the rod, you can force the target to
make a DC 17 Constitution saving throw. On a tai
save, the target takes an extra 4d6 Necrotic dam
age, and you regain a number of Hit Points
half that Necrotic damage. Once used, this pi1P
can’t be used again until the next dawn. t.
Paralyze. When you hit a creature with a rn^niJ^e
tack using the rod, you can force the target
a DC 17 Constitution saving throw. On a tai
the target has the Paralyzed condition tot
The target repeats the save at the end of
turns, ending the effect on a success. Otwe,^^
this property can’t be used again until the
daVVn’ take-*
Terrify. While holding the rod, you can
Magic action to force each creature
within 30 feet of yourself to make a DL
saving throw. On a failed save, a target

300 CHAPTER 7 | TREASURE


Frightened condition for 1 minute. A Frightened location they occupied when you activated the rod
target repeats the save at the end of each of its or an unoccupied space nearest that location. Once
turns, ending the effect on itself on a success. Once used, this property can’t be used again until 10 days
used, this property can’t be used again until the have passed.
next dawn.
k" ------ - ------
Rod of the Pac t Keeper
Rod of Resurre ctio n Rod, Uncommon (+1), Rare (*2), or Very Rare (+3)
Rod, Legendary (Requires Attunement) (Requires Attunement by a Warlock)
The rod has 5 charges. While you hold it, you can While holding this rod, you gain a bonus to spell
cast one of the following spells from it: Heal (ex- attack rolls and to the saving throw DCs of your
pends 1 charge) or Resurrection (expends 5 charges). Warlock spells. The bonus is determined by the
The rod regains 1 expended charge daily at dawn. rod's rarity.
If you expend the last charge, roll ld20. On a 1, the In addition, you can regain one spell slot as a
rod disappears in a harmless burst of radiance. Magic action while holding the rod. You can’t use
this property again until you finish a Long Rest.
p*---------------------------------------------------- ——

Rod of Rul ership


Rod, Rare (Requires Attunement) Rope of Climb ing
You can take a Magic action to present the rod and Wondrous Item, Uncommon
command obedience from each creature of your This 60-foot length of rope can hold up to 3,000
choice that you can see within 120 feet of your- pounds. While holding one end of the rope, you can
self. Each target must succeed on a DC 15 Wisdom take a Magic action to command the other end of
saving throw or have the Charmed condition for 8 the rope to animate and move toward a destination
hours. While Charmed in this way, the creature re- you choose, up to the rope’s length away from you.
gards you as its trusted leader. If harmed by you or That end moves 10 feet on your turn when you first
your allies or commanded to do something contrary command it and 10 feet at the start of each of your
to its nature, a target ceases to be Charmed in this subsequent turns until reaching its destination or
way. Once used, this property can't be used again until you tell it to stop. You can also tell the rope
until the next dawn. to fasten itself securely to an object or to unfasten
itself, to knot or unknot itself, or to coil itself for
carrying.
Rod of Secu rit y If you tell the rope to knot, large knots appear at
Rod, Very Rare 1-foot intervals along the rope. While knotted, the
While holding this rod, you can take a Magic action rope shortens to a 50-foot length and grants Advan-
to activate it. The rod then instantly transports you tage on ability checks made to climb using the rope.
and up to 199 other willing creatures you can see The rope has AC 20, HP 20, and Immunity to Poi-
to a demiplane. You choose the form the demiplane son and Psychic damage. It regains 1 Hit Point every
takes. It could be a tranquil garden, a cheery tavern, 5 minutes as long as it has at least 1 Hit Point. If the
an immense palace, a tropical island, a fantastic car- rope drops to 0 Hit Points, it is destroyed.
nival, or whatever else you can imagine. Regardless
of its nature, the demiplane contains enough water
and food to sustain its visitors, and the demiplane's Rop e of Enta ngle ment

environment can’t harm its occupants. Everything Wondrous Item, Rare


else that can be interacted with there can exist only This rope is 30 feet long. While holding one end of
there. For example, a flower picked from a garden the rope, you can take a Magic action to command
there disappears if it is taken outside the demiplane. the other end to dart forward and entangle one
For each hour spent in the demiplane, a visitor creature you can see within 20 feet of yourself. The
regains Hit Points as if it had spent 1 Hit Point Die. target must succeed on a DC 15 Dexterity saving
Also, creatures don’t age while there, although time throw or have the Restrained condition. You can re-
passes normally. Visitors can remain there for up to lease the target by letting go of your end of the rope
200 days divided by the number of creatures pres- (causing the rope to coil up in the target’s space)
ent (round down). or by using a Bonus Action to repeat the command
When the time runs out or you take a Magic ac- (causing the rope to coil up in your hand).
tion to end the effect, all visitors reappear in the

CHAPTER 7 I TREASURE 3OI


A target Restrained by the rope can take an action
to make its choice of a DC 15 Strength (Athletics) or
Dexterity (Acrobatics) check. On a successful check,
the target is no longer Restrained by the rope. If
you’re still holding onto the rope when a target es-
capes from it, you can take a Reaction to command
the rope to coil up in your hand; otherwise, the rope
coils up in the target's space.
The rope has AC 20, HP 20, and Immunity to Poi-
son and Psychic damage. It regains I Hit Point every
5 minutes as long as it has at least 1 Hit Point. If the
rope drops to 0 Hit Points, it is destroyed.

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

zc>2 CHAPTER 7 I TREASURE


Using a Magic action to read the scroll creates a
5-foot Emanation originating from you. For 5 min-
utes, creatures of the specified type can't enter or
affect anything in the area. However, if you move
in such a way that a creature of the specified type Sendi ng Ston es
would he inside the area, the effect ends.
Wondrous Item, Uncommon
As a Magic action, a creature within 5 feet of the
Emanation can attempt to overcome it, which forces Sending Stones come in pairs, with each stone carved
the creature to make a DC 15 Charisma saving to match the other so the pairing is easily recog-
throw. On a successful save, the creature ceases to nized. While you touch one stone, you can cast
be affected by the Emanation. Sending from it. The target is the bearer of the other
stone. If no creature bears the other stone, you
know that fact as soon as you use the stone, and you
Scro ll of Tit an Summo ning don’t cast the spell.
Scroll, Legendary Once Sending is cast using either stone, the stones
can't be used again until the next dawn. If one of the
When you take a Magic action to read this scroll,
stones in a pair is destroyed, the other one becomes
a particular titan named in the scroll appears in an
nonmagical.
unoccupied space on the ground or in water that
you can see within 1 mile of yourself. The DM picks
a suitable titan or determines it randomly by rolling Senti nel Shiel d
on the table below (see the Monster Afanual for the
Armor (Shield), Uncommon
creature’s stat block).
The titan is Hostile toward all other creatures and While holding this Shield, you have Advantage on
disappears when it drops to 0 Hit Points. If the titan Initiative rolls and Wisdom (Perception) checks.
is summoned into a space that isn’t large enough The Shield is emblazoned with a symbol of an eye.
to contain it, the summoning fails, and the scroll
is wasted.
Shiel d, +1, +2, or +3
IdlOO Titan Armor (Shield), Uncommon («•/), Rare (+2), or Very Rare
01-15 Animal Lord (-3)
16-30 Blob of Annihilation While holding this Shield, you have a bonus to Ar-
31-45 Colossus mor Class determined by the Shield’s rarity, in addi-
tion to the Shield’s normal bonus to AC.
46-60 Elemental Cataclysm
61-75 Empyrean
Shiel d of Expre ssio n
76-90 Kraken (a kraken requires s body of water
Armor (Shield), Common
large enough to contain it, or the summon-
ing fails and the scroll is wasted) The front of this Shield is shaped in the likeness
of a face. While bearing the Shield, you can take a
91-00 Tarrasque Bonus Action to alter the face’s expression.

CHAPTER 7 | TREASURE ZOI


Protective Field. As a Reaction, when you or an
Shiel d of Missi le Attr ac tio n ally you can see within 5 feet of you is t argeted by
Armor (Shield), Rare (Requires Attunement) an attack or makes a saving throw against an area
While holding this Shield, you have Resistance to of effect, you can use the Shield to create an immo-
damage from attacks made with Ranged weapons. bile 5 foot Emanation originating from you. When
Curse. This Shield is cursed. Attuning to it curses the Emanation appears, any creatures or objects not
you until you are targeted by a Remove Curse spell or fully contained within it are pushed into the nearest
similar magic. Removing the Shield fails to end the unoccupied spaces outside it. The attack or area of
curse on you. Whenever an attack with a Ranged effect that triggered the Reaction has no effect on
weapon targets a creature within 10 feet of you, the creatures and objects inside the Emanation, which
curse causes you to become the target instead. lasts as long as you maintain Concentration, up to
1 minute. Nothing can pass into or out of the Ema-
P"-------------------------------------------------------------------------- nation. A creature or object inside the Emanation
Shie ld of the Cava li er can't be damaged by attacks or effects originating
Armor (Shield), Very Rare (Requires Attunement) from outside, nor can a creature inside the Emana-
tion damage anything outside it. Once this property
While holding this Shield, you have a +2 bonus is used, it can’t be used again until the next dawn.
to Armor Class. This bonus is in addition to the
Shield’s normal bonus to AC.
The Shield has the following additional properties Silv ered Weap on
that you can use while holding it. Weapon (Any Simple or Martial), Common
Forceful Bash. When you take the Attack action,
you can make one of the attack rolls using the An alchemical process has bonded silver to this
Shield against a target within 5 feet of yourself. magic weapon. When you score a Critical Hit with it
Apply your Proficiency Bonus and Strength mod- against a creature that is shape-shifted, the weapon
ifier to the attack roll. On a hit, the Shield deals deals one additional die of damage.
Force damage to the target equal to 2d6 + 2 plus k-"---------------- -- —-------------------------------------------------
your Strength modifier, and if the target is a crea-
Slip pers of Spider Cli mbing
ture, you can push it up to 10 feet directly away
from yourself. If the creature is your size or smaller, Wondrous Item, Uncommon (Requires Attunement)
you can also knock it down, giving it the Prone While you wear these light shoes, you can move
condition. up, down, and across vertical surfaces and along
ceilings, while leaving your hands free. You have a
Climb Speed equal to your Speed. However, the slip- Spel l Scrol l
pers don’t allow you to move this way on a slippery Scroll, Rarity Varies
surface, such as one covered by ice or oil.
A Spell Scroll bears the words of a single spell, writ-
ten in a mystical cipher. If the spell is on your spell
Smold ering Armor
list, you can read the scroll and cast its spell without
Material components. Otherwise, the scroll is unin-
Armor (Any Heavy, Medium, or Light), Common
telligible. Casting the spell by reading the scroll re-
Wisps of harmless, odorless smoke rise from this quires the spell's normal casting time. Once the spell
armor while it is worn. is cast, the scroll crumbles to dust. If the casting is
interrupted, the scroll isn't lost.
If the spell is on your spell list but of a higher level
Sovereig n Glue than you can normally cast, you make an ability
Wondrous Item, Legendary check using your spellcasting ability to determine
This viscous, milky-white substance can form a per- whether you cast the spell. The DC equals 10 plus
manent adhesive bond between any two objects. It the spell’s level. On a failed check, the spell disap-
must be stored in a jar or flask that has been coated pears from the scroll with no other effect.
inside with Oil of Slipperiness. When found, a con- The level of the spell on the scroll determines the
tainer contains ld6 * 1 ounces. spell’s saving throw DC and attack bonus, as well as
One ounce of the glue can cover a 1-foot square the scroll’s rarity, as shown in the following table.
surface. Applying an ounce of Sovereign Glue takes a
Spell Level Rarity Save DC Attack Bonus
Utilize action, and the applied glue takes 1 minute to
set. Once it has done so, the bond it creates can be Cantrip Common 13 +5
broken only by the application of Universal Solvent 1 Common 13 +5
or Oil of Etherealness, or with a Wish spell. Uncommon 13 +5
2
3 Uncommon 15 +7
Spel lg uar d Shiel d 4 Rare 15 +7
Armor (Shield), Very Rare (Requires Attunement)
5 Rare 17 +9
While holding this Shield, you have Advantage
6 Very Rare 17 +9
on saving throws against spells and other magical
effects, and spell attack rolls have Disadvantage 7 Very Rare 18 +10
against you. 8 Very Rare 18 +10
S Legendary 19 +11

Slippe rs or
Spide r Clim bing

Soverei gn

Glut

CHAPTER 7 TREASURE 3°5


of the sphere. On a failed check, the sphere moves
10 feet toward you in a straight line.
While in control of the sphere, you can take a
Bonus Action to cause it to move in one direction
of your choice, up to a number of feet equal to
5 times your Intelligence modifier (minimum 5
feet). Any creature whose space the sphere enters
must succeed on a DC 19 Dexterity saving throw
or be touched by it, taking 8dl0 Force damage. A
creature reduced to 0 Hit Points by this damage is
obliterated, leaving its possessions behind but no
other physical remains.
Sphere Interactions. If the sphere comes into con-
tact with a planar portal (such as that created by
the Gate spell) or an extradimensional space (such
as that within a Portable Hole), the DM determines
randomly what happens using the following table.
IdlOO Result
01-50 The sphere is destroyed.
51-85 The sphere moves through the portal or
into the extradimensional space.
86-00 A spatial rift sends the sphere and each
creature and object within 180 feet of the
sphere to a random plane of existence.

Spirit 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

306 CHAPTER 7 I TREASURE


Sta ff of Fine

floats an inch from the staffs tip and remains there


until it is removed or until the staff is no longer in
your possession. The staff can have up to three such
objects floating over its tip at any given time. While
holding the staff, you can make one or more of the
objects slowly spin or turn in place.
p------------------------------------------------------ —
Staf f of Bird cal ls
Staff, Common
This wooden staff is decorated with bird carvings.
It has 10 charges. While holding it, you can take a
Magic action to expend 1 charge from the staff and
cause it to create one of the following sounds, which
can be heard out to 120 feet: a finch's chirp, a ra-
ven's caw, a duck’s quack, a chicken’s cluck, a goose’s
honk, a loon’s call, a turkey’s gobble, a seagull's cry,
an owl’s hoot, or an eagle's shriek.
Regaining Charges. The staff regains ld6 + 4 ex-
pended charges daily at dawn. If you expend the
last charge, roll ld20. On a 1, the staff explodes in a
harmless cloud of bird feathers and is lost forever.
p»--------------------------------------------------- --

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.

CHAPTER 7 I TREASURE ZO7


Regaining Charges. The staff regains ld6 + 4 ex-
Sta ff of Flo wers pended charges daily at dawn. If you expend the last
Staff, Common charge, roll ld20. On a 1, the staff vanishes in a flash
This wooden staff has 10 charges. While holding of light, lost forever.
it, you can take a Magic action to expend 1 charge
from the staff and cause a flower to sprout from a
patch of earth or soil within 5 feet of yourself, or Sta ff of Powe r
from the staff itself. Unless you choose a specific Staff, Very Rare (Requires Attunement by a Sorcerer,
kind of flower, the staff creates a mild-scented Warlock, or Wizard)
daisy. The flower is harmless and nonmagical, and it This staff has 20 charges and can be wielded as a
grows or withers as a normal flower would. magic Quarterstaff that grants a +2 bonus to attack
Regaining Charges. The staff regains ld6 + 4 ex- rolls and damage rolls made with it. While hold-
pended charges daily at dawn. If you expend the last ing it, you gain a +2 bonus to Armor Class, saving
charge, roll ld20. On a 1, the staff turns into flower throws, and spell attack rolls.
petals and is lost forever. Spells. While holding the staff, you can cast one of
the spells on the following table from it, using your
spell save DC. The table indicates how many charges
Sta ff of Fros t you must expend to cast the spell.
Staff, Very Rare (Requires Attunement by a Druid,
Spell Charge Cost
Sorcerer, Warlock, or Wizard)
Cone of Cold 5
You have Resistance to Cold damage while you hold
this staff. Fireball (level 5 version) 5
Spells. The staff has 10 charges. While holding the Globe of Invulnerability 6
staff, you can cast one of the spells on the following
Hold Monster 5
table from it, using your spell save DC. The table in-
dicates how many charges you must expend to cast Levitate 2
the spell. Lightning Bolt (level 5 version) 5
Charge Charge Magic Missile 1
Spell Cost Spell Cost
Ray of Enfeeblement 1
Cone of Cold 5 Ice Storm 4
Wall of Force 5
Fog Cloud 1 Wall of Ice 4
Regaining Charges. The staff regains 2d8 + 4 ex-
Regaining Charges. The staff regains ld6 + 4 ex- pended charges daily at dawn. If you expend the
pended charges daily at dawn. If you expend the last last charge, roll ld20. On a 1, the staff retains its +2
charge, roll 1d20. On a 1, the staff turns to water bonus to attack rolls and damage rolls but loses all
and is destroyed. other properties. On a 20, the staff regains ld8 + 2
p”----------------------------------------------------- v__ ____ charges.
Retributive Strike. You can take a Magic action
Sta ff of Hea ling to break the staff over your knee or against a solid
Staff, Rare (Requires Attunement by a Bard, Cleric, or surface. The staff is destroyed and releases its magic
Druid) in an explosion that fills a 30-foot Emanation orig-
This staff has 10 charges. While holding the staff, inating from itself. You have a 50 percent chance
you can cast one of the spells on the following table to instantly travel to a random plane of existence,
from it, using your spellcasting ability modifier. The avoiding the explosion. If you fail to avoid the effect,
table indicates how many charges you must expend you take Force damage equal to 16 times the num-
to cast the spell. ber of charges in the staff. Each other creature in
Spell Charge Cost
the area makes a DC 17 Dexterity saving throw. On
a failed save, a creature takes Force damage equal to
Cure Wounds 1 charge per spell level 4 times the number of charges in the staff. On a suc-
(maximum 4 for a cessful save, a creature takes half as much damage.
level 4 spell)
Lesser Restoration 2
Mass Cure Wounds 5

308 CHAPTER 7 I TREASURE


x\ Staf f o f
L Faosr
Staff of Stri king
Staff, Very Rare (Requires Attunement)
This staff can be wielded as a magic Quarterstaff
that grants a +3 bonus to attack rolls and damage
rolls made with it.
The staff has 10 charges. When you hit with
a melee attack using it, you can expend up to 3
charges. For each charge you expend, the target
takes an extra ld6 Force damage.
Regaining Charges. The staff regains ld6 + 4 ex-
pended charges daily at dawn. If you expend the last
charge, roll Id20. On a 1, the staff becomes a non-
magical Quarterstaff.

Sta ff of Swarmin g Insec ts


Staff, Rare (Requires Attunement by a Bard, Cleric,
Druid, Sorcerer, Warlock, or Wizard)
This staff has 10 charges.
Insect Cloud. While holding the staff, you can
take a Magic action and expend 1 charge to cause
a swarm of harmless flying insects to fill a 30 foot
Emanation originating from you. The insects re-
main for 10 minutes, making the area Heavily Ob-
scured for creatures other than you. A strong wind
(like that created by Gust of Wind) disperses the
swarm and ends the effect.
Spells. While holding the staff, you can cast one of
the spells on the following table from it. using your
spell save DC and spell attack modifier. The table in-
dicates how many charges you must expend to cast
the spell.
Spell Charge Cost
Ciant Insect 4
Insect Plague 5
Regaining Charges. The staff regains ld6 + 4 ex-
pended charges daily at dawn. If you expend the last
charge, roll ld20. On a 1, a swarm of insects con-
sumes and destroys the staff, then disperses.

Sta ff of the Adder


Staff, Uncommon (Requires Attunement)
As a Bonus Action, you can turn the head of this
staff into that of an animate, venomous snake for 1
minute or revert the staff to its inanimate form.
When you take the Attack action, you can make
one of the attack rolls using the animated snake
head, which has a reach of 5 feet. Apply your Pro-
ficiency Bonus and Wisdom modifier to the attack
roll. On a hit. the target takes ld6 Piercing damage
and 3d6 Poison damage.
The snake head can be attacked while it is ani-
mate. It has AC 15, HP 20, and Immunity to Poison
and Psychic damage. If the head drops to 0 Hit
Points, the staff is destroyed. As long as it’s not de-
stroyed, the staff regains all lost Hit Points when it
reverts to its inanimate form.

Staff of the Magi


Staff, Legendary (Requires Attunement by a Sorcerer,
Warlock, or Wizard)
This staff has 50 charges and can be wielded as a
magic Quarterstaff that grants a +2 bonus to attack
rolls and damage rolls made with it. While you hold
it, you gain a +2 bonus to spell attack rolls.
Spell Absorption. While holding the staff, you
have Advantage on saving throws against spells.
In addition, you can take a Reaction when another
creature casts a spell that targets only you. If you
do, the staff absorbs the magic of the spell, cancel-
ing its effect and gaining a number of charges equal
to the absorbed spell’s level. However, if doing so
brings the staff's total number of charges above 50,
the staff explodes as if you activated its Retributive
Strike (see below).
Spells. While holding the staff, you can cast one of
the spells on the following table from it, using your
spell save DC. The table indicates how many charges
you must expend to cast the spell.
Spell Charge Cost
Arcane Lock 0
Conjure Elemental 7
Detect Magic 0
Dispel Magic Z
Enlarge/Reduce 0
Fireball (level 7 version) 7
Flaming Sphere 2
Ice Storm 4
Invisibility 2
Knock 2
Light 0
Lightning Bolt (level 7 version) 7
Mage Hand 0
Passivall 5
Plane Shift 7
Protection from Evil and Cood 0
Telekinesis 5
Wall of Fire 4
Web 2

310 CHAPTER 7 | TREASURE


Regaining Charges. The staff regains 4d6 + 2 ex- Spell Charge Cost
pended charges daily at dawn. If you expend the last Animal Friendship 1
charge, roll ld20. On a 20, the staff regains ldl2 + 1
Awaken 5
charges.
Retributive Strike. You can take a Magic action Barkskin 2
to break the staff over your knee or against a solid Locate Animals or Plants 2
surface. The staff is destroyed and releases its magic
in an explosion that fills a 30-fbot Emanation orig- Pass without Trace 2
inating from itself. You have a 50 percent chance Speak with Animals 1
to instantly travel to a random plane of existence, Speak with Plants 3
avoiding the explosion. If you fail to avoid the effect,
you take Force damage equal to 16 times the num- Wall of Thorns 6
ber of charges in the staff. Each other creature in Tree Form. You can take a Magic action to plant
the area makes a DC 17 Dexterity saving throw. On one end of the staff in earth in an unoccupied space
a failed save, a creature takes Force damage equal to and expend 1 charge to transform the staff into
6 times the number of charges in the staff. On a suc- a healthy tree. The tree is 60 feet tall and has a
cessful save, a creature takes half as much damage. 5-foot-diameter trunk, and its branches at the top
spread out in a 20-foot radius. The tree appears
ordinary but radiates a faint aura of Transmutation
Staff of the Pyth on magic that can be discerned with the Detect Magic
Staff, Uncommon (Requires At tune merit) spell. While touching the tree and using a Magic
As a Magic action, you can throw this staff so that it action, you return the staff to its normal form. Any
lands in an unoccupied space within 10 feet of you, creature in the tree falls when the tree reverts to
causing the staff to become a Giant Constrictor a staff.
Snake in that space. The snake is under your con- Regaining Charges. The staff regains ld6 expended
trol and shares your Initiative count, taking its turn charges daily at dawn. If you expend the last charge,
immediately after yours. roll ld20. On a 1, the staff loses its properties and
On your turn, you can mentally command the becomes a nonmagical Quarterstaff.
snake (no action required) if it is within 60 feet of
you and you don't have the Incapacitated condition.
You decide what action the snake takes and where it Staf f of Thun der and Lig htni ng
moves during its turn, or you can issue it a general Staff, Very Rare (Requires Attunement)
command, such as to attack your enemies or guard This staff can be wielded as a magic Quarterstaff
a location. Absent commands from you, the snake that grants a +2 bonus to attack rolls and damage
defends itself. rolls made with it. It also has the following addi-
As a Bonus Action, you can command the snake tional properties. Once one of these properties is
to revert to staff form in its current space, and you used, it can’t be used again until the next dawn.
can’t use the staff’s property again for 1 hour. If Lightning. When you hit with a melee attack using
the snake is reduced to 0 Hit Points, it dies and re- the staff, you can cause the target to take an extra
verts to its staff form; the staff then shatters and is 2d6 Lightning damage (no action required).
destroyed. If the snake reverts to staff form before Thunder. When you hit with a melee attack using
losing all its Hit Points, it regains all of them. the staff, you can cause the staff to emit a crack
of thunder audible out to 300 feet (no action re-
quired). The target you hit must succeed on a DC
Sta ff of the Woodl ands 17 Constitution saving throw or have the Stunned
Staff, Rare (Requires Attunement by a Druid) condition until the end of your next turn.
This staff has 6 charges and can be wielded as a Thunder and Lightning. Immediately after you hit
magic Quarterstaff that grants a +2 bonus to attack with a melee attack using the staff, you can take
rolls and damage rolls made with it. While holding a Bonus Action to use the Lightning and Thunder
it, you have a +2 bonus to spell attack rolls. properties (see above) at the same time. Doing so
Spells. While holding the staff, you can cast one of doesn’t expend the daily use of those properties,
the spells on the following table from it, using your only the use of this one.
spell save DC. The table indicates how many charges Lightning Strike. You can take a Magic ac-
you must expend to cast the spell. tion to cause a bolt of lightning to leap from the
staff’s tip in a Line that is 5 feet wide and 120 feet
long. Each creature in that Line makes a DC 17

CHAPTER 7 I TREASURE ZII


S TAFF OF
WiTHeni ng

space you choose within 30 feet of yourself, obeys


your commands, and takes its turn immediately
after you on your Initiative count The elemental
Dexterity saving throw, taking 9d6 Lightning dam- disappears after 1 hour, when it dies, or when you
age on a failed save or half as much damage on a dismiss it as a Bonus Action. The stone can't be used
successful one. this way again until the next dawn.
Thunderclap. You can take a Magic action to
cause the staff to produce a thunderclap audible out
to 600 feet. Every creature within a 60-foot Em- Stone of Good Luc k (Luckst one )
anation originating from you makes a DC 17 Con- Wondrous Item, Uncommon (Requires Attunement)
stitution saving throw. On a failed save, a creature While this polished agate is on your person, you
takes 2d6 Thunder damage and has the Deafened gain a +1 bonus to ability checks and saving throws.
condition for 1 minute. On a successful save, a crea-
ture takes half as much damage only.
Sun Bla de
Weapon (Longsword), Rare (Requires Attunement)
Staf f of With ering
This item appears to be a sword hilt.
Staff, Rare (Requires Attunement)
Blade of Radiance. While grasping the hilt, you
This staff has 3 charges and regains ld3 expended can take a Bonus Action to cause a blade of pure
charges daily at dawn. radiance to spring into existence or make the
The staff can be wielded as a magic Quarterstaff. blade disappear. While the blade exists, this magic
On a hit, it deals damage as a normal Quarterstaff, weapon functions as a Longsword with the Finesse
and you can expend 1 charge to deal an extra 2dl0 property. If you are proficient with Longswords or
Necrotic damage to the target and force it to make Shortswords, you are proficient with the Sun Blade.
a DC 15 Constitution saving throw. On a failed You gain a +2 bonus to attack rolls and damage
save, the target has Disadvantage for 1 hour on any rolls made with this weapon, which deals Radiant
ability check or saving throw that uses Strength or damage instead of Slashing damage. When you hit
Constitution. an Undead with it, that target takes an extra ld8
Radiant damage.
Sunlight. The sword's luminous blade emits Bright
Stone of Contr oll ing Eart h Light in a 15-foot radius and Dim Light for an addi-
Elemen tal s
tional 15 feet. The light is sunlight. While the blade
Wondrous Item, Rare persists, you can take a Magic action to expand or
While touching this 5-pound stone to the ground, reduce its radius of Bright Light and Dim Light by 5
you can take a Magic action to summon an Earth feet each, to a maximum of 30 feet each or a mini-
Elemental. The elemental appears in an unoccupied mum of 10 feet each.

ZI2 CHAPTER 7 I TREASURE


Random Properties. The sword has the following
Sword of Answering random properties (see "Artifacts” in this chapter):
Weapon (Longsword), Legendary (Requires Attunement) • 1 minor beneficial property
You gain a +3 bonus to attack rolls and damage rolls - 1 major beneficial property
made with this sword. In addition, while you hold • 1 minor detrimental property
the sword, you can take a Reaction to make one me- • 1 major detrimental property
lee attack with it against any creature in your reach Spells. While the sword is on your person, you can
that deals damage to you. You have Advantage on cast the following spells (save DC 18) from it:
the attack roll, and any damage dealt with this spe-
cial attack ignores any Immunity or Resistance the • Call Lightning
target has to that damage. - Divine Word
- Finger of Death
Once you use the sword to cast a spell, you can’t
Sword of Kas cast that spell again from it until the next dawn.
Weapon (Longsword), Artifact (Requires Attunement) Spirit of Kas. While the sword is on your person,
Kas was a powerful warrior who served Vecna you gain the following benefits:
and whose loyalty was rewarded with this sword.
Battle Hunger. You add Id 10 to your Initiative rolls.
As Kas’s power grew, so did his hubris. The sword
Blade of Defense. When you take an action to at-
urged Kas to destroy Vecna and usurp his throne.
tack with the sword, you can transfer some or all
Legend says Vecna’s destruction came at Kas’s hand,
of its attack bonus to your Armor Class instead.
but Vecna also wrought his rebellious lieutenant's
The adjusted bonuses remain in effect until the
doom, leaving only Kas’s sword behind.
start of your next turn.
Lloodthirst. The sword thirsts for blood. If the
Necrotic Resistance. You have Resistance to
sword doesn’t taste blood on its blade within 1 min-
Necrotic damage.
ute of being drawn from its scabbard, its wielder
makes a DC 15 Charisma saving throw. On a suc- Sentience. The Sword of Kas is a sentient Chaotic
cessful save, the wielder takes 3d6 Psychic damage. Evil weapon with an Intelligence of 15, a Wisdom of
On a failed save, the wielder is dominated by the 13, and a Charisma of 16. It has hearing and Darkvi-
sword, as if by the Dominate Monster spell, and the sion out to 120 feet.
sword demands blood. The spell effect ends when The weapon communicates telepathically with its
the sword’s demand is met. wielder and speaks Common.
Magic Weapon. You gain a +3 bonus to attack Personality. The sword’s purpose is to bring ruin
rolls and damage rolls made with the sword, which to Vecna. Killing Vecna’s worshipers, destroying the
scores a Critical Hit on a roll of 19 or 20 on the d20 lich's works, and foiling his machinations all help to
and deals an extra 2dl0 Slashing damage to Undead. fulfill this goal.

CHAPTER 7 | TREASURE ZIZ


The Sword ofKas also seeks to destroy anyone cor- You can break the curse in the usual ways. Alter-
rupted by the Eye and Hand of Vecna. natively, casting Banishment on the weapon forces
Destroying the Sword. A creature attuned to both the vengeful spirit to leave it. The weapon then be-
the Eye ofVecna and the Hand ofVecna can use the comes a +1 Weapon with no other properties.
Wish property of those combined Artifacts to un-
make the Sword ofKas, provided the sword is within
30 feet of the spell's caster. Upon casting Wish, the Sword of Wou nding
creature makes a DC 18 Charisma saving throw. On Weapon (Glaive, Greatsword, Longsword, Rapier,
a failed save, nothing happens, and the Wish spell Scimitar, or Shortsword), Rare (Requires Attunement)
is wasted. On a successful save, the Sword ofKas is When you hit a creature with an attack using
destroyed. this magic weapon, the target takes an extra 2d6
Necrotic damage and must succeed on a DC 15
Constitution saving throw or be unable to regain
Sword of Life Steal ing Hit Points for 1 hour. The target repeats the save
Weapon (Glaive, Greatsword, Longs word. Rapier, at the end of each of its turns, ending the effect on
Scimitar, or Shortsword), Rare (Requires Attunement) itself on a success.
When you attack a creature with this magic weapon
and roll a 20 on the d20 for the attack roll, that
target takes an extra 15 Necrotic damage if it isn’t a Sylva n Tal on
Construct or an Undead, and you gain Temporary Weapon (Dagger, Rapier, Scimitar, Shortsword, Sickle,
Hit Points equal to the amount of Necrotic damage or Spear), Common (Requires Attunement)
taken. While this weapon is on your person, you under-
stand the nonwritten communication of all Fey, and
they understand yours.
Sword of Sharp ness
Secret Message. As a Magic action, you can use
Weapon (Glaive, Greatsword, Longsword, or Scimitar), the weapon to cast Message. Once this property is
Very Rare (Requires Attunement) used, it can’t be used again until the next dawn.
When you attack an object with this magic weapon
and hit, maximize your weapon damage dice against
the target. Tal isma n of Pur e Goo d
When you attack a creature with this weapon Wondrous Item, Legendary (Requires Attunement by a
and roll a 20 on the d20 for the attack roll, that Cleric or Paladin)
target takes an extra 14 Slashing damage and gains This talisman is a mighty symbol of goodness. A
1 Exhaustion level. Fiend or an Undead that touches the talisman takes
- ---- ----------------------------------------------- —
*
p 8d6 Radiant damage and takes the damage again
each time it ends its turn holding or carrying the
Sword of Veng ean ce talisman.
Weapon (Glaive, Greats word, Longsword, Rapier, Holy Symbol. You can use the talisman as a Holy
Scimitar, or Shortsword), Uncommon (Requires Symbol. You gain a *2 bonus to spell attack rolls
Attunement) while you wear or hold it.
You gain a +1 bonus to attack rolls and damage rolls Pure Rebuke. The talisman has 7 charges. While
made with this magic weapon. wearing or holding the talisman, you can take a
Curse. This weapon is cursed and possessed by a Magic action to expend 1 charge and target one
vengeful spirit. Becoming attuned to it extends the creature you can see on the ground within 120 feet
curse to you. As long as you remain cursed, you of yourself. A flaming fissure opens under the tar-
are unwilling to part with the weapon, keeping it get, and the target makes a DC 20 Dexterity saving
on your person at all times. While attuned to this throw. If the target is a Fiend or an Undead, it has
weapon, you have Disadvantage on attack rolls Disadvantage on the save. On a failed save, the tar-
made with weapons other than this one. get falls into the fissure and is destroyed, leaving no
In addition, while the weapon is on your person, remains. On a successful save, the target isn’t cast
you must succeed on a DC 15 Wisdom saving throw into the fissure but takes 4d6 Psychic damage from
whenever you take damage from another creature the ordeal. In either case, the fissure then closes,
in combat. On a failed save, you must attack the leaving no trace of its existence. When you expend
creature that damaged you until you drop to 0 Hit the last charge, the talisman disperses into motes of
Points or it does or until you can’t reach the crea- golden light and is destroyed.
ture to make a melee attack against it.

314 CHAPTER 7 I TREASURE


Svoao or Lire
SreAUNG CLongs wc «o >

SwORO OF

S»4RBNESS

(GReATSWOROJ

Talism an of
Ul TlMArf Evil

Talisma n of
rue Spues e

Tal isma n of the Sphere


Wondrous Item, Legendary (Requires Attunement)
While holding or wearing this talisman, you have
Advantage on any Intelligence (Arcana) check you
make to control a Sphere of Annihilation, In addition,
when you start your turn in control of a Sphere of
Annihilation, you can take a Magic action to move ordeal. In either case, the fissure then closes, leaving
it 10 feet plus a number of additional feet equal to no trace of its existence. When you expend the last
10 times your Intelligence modifier. This movement charge, the talisman dissolves into foul-smelling
doesn’t have to be in a straight line. slime and is destroyed.
c=—---------------------------------------------------- -----------
Tali sma n of Ulti mate Evil Tal king Dol l
Wondrous Item, Legendary (Requires Attunement) Wondrous Item, Common (Requires Attunement)
This item symbolizes unrepentant evil, A creature While this doll is within 5 feet of you, you can
that isn’t a Fiend or an Undead that touches the spend a Short Rest telling it to say up to six phrases,
talisman takes 8d6 Necrotic damage and takes the none of which can be more than six words long, and
damage again each time it ends its turn holding or set a condition under which the doll speaks each
carrying the talisman. phrase. You can also replace old phrases with new
Holy Symbol. You can use the talisman as a Holy ones. Whatever the condition, it must occur within
Symbol. You gain a ♦2 bonus to spell attack rolls 5 feet of the doll to make it speak. For example,
while you wear or hold it. whenever someone picks up the doll, it might say,
Ultimate End. The talisman has 6 charges. While "I want a piece of candy.” The doll’s phrases are lost
wearing or holding the talisman, you can take a when your Attunement to the doll ends.
Magic action to expend 1 charge and target one
creature you can see on the ground within 120
feet of yourself. A flaming fissure opens under the Tanka rd of Sobriet y

target, and the target makes a DC 20 Dexterity Wondrous Item, Common


saving throw. If the target is a Celestial, it has Dis- This tankard has a stern face sculpted into one side.
advantage on the save. On a failed save, the target You can drink ale, wine, or any other nonmagical
falls into the fissure and is destroyed, leaving no re- alcoholic beverage poured into it without becoming
mains. On a successful save, the target isn’t cast into inebriated. The tankard has no effect on magical liq-
the fissure but takes 4d6 Psychic damage from the uids or harmful substances such as poison.

CHAPTER 7 I TREASURE ZIZ


The weapon has the following additional
Tenta cle Rod properties.
Rod, Rare (Requires Attunement) Clap of Thunder. As a Magic action, you can
strike the weapon against a hard surface to create
This rod ends in three rubbery tentacles. While
a loud clap of thunder audible out to 300 feet. You
holding the rod, you can take a Magic action to
also create a 30-foot Cone of thunderous energy.
direct the tentacles to stretch outward, each one
Each creature in the Cone must succeed on a DC 15
attacking a creature you can see within 15 feet of
Strength saving throw or have the Prone condition.
yourself. For each tentacle, make a melee attack
Nonmagical objects in the Cone that aren't being
roll with a +9 bonus. A tentacle deals ld6 Psychic
worn or carried take 3d8 Thunder damage.
damage on a hit. If you hit the same target with all
Earthquake. As a Magic action, you can strike the
three tentacles, the target must succeed on a DC 15
weapon against the ground to create an intense seis-
Dexterity saving throw or have the Restrained con-
mic disturbance in a 50-foot-radius circle centered
dition until you have the Incapacitated condition,
on the point of impact. Structures in contact with
until you take a Bonus Action to release the target,
the ground in that area take 50 Bludgeoning dam-
or until the target is no longer within 15 feet of you.
age, and each creature on the ground in that area
While Restrained in this way, the target takes 3d6
must succeed on a DC 20 Dexterity saving throw
Psychic damage at the start of each of its turns. At
or have the Prone condition. If that creature is also
the end of each of its turns, the target repeats the
concentrating, it must succeed on a DC 20 Consti-
save, ending the effect on itself on a success.
tution saving throw or its Concentration is broken.
In addition, you can cause a 30-foot-deep, 10-foot-
Thun der ous Grea tcl ub wide fissure to open up on the ground anywhere in
the area. Any creature on a spot where the fissure
Weapon (Greatclub), Very Rare (Requires Attunement)
opens must succeed on a DC 20 Dexterity saving
While you are attuned to this magic weapon, your throw, falling into the fissure on a failed save or
Strength is 20 unless your Strength is already equal moving with the fissure’s edge on a successful one.
to or greater than that score. The weapon deals an Any structure on a spot where the fissure opens
extra ld8 Thunder damage to any creature it hits collapses into the fissure. Once you use this prop-
and an extra 3d8 Thunder damage to objects it hits erty, it can't be used again until the next dawn.
that aren't being worn or carried.

Zl6 CHAPTER 7 f TREASURE


While attuned to this item, you can use it as a
Tome of Clear Thou ght Spellbook and an Arcane Focus. In addition, while
Wondrous item, Very Rare holding the tome, you can take a Bonus Action to
cast a spell you have written in this tome, without
This book contains memory and logic exercises, and
expending a spell slot or using any Verbal or So-
its words are charged with magic. If you spend 48
matic components. Once used, this property of the
hours over a period of 6 days or fewer studying the
tome can’t be used again until the next dawn.
book’s contents and practicing its guidelines, your
Only you can remove the tongue from the book’s
Intelligence increases by 2, to a maximum of 30.
cover. If you do so, all spells written in the book are
The manual then loses its magic but regains it in
permanently erased.
a century.
Vecna watches anyone using this tome and can
write cryptic messages in it. These messages typi-
Tome of Leadershi p and Infl uen ce cally fade away after they are read.
Wondrous item, Very Rare
This book contains guidelines for influencing and Tome of Unde rsta ndi ng
charming others, and its words are charged with Wondrous item, Very Rare
magic. If you spend 48 hours over a period of 6 days
This book contains intuition and insight exercises,
or fewer studying the book’s contents and practic-
and its words are charged with magic. If you spend
ing its guidelines, your Charisma increases by 2, to
48 hours over a period of 6 days or fewer studying
a maximum of 30. The manual then loses its magic
the book’s contents and practicing its guidelines,
but regains it in a century.
your Wisdom increases by 2, to a maximum of 30.
The manual then loses its magic, but regains it in
Tome of the Stil le d Tong ue
a century.
Wondrous item, Legendary (Requires Attunement by a
Wizard) Tride nt of Fish Comm and
This book has a desiccated tongue pinned to its Weapon (Trident), Uncommon (Requires Attunement)
front cover. Five of these tomes exist, and it's un- This magic weapon has 3 charges, and it regains ld3
known which one is the original. The tongue on the expended charges daily at dawn. While you carry it,
first Tome of the Stilled Tongue belonged to a treach-
you can expend 1 charge to cast Dominate Beast (save
erous former servant of the lich Vecna. The tongues
DC 15) from it on a Beast that has a Swim Speed.
pinned to the covers of the four copies came from
other spellcasters who crossed Vecna. The first few
pages of each tome are filled with indecipherable
scrawls. The remaining pages are blank.

CHAPTER 7 | TREASURE 317


When you use this weapon to attack a creature
Universa l Sol vent that has at least one head and roll a 20 on the d20
Wondrous Item, Legendary for the attack roll, you cut off one of the creature's
heads. The creature dies if it can't survive without
This tube holds milky liquid with a strong alcohol the lost head. A creature is immune to this effect
smell. When found, a tube contains ld6 ♦ 1 ounces.
if it has Immunity to Slashing damage, if it doesn't
You can take a Utilize action to pour 1 or more have or need a head, or if the DM decides that the
ounces of solvent from the tube onto a surface
creature is too big for its head to be cut off with this
within reach. Each ounce instantly dissolves up to 1
weapon. Such a creature instead takes an extra 30
square foot of adhesive it touches, including Sover-
Slashing damage from the hit. If the creature has
eign Glue. Legendary Resistance, it can expend one daily use
* ------------------------------------------------------------- ------------
P of that trait to avoid losing its head, taking the extra
Veteran ’s Cane
damage instead.
Wondrous Item, Common
As a Bonus Action, you can transform this walking Wall opi ng Ammu niti on
cane into an ordinary Longsword or change the Weapon (Any Ammunition), Common
Longsword back into a walking cane. In either case,
A creature hit by this ammunition must succeed on
you must be holding the item.
a DC 10 Strength saving throw or have the Prone
condition.
Vic iou s Weap on
Weapon (Any Simple or Martial). Rare Wand of Binding
This magic weapon deals an extra 2d6 damage to Wand, Rare (Requires Attunement)
any creature it hits. This extra damage is of the This wand has 7 charges.
same type as the weapon's normal damage.
Spells. While holding the wand, you can cast one
u— - ~ of the spells (save DC 17) on the following table
Vorp al Sword from it. The table indicates how many charges you
must expend to cast the spell.
Weapon (Glaive, Greatsword, Longsword, or Scimitar),
Legendary (Requires Attunement) Spell Charge Cost
You gain a +3 bonus to attack rolls and damage Hold Monster 5
rolls made with this magic weapon. In addition, the Hold Person 2
weapon ignores Resistance to Slashing damage.

318 CHAPTER 7 I TREASURE


Regaining Charges. The wand regains ld6 +1
expended charges daily at dawn. If you expend Wand of Fea r
the wand's last charge, roll ld20. On a 1, the wand Wand, Rare (Requires Attunement)
crumbles into ashes and is destroyed.
This wand has 7 charges.
Spells. While holding the wand, you can cast one
Wand of Condu cti ng of the spells (save DC 15) on the following table
Wand, Common from it. The table indicates how many charges you
must expend to cast the spell.
This wand has 3 charges. While holding it, you can
take a Magic action to expend 1 charge and create Spell Charge Cost
orchestral music by waving it around. The music Command ("flee” or "grovel" only) 1
can be heard out to 120 feet and ends when you Fear (60-foot Cone) 3
stop waving the wand.
Regaining Charges. The wand regains all expended Regaining Charges. The wand regains ld6 + 1
charges daily at dawn. If you expend the wand's last expended charges daily at dawn. If you expend
charge, roll ld20. On a 1, a sad tuba sound plays as the wand’s last charge, roll ld20. On a 1, the wand
the wand crumbles into dust and is destroyed. crumbles into ashes and is destroyed.
r-"---------------------------------------------------- '
Wand of Enemy Detect ion Wand of Fireba ll s
Wand, Rare (Requires Attunement) Wand, Rare (Requires Attunement by a Spellcaster)
This wand has 7 charges. While holding it, you can This wand has 7 charges. While holding it. you can
take a Magic action to expend 1 charge. For 1 min- expend no more than 3 charges to cast Fireball (save
ute, you know the direction of the nearest creature DC 15) from it. For 1 charge, you cast the level 3 ver-
Hostile to you within 60 feet, but not its distance sion of the spell. You can increase the spell's level by
from you. The wand can sense the presence of Hos- 1 for each additional charge you expend.
tile creatures that are Invisible, ethereal, disguised, Regaining Charges. The wand regains ld6 + 1
or hidden, as well as those in plain sight. The effect expended charges daily at dawn. If you expend
ends if you stop holding the wand. the wand's last charge, roll ld20. On a 1, the wand
Regaining Charges. The wand regains ld6 + 1 crumbles into ashes and is destroyed.
expended charges daily at dawn. If you expend
the wand's last charge, roll ld20. On a 1, the wand
crumbles into ashes and is destroyed.

CHAPTER 7 I TREASURE 319


Wand of Lig htni ng Bolt s
Wand, Rare (Requires Attunement by a Spellcaster)
This wand has 7 charges. While holding it, you can
expend no more than 3 charges to cast Lightning Bolt
(save DC 15) from it. For 1 charge, you cast the level
3 version of the spell. You can increase the spell’s
level by 1 for each additional charge you expend.
Regaining Charges. The wand regains ld6 ♦ 1
expended charges daily at dawn. If you expend
the wand’s last charge, roll ld20. On a 1, the wand
crumbles into ashes and is destroyed.

Wand of Mag ic Dete ct ion


Wand, Uncommon
This wand has 3 charges. While holding it, you can
expend 1 charge to cast Detect Magic from it. The
wand regains ld3 expended charges daily at dawn.

Wand of Mag ic Missil es


Wand. Uncommon
This wand has 7 charges. While holding it, you can
expend no more than 3 charges to cast Magic Missile
from it. For 1 charge, you cast the level 1 version of
the spell. You can increase the spell’s level by 1 for
each additional charge you expend.
Regaining Charges. The wand regains ld6 + 1
expended charges daily at dawn. If you expend
the wand’s last charge, roll ld20. On a 1, the wand
crumbles into ashes and is destroyed.

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.

CHAPTER 7 I TREASURE Z2I


Wand of Wonder Effects table. Spells cast from the
Wand of Secret s wand have a save DC of 15. If a spell’s maximum
Wand, Uncommon range is normally less than 120 feet, it becomes 120
This wand has 3 charges and regains ld3 expended feet when cast from the wand. If an effect has multi-
charges daily at dawn. While holding it, you can ple possible subjects, the DM determines randomly
take a Magic action to expend 1 charge, and if a se- which among them are affected.
cret door or trap is within 60 feet of you, the wand Regaining Charges. The wand regains ld6 + 1
pulses and points at the one nearest to you. expended charges daily at dawn. If you expend
the wand’s last charge, roll ld20. On a 1, the wand
crumbles into dust and is destroyed.
Wand of the War Mage , +1, +2, or +3
Wand, Uncommon (+1), Rare (+2), or Very Rare (*3) Wand of Wonde r Effe cts
(Requires Attunement by a Spellcaster) IdlOO Effect
While holding this wand, you gain a bonus to spell 01-20 You cast a spell originating from the chosen
attack rolls determined by the wand’s rarity. In ad- point. Roll IdlO to determine the spell: on
dition, you ignore Half Cover when making a spell a 1-2, Darkness; on a 3-4, Faerie Fire; on
attack roll. a 5-6, Fireball; on a 7-8, Slow; on a 9-10,
p------------------------------------------------- Stinking Cloud.
Wand of Web 25
21- Nothing happens at the chosen point of
Wand, Uncommon (Requires Attunement by a origin. Instead, you have the Stunned condi-
Spellcaster) tion until the start of your next turn, believ-
This wand has 7 charges. While holding it, you can ing something awesome just happened.
expend 1 charge to cast Web (save DC 13) from it. 26-30 You cast Gust of Wind. The Line created by
Regaining Charges. The wand regains ld6 + 1 the spell extends from you to the chosen
expended charges daily at dawn. If you expend point of origin.
the wand's last charge, roll Id20. On a 1, the wand
31-
35 Nothing happens at the chosen point of ori-
crumbles into ashes and is destroyed.
gin. Instead, you take ld6 Psychic damage.
r------------------------------------------------------- 36-40 Heavy rain falls for 1 minute in a 120-foot-
Wand of Wonder high, 60-foot-radius Cylinder centered on
Wand, Rare (Requires Attunement) the chosen point of origin. During that time,
This wand has 7 charges. While holding it, you the area of effect is Lightly Obscured.
can take a Magic action to expend 1 charge while 41—45 A cloud of 600 oversized butterflies fills a
choosing a point within 120 feet of yourself. That 60-foot-high, 30-foot-radius Cylinder cen-
location becomes the point of origin of a spell or tered on the chosen point of origin. The but-
other magical effect determined by rolling on the
terflies remain for 10 minutes, during which
time the area of effect is Heavily Obscured.

Z22 CHAPTER 7 | TREASURE


IdlOO Effect IdlOO Effect
50
46- You cast Lightning Bolt. The Line created by 83-87 Nothing happens at the chosen point of ori-
the spell extends from you to the chosen gin. Instead, you cast Invisibility on yourself.
point of origin. 88-92 Nothing happens at the chosen point of
51-
55 The creature closest to the chosen point of origin. Instead, a stream of ld4 x 10 gems,
origin is enlarged as if you had cast Enlarge/ each worth 1 GP, shoots from the wand's tip
Reduce on it. If the target isn't you and can’t in a Line 30 feet long and 5 feet wide toward
be affected by that spell, you become the the chosen point of origin. Each gem deals
target instead. 1 Bludgeoning damage, and the total dam-
56-60 A magically formed creature appears in an age of the gems is divided equally among all
unoccupied space as close to the chosen creatures in the Line.
point of origin as possible. The creature 93-
97 You cast Polymorph, targeting the creature
isn't under your control, acts as it normally closest to the chosen point of origin. Roll
would, and disappears after 1 hour or ld4 to determine the target’s new form. On
when it drops to 0 Hit Points. Roll ld4 to a 1, the new form is a Black Bear; on a 2,
determine which creature appears. On a 1, the new form is a Giant Wasp; on a 3-4, the
a Rhinoceros appears; on a 2, an Elephant new form is a Frog.
appears; and on a 3-4, a Rat appears. 98-00 The creature closest to the chosen point of
61-64 Grass covers a 60-foot-radius circle of origin makes a DC 15 Constitution saving
ground, with the center of that circle as throw. On a failed save, the creature has
close to the chosen point of origin as pos- the Restrained condition and begins to turn
sible, Grass that’s already there grows to to stone. While Restrained in this way, the
ten times its normal size and remains over- creature repeats the save at the end of its
grown for 1 minute. next turn. On a successful save, the effect
68
65- An object of the DM’s choice disappears ends. On a failed save, the creature has the
into the Ethereal Plane. The object must be Petrified condition instead of the Restrained
neither worn nor carried, within 120 feet of condition. The petrification lasts until the
the chosen point of origin, and no larger creature is freed by the Creator Restoration
than 10 feet in any dimension. If there are spell or similar magic.
no such objects in range, nothing happens.
69-72 Nothing happens at the chosen point of
Wave
origin. Instead, you shrink as if you had cast
Weapon (Trident), Artifact (Requires Attunement)
Enlarge/Reduce on yourself and remain in
Held in the dungeon of White Plume Mountain,
that state for 1 minute.
Wave is engraved with images of waves, shells, and
73-77 Leaves grow from the creature nearest to sea creatures.
the chosen point of origin. Unless they are You gain a +3 bonus to attack rolls and damage
picked off, the leaves turn brown and fall off rolls made with this magic weapon. When you roll
after 24 hours. a 20 on the d20 for an attack roll with this weapon,
78-82 Nothing happens at the chosen point of ori- the target takes an extra 21 Necrotic damage.
While holding Wave, you gain the following
gin. Instead, a burst of colorful, shimmering
benefits:
light extends from you in a 30-foot Emana-
tion. Each creature in the area must succeed Combat Ready. You have Advantage on Initiative
on a DC 15 Constitution saving throw or rolls.
have the Blinded condition for 1 minute. A Underw ater Adaptation. A bubble of air forms
around your head while you are underwa-
creature repeats the save at the end of each
ter, allowing you to breathe normally in that
of its turns, ending the effect on itself on a
environment.
success.

CHAPTER 7 I TREASURE Z2Z


Aquatic Command. Wave has 3 charges and re- You can take a Magic action to unfold the Well of
gains ld3 expended charges daily at dawn. While Many Worlds and place it on a solid surface, where-
you carry it, you can expend 1 charge to cast Domi- upon it forms a two-way, 6-foot-diameter, circular
nate Beast (save DC 20) from it on a Beast that has a portal to another world or plane of existence. Each
Swim Speed. time the item opens a portal, the DM decides where
Globe of Invulnerability. While holding Wave, you it leads. The portal remains open until a creature
can cast the level 9 version of Globe of invulnerability within 5 feet of it takes a Magic action to close it
from it. Once used, this property can’t be used again by taking hold of the edges of the cloth and folding
until the next dawn. it up.
Sentience. Wave is a sentient weapon of Neutral Once the Well of Many Worlds has opened a portal,
alignment, with an Intelligence of 14, a Wisdom of it can't do so again for ld8 hours.
10, and a Charisma of 18. It has hearing and Darkvi-
sion out to 120 feet.
The weapon communicates telepathically with its Whel m
wielder and speaks Aquan. Weapon (Warhammer), Artifact (Requires Attunement
Personality. Wave zealously encourages mortals by a Dwarf or a Creature Attuned to a Belt of
to worship sea gods and has a habit of humming sea Dwarvenkind)
chanteys. Conflict arises if the wielder fails to fur-
Whelm is a powerful weapon forged by dwarves and
ther the weapon's objectives in the world. lost in the dungeon of White Plume Mountain.
Destroying Wave. Wave can be destroyed only on
You gain a +3 bonus to attack rolls and damage
the island of Thunderforge, where it was forged. rolls made with this magic weapon.
The weapon must be melted down by a storm giant Hurl. Whelm has the Thrown property with a
or someone imbued with a storm giant’s strength. normal range of 60 feet and a long range of 180
Destroying Wave angers a god of the sea, who sends feet. When you hit with a ranged attack roll using
powerful agents to attack the island and punish the
Whelm, the target takes an extra ld8 Force damage,
destroyers.
or an extra 4d8 Force damage if the target is a Con-
struct, an Elemental, or a Giant. Immediately after
hitting or missing, the weapon flies back to your
Weap on , +1, +2, or +3
hand.
Weapon (Any Simple or Martial), Uncommon (+1), Rare
Shock Wave. You can take a Magic action to strike
(♦2), or Very Rare (+3)
the ground with Whelm and send a shock wave out
You have a bonus to attack rolls and damage rolls from the point of impact. Each creature of your
made with this magic weapon. The bonus is deter- choice on the ground within 60 feet of that point
mined by the weapon's rarity. must succeed on a DC 20 Constitution saving throw
f --------------------------------------------------- -— or have the Stunned condition for 1 minute. A crea-
ture repeats the save at the end of each of its turns,
Weap on of Warni ng ending the effect on itself on a success. Once used,
Weapon (Any Simple or Martial), Uncommon (Requires this property can't be used again until the next
Attunement) dawn.
As long as this weapon is within your reach and you Supernatural Awareness. While you are holding
are attuned to it, you and allies within 30 feet of the weapon, it alerts you to the location of any se-
you gain the following benefits. cret or concealed doors within 30 feet of you. In
Alarm. The weapon magically awakens each sub- addition, you can cast Detect Evil and Good or Locate
ject who is sleeping naturally when combat begins. Object from the weapon. Once you cast either spell,
This benefit doesn't wake a subject from magically you can’t cast it from the weapon again until the
induced sleep. next dawn.
Supernatural Readiness. Each subject has Advan- Sentience. Whelm is a sentient. Lawful Neutral
tage on its Initiative rolls. weapon with an Intelligence of 15, a Wisdom of 12,
and a Charisma of 15. It has hearing and Darkvision
out to 120 feet.
Well of Many World s The weapon communicates telepathically with its
Wondrous Item, Legendary wielder and speaks Dwarvish, Giant, and Goblin.
This fine black cloth, soft as silk, is folded up to the Personality. Whelm has ties to the dwarf clan that
dimensions of a handkerchief. It unfolds into a cir- created it, called the Dankil or the Mightyhammer
cular sheet 6 feet in diameter. clan. It longs to be returned to that clan. Whelm s
purpose is to protect dwarves. Conflict arises if the
wielder doesn't share this goal.

324 CHAPTER 7 | TREASURE


Destroying Whelm. Whe/m can be dissolved in the
acidic bile of a recently slain ancient black dragon. Wings of Flyin g
It can also be melted down in the forges of the Wondrous Item, Rare (Requires Attunement)
Mightyhammer dwarf clan, but only by the rightful While wearing this cloak, you can take a Magic ac-
leader of that clan. tion to turn the cloak into a pair of wings on your
back. The wings lasts for 1 hour or until you end the
effect early as a Magic action. The wings give you a
Wind Fan Fly Speed of 60 feet. If you are aloft when the wings
Wondrous Item, Uncommon disappear, you fall. When the wings disappear, you
While holding this fan, you can cast Gust of Wind can’t use them again for ldl2 hours.
(save DC 13) from it. Each subsequent time the fan
is used before the next dawn, it has a cumulative
20 percent chance of not working; if the fan fails to Wrap s of Unarm ed Powe r
work, it tears into useless, nonmagical tatters. Wondrous Item, Uncommon (+1), Rare (+2), or Very Rare
(+3)
While wearing these wraps, you have a bonus
Wing ed Boots to attack rolls and damage rolls made with your
Wondrous Item, Uncommon (Requires Attunemenf) Unarmed Strikes. The bonus is determined by the
These boots have 4 charges and regain ld4 ex- wraps’ rarity, and those strikes deal your choice of
pended charges daily at dawn. While wearing the Force damage or their normal damage type.
boots, you can take a Magic action to expend 1
charge, gaining a Fly Speed of 30 feet for 1 hour. If
you are flying when the duration expires, you de-
scend at a rate of 30 feet per round until you land.

CHAPTER 7 I TREASURE Z2Z


Random IdlOO Item IdlOO Item

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

326 CHAPTER 7 | TREASURE


Arcana —Rare IdlOO Item IdlOO Item
IdlOO Item 48-49 Potion of Giant Strength 15-16 Enspelled Staff (level 4 or
01 Bag of Beans (frost or stone) S spell)
02-03 Bead of Force 50-51 Potion of Heroism 17-18 Figurine of Wondrous
04 Bowl of Commanding 52-53 Potion of Invisibility Power (obsidian steed)
Water Elementals 54-55 Potion of Invulnerability 19-20 Hat of Many Spells
05-06 Bracers of Defense 56-57 Potion of Mind Reading 21-22 Helm of Brilliance
07 Brazier of Commanding 58-59 Quaal's Feather Token 23-24 Horseshoes of a Zephyr
Fire Elementals (bird, swan boat, or whip) 25-26 loun Stone (absorption,
08-09 Cape of the Mountebank 60-61 Ring of Feather Falling fortitude, intellect, or
10 Censer of Controlling Air leadership)
62 Ring of Spell Storing
Elementals 27-28 Manual of Golems (clay,
63 Ring ofX-ray Vision
11-12 Chime of Opening flesh, iron, or stone)
64-65 Robe of Eyes
13-14 Cloak of Displacement 29 Mirror of Life Trapping
66 Rod of Rulership
15-16 Cloak of the Bat 30-31 Nolzur's Marvelous
67-68 Rod of the Pact Keeper, +2 Pigments
17 Cube of Force
69-70 Scroll of Protection 32-34 Oil of Sharpness
18 Cube of Summoning
71-75 Spell Scroll (level 4 or 5 35—38 Potion of Flying
19 Daern's Instant Fortress spell)
20-21 Enspelled Staff (level 2 or 39-42 Potion of Giant Strength
76-77 Staff of Charming (cloud)
3 spell)
78-79 Staff of Swarming Insects 43-46 Potion of Greater
22-23 Figurine of Wondrous
80-81 Staff of Withering Invisibility
Power (bronze griffon, eb-
ony fly, golden lions, ivory 82 Stone of Controlling Earth 47-49 Potion of Longevity
goats, marble elephant, Elementals 50-53 Potion of Speed
onyx dog, or serpentine 83-84 Wand of Binding 54-57 Potion of Vitality
owl) 85-86 Wand of Fear 58-59 Ring of Regeneration
24-25 Folding Boat 87-90 Wand of Fireballs 60-61 Ring of Shooting Stars
26-27 Gem of Seeing 91-94 Wand of Lightning Bolts 62-63 Ring of Telekinesis
28 Helm of Teleportation 95-96 Wand of the War Mage, +2 64-65 Robe of Scintillating Colors
29-30 Howard's Handy 97-98 Wand of Wonder 66-67 Robe of Stars
Haversack
99-00 Wings of Flying 68-69 Rod of Absorption
31-32 Horseshoes of Speed
70-71 Rod of Security
33-34 loun Stone (reserve) Arcana —Very Rare
IdlOO Item 72-73 Rod of the Pact Keeper. +3
35 Iron Bands of Bilarro
01-02 Amulet of the Planes 74-85 Spell Scroll (level 6. 7, or
36 Mantle of Spell Resistance
8 spell)
37-38 Necklace of Fireballs 03-04 Bag of Devouring
86-87 Staff of Fire
39 Oil of Etherealness 05-06 Carpet of Flying
88-89 Staff of Frost
40 Portable Hole 07-08 Cauldron of Rebirth
90 Staff of Power
41-42 Potion of Clairvoyance 09-10 Cloak of Arachnida
91-92 Staff of Thunder and
43-44 Potion of Diminution 11-12 Crystal Ball
Lightning
45-46 Potion of Gaseous Form 13 Dancing Sword
93-94 Tome of Clear Thought
47 Potion of Giant Strength 14 Efreeti Bottle
95-97 Wand of Polymorph
(fire)
98-00 Wand of the War Mage, +3

CHAPTER 7 I TREASURE ZL?


Arcana —Legen dary IdlOO Item IdlOO Item
IdlOO Item
41 -50 Shield of Expression 19-20 Berserker Axe
01-04 Apparatus of Kwalish
60
51- Silvered Weapon 21-22 Daem's Instant Fortress
05-08 Cloak of Invisibility
61 -70 Smoldering Armor 23-25 Dagger of Venom
09-12 Crystal Ball of Mind
71- 80 Sylvan Talon 26-28 Dragon Slayer
Reading
81- 90 Veteran's Cane 29-31 Elven Chain
13-
16 Crystal Ball of Telepathy
00
91- Walloping Ammunition 32-
34 Enspelled Armor (level 2
17—20 Crystal Ball of True Seeing
or 3 spell)
21-
22 Cubic Cate Arma men ts —Uncom mon
35-
37 Enspelled Weapon (level 2
23 Deck of Many Things IdlOO Item or 3 spell)
24-
27 Enspelled Staff (level 6, 7, 01-04 Adamantine Armor 38-40 Flame Tongue
or 8 spell) 05-08 Adamantine Weapon 41-43 Giant Slayer
28-31 loun Stone (greater ab- 09-13 Ammunition, +1 44-46 Horn of Blasting
sorption, mastery, or
14-
18 Bracers of Archery 48
47- Horn of Valhalla (brass or
regeneration)
19-23 Enspelled Armor (cantrip silver)
32-33 Iron Flask
or level 1 spell) 49-51 loun Stone (protection)
41
34- Potion of Ciant Strength
28
24- Enspelled Weapon (cantrip 52-
54 Mace of Disruption
(storm)
or level 1 spell)
42-
45 Ring of Djinni Summoning 55-
57 Mace of Smiting
29-33 Gauntlets of Ogre Power
46-49 Ring of Elemental Com- 58-60 Mace of Terror
34-
38 Javelin of Lightning
mand (air, earth, fire, or 63
61- Potion of Giant Strength
water) 39-
43 Mariner's Armor (fire)
50-53 Ring of Invisibility 44-
48 Mithral Armor 66
64- Potion of Giant Strength
54-
57 Ring of Spell Turning 53
49- Potion of Giant Strength (frost or stone)
(hill) 67-
69 Potion of Heroism
58 Ring of Three Wishes
54-58 Potion of Pugilism 70-
72 Potion of Invulnerability
59 Robe of the Archmagi
59-
62 Quiver of Ehlonna 73-
75 Ring of Protection
60-61 Scroll of Titan Summoning
66
63- Saddle of the Cavalier 76-
78 Ring of the Ram
62-
65 Sovereign Clue
71
67- Sentinel Shield 79-81 Shield, +2
66-
83 Spell Scroll (level 9 spell)
72- 76 Shield.+1 82-84 Shield of Missile Attraction
84 Sphere ofAnnihilation
77-81 Sword of Vengeance 86
85- Sun Blade
85 Staff of the Magi
82- 85 Trident of Fish Command 87-
88 Sword of Life Stealing
86-
88 Talisman of the Sphere
86-
90 Weapon, +1 89-90 Sword of Wounding
89-92 Tome of the Stilled Tongue
91—95 Weapon of Warning 91-92 Tentacle Rod
96
93- Universal Solvent
96-00 Wraps of Unarmed 93-94 Vicious Weapon
00
97- Well of Many Worlds
Power, +7
97
95- Weapon, +2
Armam ent s Table s 00
98- Wraps of Unarmed
Arma men ts —Rare
Arma —Common Power, +2
men ts IdlOO Item
IdlOO Item 01-03 Ammunition, +2 Arma men ts —Very Rare
01-10 Armor of Gleaming 04-07 Armor, +1 IdlOO Item
11—20 Cast-OffArmor 08-10 Armor of Resistance 01-03 Ammunition, +3
21-30 Dread Helm 11-13 Armor of Vulnerability 04—06 Ammunition of Slaying
31-
40 Moon-Touched Sword 14-
15 Arrow-Catching Shield 07-09 Animated Shield
16-18 Belt of Giant Strength 10-12 Armor, +2
(hill)

ZS8 CHAPTER 7 | TREASURE


IdlOO Item IdlOO Item IdlOO Item
13-14 Belt of Ciant Strength 13- 18 Belt of Ciant Strength 35-
36 Orb of Direction
(fire) (cloud) 37-38 Orb of Time
17
15- Belt of Ciant Strength 19- 21 Belt of Ciant Strength 39-40 Perfume of Bewitching
(frost or stone) (storm)
41-
42 Pipe of Smoke Monsters
19
18- Dancing Sword 22-
27 Defender
44
43- Pole ofAngling
20-
22 Demon Armor 28-33 Efreeti Chain
46
45- Pole of Collapsing
23-25 Dragon Scale Mail 34-39 Enspelled Armor (level 6,
47-52 Potion of Climbing
26—28 Dwarven Plate 7, or 8 spell)
53-
58 Potion of Comprehension
29-31 Dwarven Thrower 40-
45 Enspelled Weapon (level 6,
7, or 8 spell) 59-74 Potion of Healing
32-34 Energy Bow
46-51 Hammer of Thunderbolts 75-76 Prosthetic Limb
35-
37 Enspelled Armor (level 4
52-56 Holy Avenger 78
77- Rope of Mending
or 5 spell)
57-
62 Horn of Valhalla (iron) 79-80 Staffof Birdcalls
38-40 Enspelled Weapon (level 4
or 5 spell) 63-
68 Luck Blade 81 -82 Sylvan Talon

41 -43 Executioner's Axe 69-72 Moonblade 83-84 Talking Doll

44-46 Frost Brand 73-78 Plate Armor of 85-86 Tankard of Sobriety

47-49 Hom of Valhalla (bronze) Etherealness 87-


90 Veteran's Cone
50-
52 loun Stone (strength) 79-87 Potion of Ciant Strength 91-93 Walloping Ammunition
(storm) 96
94- Wand of Conducting
53-
55 Lute of Thunderous
Thumping 90
88- Rod of Lordly Might 00
97- Wand of Pyrotechnics
56-
58 Manual of Gainful Exercise 91-95 Sword of Answering
Impl ement s —Uncomm on
59-61 Nine Lives Stealer 00
96- Vorpal Sword
IdlOO item
62-
64 Oathbow Impl eme nts Tables 01-02 Alchemy Jug
68
65- Oil of Sharpness
Impl eme nts —Common 03-06 Ammunition, +1
69-
72 Potion of Ciant Strength
IdlOO Item 07-10 Bag of Holding
(cloud)
01-02 Bead of Nourishment 11-12 Boots of Elvenkind
73-75 Quarterstaff of the
Acrobat 03-04 Bead of Refreshment 13-14 Boots of Striding and
Springing
76-78 Scimitar of Speed 05-06 Boots of False Tracks
15-
16 Boots of the Winterlands
79-82 Shield,+3 07-08 Candle of the Deep
17-
18 Broom of Flying
83-
85 Shield of the Cavalier 09-10 Charlatan’s Die
19-
20 Cap of Water Breathing
86-
88 Spellguard Shield 11-13 Cloak of Many Fashions
21-
22 Cloak of Elvenkind
89-91 Sword of Sharpness 14-15 Clockwork Amulet
23-
24 Cloak of Protection
92-
94 Thunderous Creatclub 16-
17 Ear Horn of Hearing
25-
26 Cloak of the Manta Ray
95-97 Weapon, +3 18-
19 Ersatz Eye
27 Decanter of Endless Water
98-00 Wraps of Unarmed 20- 21 Heward’s Handy Spice
Power, +3 Pouch 28-30 Driftglobe
22-23 Horn of Silent Alarm 31-
32 Dust of Disappearance
Armame nts —Lege ndary 33-
34 Dust of Dryness
24-25 Instrument of Illusions
IdlOO Item 35-36 Dust of Sneezing and
26-27 Instrument of Scribing
01-06 Armor, +3 Choking
28-29 Lock of Trickery
07-12 Armor of Invulnerability 37-38 Enspelled Weapon (cantrip
30-
32 Moon-Touched Sword
or level 1 spell)
33-
34 Mystery Key
39-40 Eyes of Minute Seeing

CHAPTER 7 I TREASURE Z29


IdlOO Item IdlOO Item IdlOO Item
41-42 Eyes of the Eagle 33-36 Folding Boat 87-93 Potion of Speed
43-44 Gloves of Missile Snaring 37-40 Glamoured Studded 00
94- Tome of Leadership and
45-46 Gloves of Swimming and Leather Influence
Climbing 41-44 Howard's Handy
Haversack Impl emen ts —Legend ary
47-48 Gloves of Thievery
45-48 Horseshoes of Speed IdlOO Item
49-50 Goggles of Night
49- 52 Instrument of the Bards 01-17 Enspelled Weapon (level 6,
51 Hag Eye
(Canaith mandolin or Cli 7, or 8 spell)
52-54 Helm of Comprehending
lyre) 18-
34 Instrument of the Bards
Languages
53-56 loun Stone (awareness) (Ollamh harp)
55 Immovable Rod
57-60 Portable Hole 35- 54 Sovereign Glue
56-57 Instrument of the
64
61- Potion of Diminution 55- 70 Sphere of Annihilation
Bards (Doss lute,
Fochlucan bandore, or 68
65- Potion of Gaseous Form 71-83 Talisman of the Sphere
Mac-Fuirmidh cittern) 76
69- Potion of Healing 84-00 Universal Solvent
58-
59 Lantern of Revealing (superior)
Relic s Tables
60-
61 Nature's Mantle 77- 80 Quaal’s Feather Token
(bird, swan boat, or whip) Relic s —Common
62-63 Oil of Slipperiness
81-84 Ring of Evasion IdlOO Item
65
64- Pipes of Haunting
85-88 Ring of Free Action 01-08 Ear Horn of Hearing
67
66- Pipes of the Sewers
89-92 Rope of Entanglement 09-28 Potion of Healing
71
68- Potion of Growth
93-96 Staff of Healing 29-36 Pot ofAwakening
72-80 Potion of Healing
(greater) 97-00 Wand of Enemy Detection 37-
44 Ruby of the War Mage
81-84 Potion of Water Breathing 45-52 Shield of Expression
Impleme nts —Very Rare 53-60 Smoldering Armor
85-86 Quaal's Feather Token
(anchor, fan, or tree) IdlOO Item
61-80 Spell Scroll (cantrip or
87-
88 Ring ofJumping 01-07 Ammunition, +3 level 1 spell)
89-
90 Ring of Swimming 08-14 Bag of Devouring 81-90 Staff ofAdornment
91-92 Ring of Warmth 15-
21 Carpe t of Flying 91 -00 Staffof Flowers
94
93- Robe of Useful Items 22-
28 Enspelled Weapon (level 4
or 5 spell) Relic s —Uncomm on
96
95- Rope of Climbing
29-35 Horseshoes of a Zephyr IdlOO Item
97-98 Stone of Good Luck
42
36- Instrument of the Bards 01-05 Enspelled Staff (cantrip or
00
99- Wand of Secrets level 1 spell)
(Anstruth harp)
43-49 loun Stone (agility) 06-10 Keoghtom's Ointment
Impl emen ts —Rare
50- 56 Lute of Thunderous 11-15 Mariner's Armor
IdlOO Item
Thumping 16-
20 Nature's Mantle
01-04 Ammunition, +2
57-63 Manual of Quickness of 21—25 Pearl of Power
05-08 Bog of Beans
Action 26-
30 Periapt of Health
09-12 Belt of Dwarvenkind
64-70 Nolzur's Marvelous 31-35 Periapt of Wound Closure
13-16 Boots of Levitation Pigments
17-20 Boots of Speed 36- 40 Potion ofAnimal
71-
77 Potion of Flying Friendship
21-
24 Chime of Opening 78- 86 Potion of Healing 41-55 Potion of Healing
28
25- Dimensional Shackles (supreme) (greater)
29-32 Enspelled Weapon (level 2
56- 60 Potion of Resistance
or 3 spell)

330 CHAPTER 7 I TREASURE


IdlOO Item IdlOO Item IdlOO Item
61-65 Ring of Water Walking 52-54 Ring ofAnimal Influence 44-50 Potion of Vitality
66-
70 Sending Stones 55-58 Ring of Resistance 51-55 Rod of Alertness
71-80 Spell Scroll (level 2 or 3 59-
61 Ring of Spell Storing 56-65 Spell Scroll (level 6, 7, or
spell) 65
62- Scroll of Protection 8 spell)
81-85 Staff of the Adder 66-73 Spell Scroll (level 4 or 5 66-70 Spirit Board
86-90 Staff of the Python spell) 71-75 Staff of Fire
91-95 Wand of Magic Detection 76
74- Staff of Charming 76-80 Staff of Frost
00
96- Wand of the War Mage, +1 77-79 Staff of Healing 81-85 Staff of Striking
80-82 Staff of Swarming Insects 86-90 Staff of Thunder and
Rel ics —Rare Lightning
83-85 Staff of the Woodlands
IdlOO Item 91-95 Tome of Understanding
86-88 Staff of Withering
01 -03 Amulet of Health 96-00 Wand of the War Mage, +3
89-90 Stone of Controlling Earth
04-07 Armor, +7
Elementals
08-09 Bowl of Commanding Wa- Rel ics —Legend ary
91-93 Tentacle Rod
ter Elemental IdlOO Item
96
94- Wand of Paralysis
10-11 Brazier of Commanding 01-08 Armor of Invulnerability
97-
00 Wand of the War Mage, +2
Fire Elementals 09-18 Armor, +3
12-13 Censer of Controlling Air Reli cs —Very Rare 19-27 Enspelled Staff (level 6, 7.
Elementals or 8 spell)
IdlOO Item
14-16 Elixir of Health 28-36 Holy Avenger
01-05 Armor, +2
19
17- Enspelled Staff (leveI 2 or 37-45 Horn of Valhalla (iron)
06-10 Candle of Invocation
3 spell)
11-15 Cauldron of Rebirth 46-54 Rod of Resurrection
22
20- Horn of Blasting
16-
20 Enspelled Staff (level 4 or 55-63 Scarab of Protection
23-
25 Horn of Valhalla (brass or
5 spell) 64-72 Scroll of Titan Summoning
silver)
21-
25 Horn of Valhalla (bronze) 73-80 Spell Scroll (level 9 spell)
26-
28 loun Stone (reserve or
sustenance) 26-30 loun Stone (insight) 81-90 Talisman of Pure Good

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

CHAPTER 7 I TREASURE ZZI


CHAPTER 8

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

CHAPTER 8 I BASTIONS ZZZ


0-

Bastio n Map Bastion is completely enclosed by defensive walls


and it comes under attack (see “Bastion Events” at
Encourage players to create floor plans of their the end of this chapter), reduce by 2 the number
characters’ Bastions, configuring its facilities as of dice rolled to determine how many Bastion
they see fit and using the same techniques you use Defenders are lost in the attack.
to create dungeon maps (see “Dungeons" in chapter Doors and Windows. Each facility comes with one
3 and “Adventure Maps” in chapter 4). or more doors and shuttered windows, placed
In addition to basic and special facilities (de- wherever the player sees fit. See “Doors” in chap-
scribed later in this chapter), a Bastion can have the ter 3 for kinds of doors to choose from, including
following features: locked doors, secret doors, and portcullises. These
Closets. A basic or special facility can have one or features are free.
more closets, washrooms, or similar enclosures.
The closets must be inside the facility and can’t Combining Basti ons
increase the facility’s area in squares. These fea- Two or more players can combine their characters’
tures are free. Bastions into a single structure. Doing so doesn’t
Corridors, Ramps, and Staircases. A facility can change the number of special facilities each Bas-
contain one or more corridors, ramps, or stair- tion can have, how those special facilities work, or
cases leading to other facilities in the Bastion. who issues orders to each Bastion. Each Bastion
These features are free. retains its own hirelings, which can’t be sent to or
Defensive Walls. A character can add defensive shared with another Bastion. Bastion Defenders
walls around their Bastion. A defensive wall is are handled differently: if some event deprives one
20 feet high and may include a walkway along its character’s Bastion of defenders, another character
top, with a means to access it (such as a ladder or can apply all or some of those losses to their Bastion
lift). Each 5-foot square of defensive wall takes instead, provided the two Bastions are combined.
10 days to build and costs 250 GP. If a character’s

334 CHAPTER 8 | BASTIONS


Facili ty Space _____________________ Enlarging Basic JFacil itie s __
The amount of space in a basic or special facility There is no in-game benefit to enlarging a basic
determines its maximum area in 5-foot squares, facility, but a character might enlarge a facility for
as shown in the Facility Space table. A player can cosmetic reasons or to increase the Bastion's size.
configure the squares of a facility as they please A character can spend money and time to increase
on their Bastion’s map. The squares can be stacked the space of a basic facility in their Bastion by one
so that a facility’s area is distributed over multiple category, as shown on the table below.
levels or stories. Space Increase Cost Time Required
Facil ity Spa ce Cramped to Roomy 500 CP 25 days
Space Maximum Area Roomy to Vast 2,000 CP 80 days
Cramped 4 squares
Roomy 16 squares
Special Facili ties
Special facilities are Bastion locations where certain
Vast 36 squares
activities yield game benefits. A character’s Bastion
initially has two special facilities of the character's
Basic Facili tie s choice for which they qualify. Each special facility
A character's Bastion starts with two free basic fa- can be chosen only once unless its description says
cilities, which the character’s player chooses from otherwise.
the Basic Facilities list below. One of the chosen fa- Unlike basic facilities, special facilities can't be
cilities is Cramped, and the other is Roomy (see the bought: a character gains them through level ad-
Facility Space table), A Bastion can have more than vancement. At level 9, a character gains two ad-
one of each basic facility. ditional special facilities of their choice for which
they qualify; they gain one additional facility at
Basic Fac ilit ies level 13 and another at level 17. The Special Facility
Bedroom Dining Room Parlor Acquisition table shows the total number of special
Courtyard Kitchen Storage facilities in a character’s Bastion. Each new special
facility immediately becomes part of the character’s
A basic facility comes with nonmagical furnishings
Bastion when the character reaches the level.
and decor appropriate for that facility.
Each time a character gains a level, that character
Basic facilities don't have any game effects, but
can replace one of their Bastion’s special facilities
they can inspire roleplaying opportunities and en- with another for which the character qualifies.
hance a Bastion’s verisimilitude. A Bastion with a
kitchen is functionally the same as one without, but Specia l Faci lity Acquisi tion
the former gives you and your players a fun setting
to start game sessions, have in-character discus- Special Special
sions, or introduce new NPCs. Level Facilities Level Facilities
A character can add new basic facilities or enlarge 5 2 13 5
existing ones by spending money and time, as dis- 9 4 17 6
cussed in the sections that follow. Any number of
basic facilities can be added or enlarged at the same Re QUIR E M ENTS__________________
time. A character doesn’t need to be in their Bastion
while basic facilities are being added or enlarged. Each special facility has a level. A character must
be that level or higher to gain that facility. A special
Adding Basic Facili ties ^ facility might also have a prerequisite the character
must meet to gain that facility. For example, only a
A character can add a basic facility to their Bastion character who can use an Arcane Focus or a tool as
by spending money and time. The cost of adding a a Spellcasting Focus can have an Arcane Study.
basic facility and the time required depend on the
facility’s space, as shown on the table below. Space __________
Facility Space Cost Time Required A special facility occupies a certain amount of
Cramped 500 GP 20 days space (see “Facility Space"). A player can configure
the squares of a special facility as desired on the
Roomy 1,000 CP 45 days
Bastion’s map. A special facility can be enlarged to
Vast 3,000 GP 125 days grant additional benefits if its description says so.

CHAPTER 8 | BASTIONS ZZg


Hirel ings Research. Hirelings in the special facility gather
information.
A special facility comes with one or more hirelings Trade. Hirelings buy and sell goods or services
who work in the facility, maintain it, and execute
stored or produced in this special facility.
Bastion orders there, as described in the next sec-
tion, A player can assign names and personalities to Sp ecial Fa cilit y Descr iptions
hirelings in their character's Bastion using the same
tools DMs use to create NPCs (see chapter 3). Special facilities are presented in alphabetical or-
Each special facility in a Bastion generates enough der. The Special Facilities table lists all the special
income to pay the salary of its hirelings. Hirelings facilities presented in this section, along with their
follow the orders they’re given and are loyal to the prerequisites and orders. Some facilities confer ad-
Bastion’s owner. ditional benefits, specified in their descriptions.

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.

336 CHAPTER 8 | BASTIONS


Speci al Facil iti es
Level Special Facility Prerequisite Order
5 Arcane Study Ability to use an Arcane Focus or a tool as a Craft
Spellcasting Focus
5 Armory None Trade
5 Barrack None Recruit
5 Garden None Harvest
S Library None Research
5 Sanctuary Ability to use a Holy Symbol or Druidic Focus Craft
as a Spellcasting Focus
5 Smithy None Craft
5 Storehouse None Trade
5 Workshop None Craft
9 Gaming Hall None Trade
9 Greenhouse None Harvest
9 Laboratory None
* Craft
9 Sacristy Ability to use a Holy Symbol or Druidic Focus Craft
as a Spellcasting Focus
9 Scriptorium *
None Craft
9 Stable None Trade
9 Teleportation Circle None Recruit
9 Theater None Empower
9 Training Area None Empower
9 Trophy Room None Research
13 Archive None Research
13 Meditation Chamber None Empower
13 Menagerie None Recruit
13 Observatory Ability to use a Spellcasting Focus Empower
13 Pub None Research
13 Reliquary Ability to use a Holy Symbol or Druidic Focus Harvest
as a Spellcasting Focus
17 Demiplane Ability to use an Arcane Focus or a tool as a Empower
Spellcasting Focus
17 Guildhall Expertise in a skill Recruit
17 Sanctum Ability to use a Holy Symbol or Druidic Focus Empower
as a Spellcasting Focus
17 War Room Fighting Style feature or Unarmored Defense Recruit
feature
•Certain orders that can be issued to these facilities have additional prerequisites.

CHAPTER 8 | BASTIONS ZZ7


spells, magic items, eldritch symbols, magical
Arch ive traditions, and planes of existence.
Level 13 Bastion Facility The Chronepsis Chronicles. You have Advantage on
any Intelligence (History) check you make when
Prerequisite: None
you take the Study action to recall lore about
Space: Roomy
historical events, legendary people, ancient king-
Hirelings: 1
doms, past disputes, wars, and lost civilizations.
Order Research
Investigations of the Inquisitive. You have Advantage
An Archive is a repository of books, maps, and on any Intelligence (Investigation) check you
scrolls. It is usually attached to a Library behind a make when you take the Study action to make
locked or secret door. deductions based on clues or evidence or to recall
Research: Helpful Lore. When you issue the Re- lore about traps, ciphers, riddles, and gadgetry.
search order to this facility, you commission the Material Musings on the Nature of the World. You have
facility’s hireling to search the Archive for lore. The Advantage on any Intelligence (Nature) check
work takes 7 days. The hireling gains knowledge as you make when you take the Study action to re-
if they had cast the Legend Lore spell, then shares call lore about terrain, plants, animals, and the
this knowledge with you the next time you speak weather.
with them. The Old Faith and Other Religions. You have Advan-
Reference Book. Your Archive contains one copy tage on any Intelligence (Religion) check you
of a reference book, which gives you a benefit make when you take the Study action to recall
while you and the book are in your Bastion. You lore about deities, rites and prayers, hierarchies,
can choose one of the following options (your DM holy symbols, and the practices of secret cults.
might make more options available): Enlarging the Facility. You can enlarge your Ar-
Bigby’s Handy Arcana Codex. You have Advantage on chive to a Vast facility by spending 2,000 GP. If you
any Intelligence (Arcana) check you make when do so, you gain two additional reference books cho-
you take the Study action to recall lore about sen from the list above.

338 CHAPTER S I BASTIONS


Armor y Barra ck
Level 5 Bastion Facility Level 5 Bastion Facility
Prerequisite: None Prerequisite: None
Space: Roomy Space: Roomy
Hirelings: 1 Hirelings: 1
Order: Trade Order: Recruit
An Armory contains mannequins for displaying A Bastion can have more than one Barrack, each of
armor, hooks for holding Shields, racks for storing which is furnished to serve as sleeping quarters for
weapons, and chests for holding ammunition. up to twelve Bastion Defenders.
Thide: Stock Armory. When you issue the Trade Recruit: Bastion Defenders. Each time you issue
order to this facility, you commission the facility’s the Recruit order to this facility, up to four Bas-
hireling to stock the Armory with armor. Shields, tion Defenders are recruited to your Bastion and
weapons, and ammunition. This equipment costs assigned quarters in this Barrack. The recruitment
you 100 GP plus an extra 100 GP for each Bastion costs no money. You can't issue the Recruit order to
Defender in your Bastion. If your Bastion has a this facility if it's fully occupied.
Smithy, the total cost is halved. Keep track of the Bastion Defenders housed in
While your Armory is stocked, your Bastion De- each of your Barracks. If you lose Bastion Defend-
fenders are harder to kill. When any event causes ers, deduct them from your roster. Assign names
you to roll dice to determine if your Bastion loses and personalities to your Bastion Defenders as you
one or more of its defenders (see "Bastion Events" see fit.
at the end of this chapter), roll ld8 in place of each Enlarging the Facility. You can enlarge your Bar-
d6 you would normally roll. When the event is over, rack to a Vast facility by spending 2,000 GP. A Vast
the equipment in your Armory is expended regard- Barrack can accommodate up to twenty-five Bas-
less of how many Bastion Defenders you have or tion Defenders.
how many you lost, leaving your Armory depleted
until you issue another Trade order to the facility
and pay the cost to restock it.

CHAPTER 8 I BASTIONS ZZ9


A Gaming Hall offers recreational activities like
Demi pl ane chess and games of darts, cards, or dice.
Level 17 Bastion Facility Trade: Gambling Hall. When you issue the Trade
order to this facility, the facility’s hirelings turn the
Prerequisite: Ability to use an Arcane Focus or a tool
Gaming Hall into a gambling den for 7 days. At the
as a Spellcasting Focus
end of the seventh day, roll IdlOO and consult the
Space: Vast
following table to determine your portion of the
Hirelings: 1
house’s winnings.
Order: Empower
"IdlOO Winnings IdlOO Winnings
A door up to 5 feet wide and 10 feet tall appears on
a flat, solid surface in one of the other facilities in 01-50 IdGxlOGP 86-95 4d6 x 10 GP
your Bastion. You choose the location. If you are in 51-85 2d6 x 10 GP 96-00 10d6 x 10 GP
your Bastion during a Bastion turn, you can relo-
cate this door to another facility in your Bastion.
Only you and your Bastion’s hirelings can open Garden
the door, which leads to a Demiplane that takes the Level 5 Bastion Facility
form of a stone room. The Demiplane exists in an Prerequisite: None
extradimensional space and therefore isn’t attached Space: Roomy
physically to other locations in your Bastion. Nei- Hirelings: 1
ther the Demiplane nor its door can be dispelled. Order: Harvest
Empower: Arcane Resilience. When you issue the
Empower order to this facility, magical runes ap- A Bastion can have more than one Garden. Each
pear on the Demiplane’s walls and last for 7 days. time you add a Garden to your Bastion, choose its
Until the runes disappear, you gain Temporary Hit type from the options in the Garden Types table.
Points equal to five times your level after spending While in your Bastion, you can instruct the facili-
an entire Long Rest in the Demiplane. ty’s hireling to change the Garden from one type to
Fabrication. While in the Demiplane, you can take another. This work takes 21 days, during which time
a Magic action to create a nonmagical object of no other activity can occur in this facility.
your choice from nothing, causing it to appear in an Harvest: Garden Growth. When you issue the
unoccupied space in the Demiplane. The object can Harvest order to this facility, you commission the
be no bigger than 5 feet in any dimension; can't have facility’s hireling to collect items from the Garden
a value over 5 GP; and must be made of wood, stone, as noted in the Garden "Types table. The work takes
clay, porcelain, glass, paper, nonprecious crystal, or 7 days and costs no money.
nonprecious metal. You must finish a Long Rest be- Enlarging the Facility. You can enlarge your Gar-
fore you can take this action again. den to a Vast facility by spending 2,000 GP. A Vast
Garden is equivalent to two Roomy Gardens and
F* ------------------------------
can include two of the same type of Garden or two
Gam ing Hal l different types. When you issue the Harvest order
Level 9 Bastion Facility to a Vast Garden, each component garden produces
Prerequisite: None its own harvest. A Vast Garden gains one additional
Space: Vast hireling.
Hirelings: 4
Order: Trade

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

340 CHAPTER S I BASTIONS


made from healing herbs. The work takes 7 days
Greenho use and costs no money.
Level 9 Bastion Facility Harvest: Poison. You commission the facility’s
hireling to extract one application of a poison
Prerequisite: None
from rare plants or fungi. Choose the type of poi-
Space: Roomy
son from the following options: Assassin’s Blood.
Hirelings: 1
Malice, Pale Tincture, or Truth Serum. See “Poi-
Order: Harvest
son” in chapter 3 for each poison’s effect. Once
A Greenhouse is an enclosure where rare plants and harvested, the poison can be contained in a vial.
fungi are nurtured in a controlled climate. The work takes 7 days and costs no money.
Fruit of Restoration. One plant in your Green-
house has three magical fruits growing on it. Any
creature that eats one of these fruits gains the ben- Gui ldha ll
efit of a Lesser Restoration spell. Fruits that aren't Level 17 Bastion Facility
eaten within 24 hours of being picked lose their Prerequisite: Expertise in a skill
magic. The plant replaces all picked fruits daily at Space: Vast
dawn, and it can’t be transplanted without killing it. Hirelings: 1
Harvest Options. When you issue the Harvest Order: Recruit
order to this facility, choose one of the following
options: A Guildhall comes with a guild, for which you are
the guild master. Choose the type of guild from
Harvest: Healing Herbs. You commission the facil- the options in the Sample Guilds table, or work
ity's hireling to create a Potion of Healing (greater) with your DM to create a new guild. The facility is

Sampl e Gui lds


Guild Symbol Assignment
Adventurers' Guild Lit torch You send adventurers to track down a Beast that has a Challenge Rating
of 2 or lower and is known to lair within 50 miles of your Bastion. The ad-
venturers slay or capture the creature (your choice) in ld6 + 1 days. If the
creature is slain and your Bastion has a Trophy Room, you can add a tro-
phy taken from the creature to that facility. If the creature is captured and
your Bastion has a Menagerie, you can add the creature to that facility,
provided the facility has space to house it.
Bakers' Guild Pastry You assign bakers to create baked goods for a prestigious event that oc-
curs within the next 7 days. You can receive payment in coin (500 GP) or
in the form of a favor owed to you by the event’s host, the details of which
are left to you and the DM.
Brewers' Guild Foaming mug You assign brewers to deliver fifty 40-gallon barrels of ale (worth 10 GP
each) to your Bastion in 7 days.
Masons’ Guild Stone mask You assign masons to add a defensive wall to your Bastion at no cost.
Alternatively, you can have the masons perform this work for another
character’s Bastion, provided their Bastion is within 1 mile of yours. Each
5-foot square of defensive wall takes 1 day to build instead of 10 (see
"Bastion Map").
Shipbuilders’ Guild Crossed oars You assign shipbuilders to build one of the vehicles in the Airborne and
Waterborne Vehicles table of the Player’s Handbook. You pay the full cost
of the vehicle, and the work takes 1 day per 1,000 GP of the vehicle’s cost
(a Rowboat can be made in 1 day).
Thieves’ Guild White key You assign thieves to infiltrate a location within 50 miles of your Bastion
and steal a nonmagical object from it. The object can be no bigger than
5 feet in any dimension and is delivered to your Bastion in ld6 + 1 days.
The DM may decide this activity leaves you at risk of retaliation from law
enforcement or the victim.

CHAPTER 8 I BASTIONS 34.I


a meeting room where members of your guild can Craft: Poison. You commission the facility’s hire-
discuss important matters in your presence. ling to craft a vial containing one application of a
Your guild has roughly fifty members made up of poison. The poison must be one of the following:
skilled folk who live and work outside your Bastion, Burnt Othur Fumes, Essence of Ether, or Torpor.
usually in nearby settlements. This work takes 7 days, and you must pay half
Recruit: Guild Assignment. Each time you issue the the poison’s cost. See "Poison" in chapter 3 for de
Recruit order to this facility, you commission the scriptions and costs of poisons.
facility’s hireling to recruit guild members to per-
form a special assignment. Each guild in the Sample
Guilds table specifies the nature of that assignment. Libr ar y
With your DM's permission and help, you can cre- Level 5 Bastion Facility
ate new assignments for guild members to complete. Prerequisite: None
Space: Roomy
Hirelings: 1
Lab ora tor y Order: Research
Level 9 Bastion Facility
This Library contains a collection of books plus one
Prerequisite: None or more desks and reading chairs.
Space: Roomy Research: Topical Lore. When you issue the Re-
Hirelings: 1 search order to this facility, you commission the
Order: Craft facility's hireling to research a topic. The topic can
A Laboratory contains storage space for alchem- be a legend, a known event or location, a person
ical supplies and workspaces for crafting various of significance, a type of creature, or a famous
concoctions. object. The work takes 7 days. When the research
Craft Options. When you issue the Craft order to concludes, the hireling obtains up to three accurate
this facility, choose one of the following options: pieces of information about the topic that were pre-
viously unknown to you and shares this knowledge
Craft: Alchemist’s Supplies. The facility’s hireling with you the next time you speak with them. The
crafts anything that can be made with Alchemist’s DM determines what information you learn.
Supplies, using the rules in the Player’s Handbook
and chapter 7 of this book.
Medit at ion Chamb er
Level 13 Bastion Facility
Prerequisite: None
Space: Cramped
Hirelings: 1
Order: Empower
A Meditation Chamber is a relaxing space that helps
align one's mind, body, and spirit.
Empower: Inner Peace. When you issue the Em-
power order to this facility, your Bastion's hirelings
can use the Meditation Chamber to gain a measure
of inner peace. The next time you roll for a Bastion
event, you can roll twice and choose either result.
Fortify Self. You can meditate in this facility over
a period of 7 days. If you leave the Bastion during
this time, you gain no benefit. Otherwise, at the
end of the seventh day, you gain Advantage on two
kinds of saving throws for the next 7 days, deter-
mined randomly by rolling on the table below. Re-
roll if you get a duplicate result.
1d6 Saving Throw 1d6 Saving Throw
1 Strength 4 Intelligence
2 Dexterity 5 Wisdom
3 Constitution 6 Charisma

342 CHAPTER 8 I BASTIONS


Men age rie Crea ture s
Creature Size Cost
Ape Medium 500 GP
Black Bear Medium 500 GP
Brown Bear Large 1.000 GP
Constrictor Snake Large 250 GP
Crocodile Large 500 GP
Dire Wolf Large 1,000 CP
Giant Vulture Large 1,000 GP
Hyena Medium 50 GP
Jackal Small 50 GP
Lion Large 1,000 GP
Owl bear Large 3,500 GP
Panther Medium 250 GP
Tiger Large 1,000 GP

With the DM’s consent, you can add different crea-


tures than those shown in the Menagerie Creatures
table to your Menagerie. The cost of a creature
depends on its Challenge Rating, as shown on the
Creature Costs by Challenge Rating table. Typically
only Beasts and some Monstrosities can be kept
The eoo« in yo ur Libra ry ho lo a
in a Menagerie, though the DM might allow other
WEALTH OF LORE THAT A HIRELING CAN creatures.
RESEARCH

Crea ture Costs by Chal len ge Ratin g


Challenge Challenge
Rating Cost Rating Cost
Menag erie Oor 1/8 50 GP 1 1,000 GP
Level 13 Bastion Facility
1/4 250 GP 2 2,000 GP
Prerequisite: None
Space: Vast 1/2 500 GP 3 3,500 GP
Hirelings: 2
Order: Recruit
Observato ry
A Menagerie has enclosures big enough to contain Level 13 Bastion Facility
up to four Large creatures. Four Small or Medium
Prerequisite: Ability to use a Spellcasting Focus
creatures can occupy the same space as one Large
creature there. Space: Roomy
Hirelings: 1
Recruit: Creature. When you issue the Recruit
Order: Empower
order to this facility, you commission the facility’s
hirelings to add a creature from the Menagerie Situated atop your Bastion, your Observatory con-
Creatures table to your Menagerie. The recruitment tains a telescope aimed at the night sky.
takes 7 days and costs you the amount listed in the Observatory Charm. You can use your Observa-
table. The hirelings look after the creature. tory to peer into the far corners of Wildspace and
Creatures in your Menagerie count as Bastion the Astral Plane. After spending a Long Rest in
Defenders. Deduct any you lose from your Bastion your Observatory, you gain a magical Charm (see
Defenders roster. You can choose not to count one “Supernatural Gifts" in chapter 3) that lasts for 7
or more of these creatures as Bastion Defenders, in days or until you use it. The Charm allows you to
which case they can't be called on to defend the Bas- cast Contact Other Plane without expending a spell
tion. Instead, they act in accordance with their na- slot. You can’t gain this Charm again while you still
ture and use their stat blocks in the Monster Manual. have it.

CHAPTER 8 I BASTIONS Z4Z


Empower: Eldritch Discovery. When you issue the Sterner Stuff. For 24 hours after drinking a pint
Empower order to this facility, you enable yourself of this beverage, you automatically succeed on
or the facility's hireling to explore the eldritch mys- saving throws to avoid or end the Frightened
teries of the stars for 7 consecutive nights. At the condition.
end of that time, roll a die. If the number rolled is
At the start of a Bastion turn, you can switch to one
even, nothing is gained. If the number rolled is odd, of the other options. Your DM may create new op-
an unknown power bestows one of the following tions. A pint of this magical beverage loses its magic
Charms on you or another creature of your choice 24 hours after it’s poured.
that is on the same plane of existence as you: Charm Enlarging the Facility. You can enlarge your Pub
of Darkvision, Charm of Heroism, or Charm of
to a Vast facility by spending 2,000 GP. If you do so,
Vitality (all described in chapter 3).
the Pub can have two magical beverages from the
Pub Special list on tap at a time. A Vast Pub gains
Pub three additional hirelings, for a total of four. These
new hirelings are servers. Assign names and per-
Level 13 Bastion Facility
sonalities to them as you see fit.
Prerequisite: None
Space: Roomy
Hirelings: 1 Reli quary
Order: Research Level 13 Bastion Facility
Folks come here to consume tasty beverages and Prerequisite: Ability to use a Holy Symbol or Druidic
socialize. Your Pub might be a bar, coffee shop, or Focus as a Spellcasting Focus
tea room, and it might have a colorful name, such as Space: Cramped
the Rusty Flagon or the Dragon’s Loft. The facility's Hirelings: 1
hireling, who serves as the bartender, maintains a Order: Harvest
network of spies scattered throughout nearby com-
This vault holds sacred objects.
munities. These spies are useful sources of informa-
Reliquary Charm. After spending a Long Rest in
tion and frequent the Pub, often incognito.
your Bastion, you gain a magical Charm (see "Su-
Research: Information Gathering. When you issue
pernatural Gifts ' in chapter 3) that lasts for 7 days
the Research order to this facility, you commission
or until you use it. The Charm allows you to cast
the Pub’s bartender to gather information from
Greater Restoration once without expending a spell
spies who are aware of important events happen-
slot or using Material components. You can’t gain
ing within 10 miles of your Bastion over the next
this Charm again while you still have it.
7 days. During that time, these spies can divulge
Harvest: Talisman. When you issue the Harvest
the location of any creature that is familiar to you,
order to this facility, you commission its hireling to
provided the creature is within 50 miles of your
produce a specially prepared talisman for your use.
Bastion and not hidden by magic or confined to a
The talisman usually takes the form of an amulet,
location that the DM deems is beyond the spy net-
a rune-carved box, or a statuette, but it can be any
work’s ability to locate. If the spies learn the target's
Tiny, nonmagical object that has religious signifi-
location, they also learn where that creature has
cance. The work takes 7 days and costs no money.
been for the previous 7 days.
You can use this talisman in place of one spell’s Ma-
Pub Special. The Pub has one magical beverage on
terial components, provided the components have
tap, chosen from the options below:
a cost of 1,000 GP or less. If the spell normally con-
Bigby's Burden. Drinking a pint of this beverage sumes its components, the talisman isn’t consumed.
grants you the “enlarge" effect of an Enlarge/Re- After the talisman has been used in this way, it can’t
duce spell that has a duration of 24 hours (no sav- be used again until you return it to your Reliquary
ing throw allowed). and use another Harvest order to prepare it.
Kiss of the Spider Queen. Drinking a pint of this
beverage grants you the effect of a Spider Climb
spell that has a duration of 24 hours. Sacr ist y
Moonlight Serenade. Drinking a pint of this bev- Level 9 Bastion Facility
erage gives you Darkvision out to 60 feet for 24 Prerequisite: Ability to use a Holy Symbol or Druidic
hours. If you already have Darkvision, its range is Focus as a Spellcasting Focus
extended by 60 feet for the same duration. Space: Roomy
Positive Reinforcement. Drinking a pint of this Hirelings: 1
beverage gives you Resistance to Necrotic damage Order: Craft
for 24 hours.

344 CHAPTER 8 I BASTIONS


A Sacristy serves as a preparation and storage room must have all those spells prepared every day you
for the sacred items and religious vestments. spend crafting the item.
Craft Options. When you issue the Craft order to Spell Refreshment. Having a Sacristy allows you
this facility, choose one of the following options: to regain one expended spell slot of level 5 or lower
Craft: Holy Water. You commission the facility's after spending an entire Short Rest in your Bastion.
hireling to craft a flask of Holy Water. The work You can’t gain this benefit again until you finish a
takes 7 days and costs no money. You can spend Long Rest.
GP during the creation process to increase the p----------------------------------------------------
potency of the Holy Water. For every 100 GP you
spend, up to a maximum of 500 GP, the damage Sanc tu ary
dealt by the Holy Water increases by ld8. Level 5 Bastion Facility
Craft: Magic Item (Relic). You commission the fa- Prerequisite; Ability to use a Holy Symbol or Druidic
cility's hireling to craft a Common or an Uncom- Focus as a Spellcasting Focus
mon magic item chosen by you from the Relics ta- Space: Roomy
bles in chapter 7. The facility has the tool required Hirelings: 1
to craft the item, and the hireling has proficiency Order: Craft
with that tool as well as proficiency in the Arcana
skill. See the “Crafting Magic Items ' section in Icons of your religion are displayed in this facility,
chapter 7 for the time and money that must be which includes a quiet place for worship.
spent to craft the item. If the item allows its user Sanctuary Charm. After spending a Long Rest
to cast any spells from it, you must craft the item in your Bastion, you gain a magical Charm (see
yourself (the facility’s hireling can assist), and you “Supernatural Gifts” in chapter 3) that lasts for 7
days or until you use it. The Charm allows you to
cast Healing Word once without expending a spell
slot. You can’t gain this Charm again while you still ----------------------------
have it. Scrip tori um
Craft: Sacred Focus. When you issue the Craft Level 9 Bastion Facility
order to this facility, you commission the facility’s
Prerequisite: None
hireling to craft a Druidic Focus (wooden staff) or
Space: Roomy
a Holy Symbol. The work takes 7 days and costs no
Hirelings: 1
money. The item remains in your Bastion until you
Order: Craft
claim it.
A Scriptorium contains desks and writing supplies.
F9------------------------------------------------------------------------------------
Craft Options. When you issue the Craft order to
Sanc tum this facility, choose one of the following options:
Level 17 Bastion Facility
Craft: Book Replica. You commission the facility’s
Prerequisite: Ability to use a Holy Symbol or Druidic hireling to make a copy of a nonmagical Book.
Focus as a Spellcasting Focus Doing so requires a blank book. The work takes
Space: Roomy 7 days.
Hirelings: 4 Craft: Spell Scroll. You commission the facility’s
Order: Empower hireling to scribe a Spell Scroll containing one
A Sanctum is a place of solace and healing. Cleric or Wizard spell of level 3 or lower. The
Sanctum Charm. After spending a Long Rest in facility has the necessary Calligrapher's Supplies,
your Bastion, you gain a magical Charm (see “Su- and the hireling meets all the prerequisites needed
pernatural Gifts” in chapter 3) that lasts for? days to scribe the scroll. The “Crafting Equipment"
or until you use it. The Charm allows you to cast section in the Player's Handbook specifies the time
Heal once without expending a spell slot. You can't needed to scribe the scroll and the cost of the
gain this Charm again while you still have it. scroll, which you must pay.
Empower: Fortifying Rites. When you issue the Craft: Paperwork. You commission the facility’s
Empower order to this facility, you inspire its hireling to create up to fifty copies of a broad-
hirelings to perform daily rites that benefit you sheet, a pamphlet, or another loose-leaf paper
or another character you name. The beneficiary product. The work takes 7 days and costs you 1 GP
doesn’t need to be in the Bastion when the rites are per copy. At no additional cost in time or money.
performed to gain their benefit. Each time the ben- the facility’s hireling can distribute the paper-
eficiary finishes a Long Rest, they gain Temporary work to one or more locations within 50 miles of
Hit Points equal to your level. This effect lasts for your Bastion.
7 days.
Sanctum Recall. While the Sanctum exists, you
always have the Word of Recall spell prepared.
Whenever you cast Word of Recall, you can make
your Sanctum the destination of the spell instead
of another place you have previously designated. In
addition, one creature of your choice that arrives in
the Sanctum via this spell gains the benefit of a Heal
spell.

A Scri pto riu m has desks ano

SUPPLIES FOR CRAFTING BOOKS,

SCROLLS, AND OTHER PAPERWORK.

346 CHAPTER s | BASTIONS


animals are available for purchase—horses, ponies,
Smith y and mules being the most common. The Mounts
Level 5 Bastion Facility and Other Animals table in the Player's Handbook
gives standard prices for various mounts. You bear
Prerequisite: None
the total cost of any purchases.
Space: Roomy
When you sell a mount from your Stable, the
Hirelings: 2
buyer pays you 20 percent more than the standard
Order: Craft
price; this profit increases to 50 percent when you
This Smithy contains a forge, an anvil, and other reach level 13 and 100 percent when you reach
tools needed to craft weapons, armor, and other level 17.
equipment. Enlarging the Facility. You can enlarge your Sta-
Craft Options. When you issue the Craft order to ble to a Vast facility by spending 2,000 GP. If you
this facility, choose one of the following options: do so, the Stable is large enough to house six Large
animals.
Craft: Smith's Tools. The facility’s hirelings craft
anything that can be made with Smith’s Tools, us-
ing the rules in the Player's Handbook. Stor eho use
Craft: Magic Item (Armament). If you are level 9+,
Level 5 Bastion Facility
can you commission the facility's hirelings to craft
a Common or an Uncommon magic item chosen Prerequisite: None
by you from the Armaments tables in chapter 7. Space: Roomy
The facility has the tool required to craft the item, Hirelings: 1
and the hirelings have proficiency with that tool Order: Trade
as well as proficiency in the Arcana skill. See the A Storehouse is a cool, dark space meant to contain
"Crafting Magic Items” section in chapter 7 for objects from the Trade Goods table in chapter 7 and
the time and money that must be spent to craft from chapter 6 of the Player's Handbook.
the item. If the item allows its user to cast any Trade: Goods. When you issue the Trade order to
spells from it, you must craft the item yourself this facility, its hireling spends the next 7 days pro-
(the facility’s hirelings can assist), and you must curing nonmagical items that have a total value of
have all those spells prepared every day you spend 500 GP or less and stores them in the Storehouse,
crafting the item. or the hireling uses those 7 days to sell goods in
the Storehouse, You bear the total cost of any pur-
chases. and the maximum value of the items pur-
Sta ble
chased increases to 2.000 GP when you reach level
Level 9 Bastion Facility 9 and 5,000 GP w hen you reach level 13.
Prerequisite: None When you sell goods from your Storehouse, the
Space: Roomy buyer pays you 10 percent more than the standard
Hirelings: 1 price; this profit increases to 20 percent when you
Order: Trade reach level 9, 50 percent when you reach level 13,
and 100 percent when you reach level 17.
A Bastion can have more than one Stable. Each Sta-
ble you add to your Bastion comes with one Riding
Horse or Camel and two Ponies or Mules; see the Telepo rta tio n Circl e
Player’s Handbook or the Monster Manual for these Level 9 Bastion Facility
creatures’ stat blocks. The facility is big enough to
house three Large animals. Two Medium creatures Prerequisite: None
occupy the same amount of space as one Large Space: Roomy
creature there. The facility’s hireling looks after Hirelings: 1
these creatures. Order: Recruit
After a Beast that can serve as a mount spends Inscribed on the floor of this room is a permanent
at least 14 days in this facility, all Wisdom (Animal teleportation circle created by the Teleportation Cir-
Handling) checks made with respect to it have cle spell.
Advantage. Recruit: Spellcaster. Each time you issue the Re-
Trade: Animals, When you issue the Trade order to cruit order to this facility, its hireling extends an
this facility, you commission the facility’s hireling invitation to a Friendly NPC spellcaster. Roll any
to buy or sell one or more mounts at normal cost, die. If the number rolled is odd, the invitee declines
keeping the ones you buy in your Stable. The work the invitation, and you gain no benefit from having
takes 7 days, and the DM decides what types of issued the order. If the number rolled is even, the

CHAPTER 8 I BASTIONS Z47


invitee accepts the invitation and arrives in your rehearsals end, a character can expend their The-
Bastion via your Teleportation Circle. ater die to roll it and add the number rolled to one
While you are in your Bastion, you can ask the D20 Test they make, immediately after rolling the
spellcaster to cast one Wizard spell of level 4 or d20. If a character hasn’t expended their Theater
lower; if you are level 17+, the spell’s maximum level die before gaining another, their first die is lost.
increases to 8. The spellcaster is assumed to have
the spell prepared. If the spell has one or more Ma-
terial components that cost money, you must pay Trai nin g Area
for them before the spell can be cast. Level 9 Bastion Facility
The spellcaster stays for 14 days or until they cast Prerequisite: None
a spell for you. The spellcaster won’t defend your Space: Vast
Bastion and departs immediately if the Bastion is Hirelings: 4
attacked (see "Bastion Events” at the end of the Order: Empower
chapter).
A Bastion can have more than one Training Area.
------------
A Training Area might be an open courtyard, a
Thea ter gymnasium, a music or dance hall, or a cleverly
Level 9 Bastion Facility built gauntlet of traps and hazards. It might contain
inanimate targets (for weapon practice), padded
Prerequisite: None
mats, and other equipment. One of the facility's
Space: Vast
hirelings is an expert trainer; the others serve as
Hirelings: 4
training partners.
Order: Empower
When a Training Area becomes part of your Bas-
The Theater contains a stage, a backstage area tion, choose one trainer from the Expert Trainers
where props and sets are kept, and a seating area table. On each Bastion turn, you can replace that
for a small audience. trainer with another one from the table.
Empower: Theatrical Event. When you issue the
Empower order to this facility, its hirelings be- Expe rt Train ers
gin work on a theatrical production or concert. Trainer Type Empower Effect
Rehearsals and other preparations take 14 days, Battle Expert When you take damage from an at-
followed by at least 7 days of performances. The
tack made with an Unarmed Strike
performances can continue indefinitely until a new
or a weapon, you can take a Reac-
production gets underway.
You or another character can contribute to a pro- tion to reduce this damage by ld4.
duction in the following ways: Skills Expert You gain proficiency in one of the
Composer/Writer. A character can compose music following skills of your choice: Ac-
or write a script for a concert or production that robatics, Athletics, Performance,
hasn’t started rehearsals yet. This effort takes Sleight of Hand, or Stealth.
14 days. Tools Expert You gain proficiency with one tool
Conductor/Director. A character who remains in of your choice.
the Bastion for the entirety of the production can Unarmed When you hit with your Unarmed
serve as the concert’s conductor or the produc-
Combat Expert Strike and deal damage, the attack
tion's director.
deals an extra ld4 Bludgeoning
Performer. A character who remains in the Bastion
for the entirety of the rehearsal period can be damage.
a star performer in one or more of the perfor- Weapon Expert Choose a kind of Simple or Martial
mances; one of the Theater’s hirelings can serve as weapon, such as Spear or Long-
an understudy for additional performances. bow. If you aren't proficient with
At the end of a rehearsal period, each character the weapon, you gain proficiency
who contributed to the concert or production can with it. If you already have profi-
make a DC 15 Charisma (Performance) check. If ciency with the weapon, you can
more of these checks succeed than fail, you and use its mastery property.
any other character who contributed to the concert
or production each gain a Theater die, a d6. This Empower: Training. When you issue the Empower
die changes to a d8 when you reach level 13 and a order to this facility, the facility’s hirelings conduct
dlO when you reach level 17. At any point after the training exercises for the next 7 days. Any character

348 CHAPTER 8 I BASTIONS


who trains here for at least 8 hours on each of those yours. You start with two lieutenants but can add
days gains a benefit at the end of the training pe- more, as described below. If your Bastion lacks
riod. The benefit depends on which trainer is pres- facilities to house your lieutenants, they secure
ent in the facility, as noted in the Expert Trainers accommodations in the inn or settlement closest to
table. The benefit lasts for 7 days. your Bastion. Lieutenants are hirelings, not Bastion
Defenders; however, if your Bastion is attacked (see
“Bastion Events" at the end of this chapter), each
Trop hy Room lieutenant housed in your Bastion reduces by 1 the
Level 9 Bastion Facility number of dice you roll to determine how many
Prerequisite: None Bastion Defenders are lost in the attack.
Space: Roomy The War Room contains war memorabilia plus
Hirelings: 1 a large table surrounded by enough chairs for you
Order: Research and your lieutenants.
Recruit Options. When you issue the Recruit order
This room houses a collection of mementos, such to this facility, choose one of the following options:
as weapons from old battles, the mounted heads of
slain creatures, trinkets plucked from dungeons and Recruit: Lieutenant. You gain one new lieutenant.
ruins, and trophies passed down from ancestors. You can have up to ten lieutenants at any time.
Research Options. When you issue the Research Assign names and personalities to them as you
order to this facility, choose one of the following see fit.
options: Recruit: Soldiers. You commission one or more of
your lieutenants to assemble a small army. Each
Research: Lore. You commission the facility’s hire- lieutenant can muster one hundred Guards (see
ling to research a topic of your choice. The topic the Monster Manual) in 7 days to fight for your
can be a legend, any kind of creature, or a famous cause. Reduce that number to twenty if you want
object. The topic need not be directly related them to be mounted on Riding Horses (see the
to items on display in the room, as the trophies Monster Manual). It costs you 1 GP per day to feed
provide clues to research a wide variety of other each guard and each horse in your army. Wher-
subjects. The work takes 7 days. When the re- ever the army goes, it must be led by you or at
search concludes, the hireling obtains up to three least one of your lieutenants, or else it disbands
accurate pieces of information about the topic immediately. The army also disbands if it goes 1
that were previously unknown to you and shares day without being fed. Otherwise, the army re-
this knowledge with you the next time you speak mains until it is destroyed or you command it to
with them. The DM determines what information disband. You can’t issue this Recruit order again
is learned. until your current army disbands or is destroyed.
Research: Trinket Trophy. You commission the
facility’s hireling to search for a trinket that might
be of use to you. The work takes 7 days. When Work shop
the research concludes, roll any die. If the number Level 5 Bastion Facility
rolled is odd, the hireling finds nothing useful.
Prerequisite: None
If the number rolled is even, the hireling finds a
Space: Roomy
magic item. Roll on the Implements—Common
Hirelings: 3
table in chapter 7 to determine what it is.
Order: Craft
This Workshop is a creative space where useful
War Room items can be crafted.
Level 17 Bastion Facility Artisan’s Tools. The Workshop comes equipped
Prerequisite: Fighting Style feature or Unarmored with six different kinds of Artisan’s Tools, chosen
Defense feature from the following list:
Space: Vast Carpenter’s Tools Painter's Tools
Hirelings: 2+ (see below)
Cobbler’s Tools Potter’s Tools
Order: Recruit
Glassblower's Tools Tinker’s Tools
The War Room is where you plan military actions Jeweler’s Tools Weaver’s Tools
in consultation with an inner circle of loyal lieuten- Leatherworker’s Tools Woodcarver’s Tools
ants, each one a battle-hardened Veteran Warrior Mason's Tools
(see the Monster Manual) whose alignment matches

CHAPTER 8 | BASTIONS 34g


Craft Options. When you issue the Craft order to Bas tion Event s
this facility, choose one of the following options: IdlOO Event
Craft: Adventuring Gear. The facility's hirelings 01-50 All Is Well
craft anything that can be made with the tools
51-55 Attack
you chose when you added the Workshop to your
Bastion (see above), using the rules in the Player's 56-58 Criminal Hireling
Handbook. 59-63 Extraordinary Opportunity
Craft: Magic Item (Implement). If you are level 9+,
64-72 Friendly Visitors
you can commission the facility’s hirelings to craft
a Common or an Uncommon magic item chosen 73-76 Guest
by you from the Implements tables in chapter 7. 77-79 Lost Hirelings
The facility has the tool required to craft the item,
80-83 Magical Discovery
and the hirelings have proficiency with that tool
as well as proficiency in the Arcana skill. See the 84-91 Refugees
“Crafting Magic Items" section in chapter 7 for 92-98 Request for Aid
the time and money that must be spent to craft
99-00 Treasure
the item. If the item allows its user to cast any
spells from it, you must craft the item yourself
(the facility’s hirelings can assist), and you must
Ev ent Desc ript ions
have all those spells prepared every day you spend The events from the Bastion Events table are
crafting the item. detailed here in alphabetical order.
Source of Inspiration. After spending an entire All Is Wel l
Short Rest in your Workshop, you gain Heroic Nothing significant happens. Roll on the following
Inspiration. You can't gain this benefit again until table, fleshing out the details as you see fit.
you finish a Long Rest.
Id8 Details
Enlarging the Facility. You can enlarge your Work-
shop to a Vast facility by spending 2,000 GP. If you 1 Accident reports are way down.
do so, the Workshop gains two additional hirelings 2 The leak in the roof has been fixed.
and three additional Artisan's Tools (chosen from
3 No vermin infestations to report.
the list above).
4 You-Know-Who lost their spectacles again.
Bastio n Event s 5 One of your hirelings adopted a stray dog.
Immediately after a character issues the Maintain 6 You received a lovely letter from a friend.
order to their Bastion, the DM rolls once on the Bas-
7 Some practical joker has been putting rotten
tion Events table to determine what event, if any,
befalls the Bastion before the next Bastion Turn. If eggs in people’s boots.
an event occurs, the DM reads the event aloud to 8 Someone thought they saw a ghost.
the player whose character controls that Bastion.
(All the events are described in the sections follow- Atta ck
ing the table.) The event is resolved immediately, A hostile force attacks your Bastion but is defeated.
with the player and DM working together to expand Roll 6d6; for each die that rolls a 1, one Bastion
story details as needed. If multiple characters issue Defender dies. Remove these Bastion Defenders
the Maintain order on the same Bastion turn, roll from your Bastion’s roster. If the Bastion has zero
once on the table for each of them, resolving each Bastion Defenders, one of the Bastion’s special facil-
event separately even if the Bastions are combined. ities (determined randomly) is damaged and forced
Bastion events occur only when a Bastion is oper- to shut down.
ating under the Maintain order, which often means A special facility that shuts down can't be used on
that the Bastion’s owner isn't present in the Bastion your next Bastion turn, after which it is repaired
at the time. That means these events can be oppor- and made operational again at no cost to you.
tunities for the player to take on the role of the Bas-
tion's hirelings and roleplay their reactions to these Crimin al Hirel ing
events. The DM can even turn a Bastion event into a One of your Bastion’s hirelings has a criminal past
cutscene where each player takes on the role of one that comes to light when officials or bounty hunters
of the Bastion’s hirelings (under the guidance of the visit your Bastion with a warrant for the hireling’s
player whose character owns the Bastion). arrest. You can retain the hireling by paying a bribe
of ld6 --100 GP. Otherwise, the hireling is arrested

350 CHAPTER 8 1 BASTIONS


and taken away. If this loss leaves one of your fa- Guest
cilities without any hirelings, that facility can’t be A Friendly guest comes to stay at your Bastion. De-
used on your next Bastion turn. The hireling is then termine the guest by rolling on the following table,
replaced at no cost to you. and work with your DM to flesh out the details.
Extr aor dina ry Oppo rtuni ty Id4 Guest
Your Bastion is given the opportunity to host an 1 The guest is an individual of great renown who
important festival or celebration, fund the research stays for 7 days. At the end of their stay, the
of a powerful spellcaster, or appease a domineering guest gives you a letter of recommendation
noble. Work with the DM to determine the details. (see “Marks of Prestige” in chapter 3).
If you seize the opportunity, you must pay 500
GP to cover costs. In return, your Bastion gains a 2 The guest requests sanctuary while avoiding
sudden influx of recognition or attention, prompt- persecution for their beliefs or crimes. They
ing the DM to roll again on the Bastion Events table depart 7 days later, but not before offering you
(rerolling this result if it comes up again). a gift of ld6 x 100 GP.
If you decline the opportunity, you don’t pay the 3 The guest is a mercenary, giving you one ad-
money and nothing else happens. ditional Bastion Defender. The guest doesn't
Friend ly Visitor s require a facility to house them, and they stay
Friendly visitors come to your Bastion, seeking to until you send them away or they’re killed.
use one of your special facilities. They offer ld6 * 4 The guest is a Friendly monster, such as a
100 GP for the brief use of that facility. For exam- brass dragon or a treant. If your Bastion is
ple, a knight might want your Smithy to replace a attacked while this monster is your guest, it
horseshoe or repair a damaged weapon or suit of defends your Bastion, and you lose no Bastion
armor, or sages might need your Arcane Study to Defenders. The monster leaves after it defends
help them settle a dispute. Their use of the facility
your Bastion once or when you send it away.
doesn’t interrupt any orders you've issued to it.

CHAPTER 8 I BASTIONS ZZI


IdlOO Treasure
Bastio n Tracke r
Players can use the Bastion Tracker sheet as a 01-40 Roll on the 25 GP Art Objects table.
record of the facilities and other characteristics of 41-63 Roll on the 250 CP Art Objects table.
their Bastions. Encourage your players to list their 64-73 Roll on the 750 GP Art Objects table.
hirelings on this sheet and develop them more
fully as NPCs on separate sheets (perhaps using 74-75 Roll on the 2,500 GP Art Objects table.
the NPC Tracker in chapter 3). Similarly, the Bas- 76-90 Roll on a Common Magic Items table of
tion Tracker provides space to indicate the space your choice (Arcana, Armaments, Imple-
of each special facility, but encourage players to ments, or Relics).
draw maps of their Bastions (see "Bastion Map”
91-98 Roll on an Uncommon Magic Items table
earlier in this chapter).
of your choice (Arcana, Armaments, Imple-
ments, or Relics).
Lost Hirel ing s
One of your Bastion's special facilities (determined 99-00 Roll on a Rare Magic Items table of your
randomly) loses its hirelings. The cause of their choice (Arcana, Armaments, Implements,
departure is up to you. The facility can’t be used or Relics).
on your next Bastion turn, but the hirelings are re-
placed at no cost to you at that point. Fall of a Bastio n
Mag ic al Disc overy A player character can lose their Bastion in the fol-
Your hirelings discover or accidentally create an lowing ways:
Uncommon magic item of your choice at no cost to Divestiture. A character can give up their Bastion
you. The magic item must be a Potion or Scroll. anytime, releasing the Bastion's hirelings and
abandoning the location. The divested Bastion is
Refug ees
quickly vacated, is eventually looted, and might
A group of 2d4 refugees fleeing from a monster even be burned to the ground.
attack, a natural disaster, or some other calamity
Neglect. If a character issues no orders to their
seeks refuge in your Bastion. If your Bastion lacks
Bastion for a number of consecutive Bastion turns
a basic facility large enough to house them, the ref- equal to the character’s level (typically because
ugees camp right outside the Bastion. The refugees the character is dead or otherwise out of commis-
offer you ld6 --100 GP as payment for your hospi- sion), the hirelings abandon the Bastion and the
tality and protection. They stay until you find them site is eventually looted. If the character returns
a new home or a hostile force attacks your Bastion. later, they can start a new Bastion, perhaps build-
Reque st for Aid ing it amid the ruins of the old one.
Your Bastion is called on to help a local leader. Ruination. Drawing the Ruin card from the Deck of
Perhaps there’s a search on for a missing person, Many Things (as described in chapter 7) instantly
or brigands are plaguing the area. If you help, you deprives a character of their Bastion. When such
must dispatch one or more Bastion Defenders. Roll an event occurs, the player can decide what terri-
ld6 for each Bastion Defender you send. If the total ble fate befalls the Bastion. The Bastion might be
is 10 or higher, the problem is solved and you earn sacked by enemies or destroyed by an earthquake,
a reward of ld6 * 100 GP. If the total is less than 10, for example.
the problem is still solved, but the reward is halved Regardless of how the Bastion falls, the player can
and one of your Bastion Defenders is killed. Remove work with the DM to establish a new Bastion and
that Bastion Defender from your Bastion’s roster. determine how it comes into being. Use the Special
Facility Acquisition table to determine how many
Treas ure
special facilities come with it. The new Bastion also
Your Bastion acquires an art object or a magic item starts with two basic facilities (one Cramped and
determined by rolling on the table below and then one Roomy) of the player’s choice.
rolling on the specified table in chapter 7. How the
Bastion acquires this treasure is up to you. It might
represent an inheritance, a gift from a guest or an
admirer, a theft, or a fortunate discovery. If you’re
in the Bastion, you can claim the treasure immedi-
ately; otherwise, it is placed in storage until you can
claim it.

352 CHAPTER 8 | BASTIONS


BASTION DEFENDERS:

SPECIAL FACILITY: SPECIAL FACILITY:


SPACE: SPACE:

ORDER: ORDER:

HIRELINGS: HIRELINGS:

NOTES NOTES

SPECIAL FACILITY: SPECIAL FACILITY:


SPACE: SPACE:

ORDER: ORDER:

HIRELINGS: HIRELINGS:

NOTES NOTES

SPECIAL FACILITY: A. SPECIAL FACILITY:


SPACE: SPACE:

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,

354 APPENDIX A | LORE GLOSSARY


To metallic dragons, Bahamut is more like a king Cast le Rave nlo ft
than a god. Individual dragons might owe Bahamut Castle Ravenloft (RAY-ven-loft) is the heart of the
allegiance, respect him, pay tribute to him, and domain of Barovia and the home of the vampire
strive to emulate him, but they don't worship him. Strahd von Zarovich. Ravenloff is also one of the
most famous dungeon adventures in the history of
Bal dur ’s Gat e the D&D game, providing a horror-themed expe-
The city of Baldur’s Gate (BAWL-durz GATE), in the rience that inspired the creation of the Ravenloft
Forgotten Realms setting, is a teeming metropolis setting and the adventure Curse of Strahd.
haunted by the lingering influence of three evil gods
(Bane, Bhaal, and Myrkul) who refuse to stay dead. Comp ani ons of the Hal l , The
It's a place where a sword for hire can find a rich pa- Named for the dwarf stronghold of Mithral Hall
tron, join a secret guild, pursue killers for a bounty, in the Forgotten Realms setting, the Companions
or aid desperate citizens. The city offers opportu- of the Hall is a group of heroic adventurers whose
nities for good-hearted champions to fight against exploits have spanned centuries and even crossed
corruption and bring murderers to justice, while the bounds of death. Drizzt Do’Urden is the central
less moral mercenaries find a good price for their figure in this party; all his companions have died
services. Baldur’s Gate hosts the most reliable and and been reincarnated in new forms in recent years.
ruthless market on the Sword Coast. Information, These other companions are Drizzt’s wife, Cattie-
treasures, secrets, and souls can be bought or sold Brie; his adoptive father, Bruenor Battlehammer;
for the right price. and his friends Wulfgar and Regis.

Barovi a Comp any of Seven , The


Barovia (buh-ROVE-ee-ah) is a Domain of Dread se- The Company of Seven was a group of adventur-
questered in the Shadowfell (see chapter 6)—a sort ers active hundreds of years ago in the Greyhawk
of spiritual prison for Strahd von Zarovich in his setting. Its members included He ward, Keoghtom,
Castle Ravenloft. It’s also the name of a village in Murlynd. Nolzur, Quasi, Tasha (see Iggwilv), and
that domain. Zagig (see Zagyg). Some of these adventurers
achieved near-divine status, and most of them are
BlGBY remembered for magic items that carry their names.
Bigby (BIG-bee) is a former apprentice of Morden- The group inspired the formation of the Circle of
kainen. Though he began his career determined to Eight (described in the "Greyhawk" section in chap-
use magic to dominate and control others, Bigby ter 5).
eventually changed his ways and has worked hard
to make amends for his past villainy. Mordenkainen CORELLON
welcomed Bigby into the adventuring company At the dawn of the multiverse, Corelion (core-ELL-on
known as the Citadel of Eight (which later became or CORE-eh-lawn) danced from world to world and
the Circle of Eight, described in chapter 5). Shy and plane to plane. A being of consummate mutability
soft-spoken, Bigby was often eclipsed by his mentor, and infinite grace, Corelion is a whimsical shape-
who taught Bigby how to control his ambitions. Af- shifter, able to take the form of a chuckling stream,
ter years of adventuring, Bigby crafted a handful of a teasing breeze, an incandescent beam, a school
spells that gained him widespread renown. Of these of fish, or a flock of birds. Corel Ion's flamboyant,
spells, Bigby's Hand is his undisputed magnum opus. mercurial personality infuses every form the god
A recent misadventure led to Bigby’s untimely adopts. Corelion loves wholeheartedly and takes
demise. After he was crushed to death by a frost pleasure from every encounter with other divine
giant’s boulder, Bigby was the target of a Reincarnate beings of the multiverse.
spell. The spell transformed Bigby from a human According to legend, the first elves emerged from
into a gnome. Before setting off on his next adven- Corellon’s shed blood, and they shared the god’s
ture, Bigby was overheard saying how curious he changeable and audacious nature. Many elves, along
was to experience the multiverse from a gnome's with members of other species, worship Corelion.
perspective.
VELINA
BOO Delina (dell-EEN-ah) is a young elf Sorcerer who
Boo is a hamster. More precisely, he is a miniature wields the unpredictable power of wild magic. Find-
giant space hamster, a species native to Wildspace ing herself in trouble in the city of Baldur’s Gate,
(see chapter 6) that is both sapient and telepathic. she accidentally reawakened the ancient hero of the
Boo's adventures with Minsc, as well as the ham- city, Minsc, and got thrown into further adventures
ster's ferocity, have given Boo legendary status, par- pursuing her lost twin brother.
ticularly in the city of Baldur’s Gate.

APPENDIX A I LORE GLOSSARY ZZZ


Dia nca stra After befriending a princess named Asteria and
Diancastra (DIE-ann-CAST-rah) is a demigod and a spending many years in her dear friend’s company,
daughter of the divine ancestor of giants, Annam. Euryale was captured and sentenced to death by As-
She is a trickster, an adventurer, and a scholar of teria’s father. Asteria pleaded with the gods to save
magic who enjoys wandering the Material Plane in her friend, and Istus (a god from the Greyhawk set-
search of new curiosities and spells to learn. She ting; see chapter 5) intervened to help the pair re-
longs to see the descendants of Annam—storm, write their story, creating the Deck of Many Things.
cloud, fire, frost, stone, and hill giants—restored to The magic of the deck helped the two escape, and
the position of honor and respect they held in an- they adventured together across the multiverse.
cient times. Eventually, Euryale—having become an ancient,
wise, and powerful Druid—settled in the Outlands
Drizz t Do ’Urden (see chapter 6), where she still sometimes acts as a
Drizzt Do’Urden (DRIZT doh-UR-den) is a drow exile patron, mentor, or ally for adventurers.
from the city of Menzoberranzan and a fugitive
from the wrath of Lolth (see chapter 6) and her Fall bac ks , The
priests. He wandered the surface world and gath- Tessalynde is a young elf Rogue who dreams of
ered a circle of friends who became known as the leading the foremost adventuring party of the For-
Companions of the Hall. gotten Realms setting. While the crew she’s gath-
ered isn't the stuff of legend yet, she’s confident her
Elde r Evil s guidance can get them there. Called the Fallbacks,
The Elder Evils are a variety of entities whose exis- the team includes Anson, a human Fighter too stub-
tence dates to the beginnings of the multiverse—or born to stay down; Cazrin, a self-taught, human
possibly predates it. Some Elder Evils are creatures Wizard determined to test her theoretical mettle
of the Far Realm (see chapter 6), while others are against the real world; Baldric, a dwarf Cleric who
akin to gods or primordial beings of the Elemental refuses to tie himself to a single deity when he can
Planes. Some are thought to be imprisoned, while trade favors with them all; Lark, a tiefling Bard with
others are said to be slumbering until they awaken as many secrets as songs; and Uggie, a pet otyugh.
in some apocalyptic cataclysm.
The names given to these terrible entities include First Worl d, The
such strange descriptions as Atropus, the World Scholars speak of a primordial state, a single real-
Born Dead; Dendar, the Night Serpent; Hadar, ity they call the First World, which preceded the
the Dark Hunger; Haemnathuun, the Blood Lord; Material Plane. Many of the peoples and monsters
Ityak-Ortheel, the Elf-Eater; Kezef. the Chaos that inhabit the worlds on the Material Plane origi-
Hound; Kyuss, the Worm That Walks; the Queen of nated there. After the First World was shattered by
Chaos; Tharizdun, the Chained God; Tyranthraxus, a great cataclysm—giving birth to the worlds that
the Flamed One; and Zargon, the Returner. They came in its wake—the progeny of the first elves,
are all forces of corruption and evil. Nothing good dwarves, beholders, and other iconic creatures took
can come from their influence. Bargains made with root on world after world, like seeds scattered by
them end in catastrophe or death. a cosmic wind. If the musings of these great sages
are true, every world of the Material Plane is a
Elmi nster reflection—or, in some cases, a distortion—of the
Elminster (eLMIN-ster) is a powerful and ancient First World.
archmage in the Forgotten Realms setting. As one
of Mystra’s Chosen, divinely called and empowered FlZBAN
by the deity of magic, Elminster fosters magic and In the Dragonlance setting, Bahamut—who is
protects the fabric of magic in the world. Though known there as Paladine—dwelled among mortals
this responsibility demands a certain amount of in human guise for a time, aiding the forces of good
neutrality and dispassionate judgment, Elminster against Takhisis (see Tiamat). Fie appeared as a
has a fundamentally kind and compassionate heart. bumbling old mage named Fizban (FIZZ-ban) the
Fabulous.
Eurya le
One card in the Deck of Many Things (see chapter 7) Great Modr on Marc h, The
bears a person’s proper name, and the card’s name- When the gears of the plane of Mechanus (see chap-
sake, Euryale (YUR-ee-ale oryur-EYE-a-lee), is the ter 6) complete seventeen cycles—once every 289
subject of much speculation. Often assumed to be a years—the modron (MOE-dron) leader, Primus, sends
fearsome demigod (perhaps the first medusa) or the a vast army of modrons across the Outer Planes.
wielder of a destructive curse, Euryale is actually a The purpose of this march is unclear. Most believe
key part of the story of the magical deck’s creation. it to be a data-gathering mission meant to ascertain

356 APPENDIX A I LORE GLOSSARY


the current state of the cosmos, but some see it as members pride themselves on their ingenuity and
reconnaissance aimed at some future act of con- incorruptibility. Harpers don’t seek power or glory,
quest. The march is long and dangerous, and only a only fair treatment for all.
small number of modrons returns to Mechanus.
Heroes of the Lanc e , The
Gruu msh The adventurers known as the Heroes of the Lance,
Gruumsh (GROOMSH) is a warring god who is often whose deeds helped prevent Takhisis (see Tiamat)
described as the creator or patron of the orc people. and her evil dragons from conquering the world
Some orcs attribute their tenacity and toughness of the Dragonlance setting, began as a small group
to Gruumsh’s lingering influence. Some myths de- of young adventurers and their aging dwarf men-
scribe a primeval conflict between Gruumsh and tor. This original group (known as the Innfellows)
Corellon, which resulted in Gruumsh losing one eye consisted of Tanis Half-Elven, the brothers Raistlin
and Corellon’s spilled blood becoming the first elves. and Caramon Majere, Sturm Brightblade, a kender
(similar to a halfling) named Tasslehoff Burrfoot,
Hada r the dwarf Flint Fireforge, and Kitiara Uth Matar,
Hadar (HAY-dar or ha-DARR), the Dark Hunger, is Raistlin and Caramon's older half-sister. While Kiti-
an ancient stellar entity originating from the Far ara eventually joined Takhisis’s service, the heroes
Realm (see chapter 6). It appears as a cinder-red were joined by others: Riverwind and Goldmoon,
dying star, barely visible in the night sky, and it si- from the nomadic peoples of the plains; Gilthanas
phons life from its minions to avert its own demise. and Laurana, elf friends from Tanis's childhood; and
Two widely used Warlock spells invoke Hadar’s Tika Waylan, a young barmaid whom the original
power (see the Arms o/Hadar and Hunger of Hadar Innfellows remembered as just a kid.
spells in the Player's Handbook), and a few Warlocks
claim this Elder Evil as their Great Old One patron. Heroes of the Real m, The
The so-called “heroes of the Realm" are a group
Harp ers , The of young adventurers—Bobby, Diana, Eric, Hank,
The Harpers is a scattered network of spellcasters Presto, and Sheila—who traveled from Earth in the
and spies in the Forgotten Realms setting. Its mem- 1980s into a world in the D&D multiverse. Equipped
bers advocate equality and covertly oppose the with powerful magic items, they foiled the schemes
abuse of power, magical or otherwise. of foes such as Venger and Tiamat while seeking
The Harpers has risen, been shattered, and some means to return home. Eventually, as the he-
risen again several times. The faction's longevity roes' mastery of adventuring skills increased, they
and resilience are largely due to its decentralized, discovered the secrets of traveling between worlds,
grassroots, secretive nature and the autonomy of though they still haven't found a way home.
its members. It has small cells and lone operatives The heroes of the Realm weren't the only kids
throughout the Forgotten Realms, although they transported from Earth to the worlds of D&D.
interact and share information with one another as Other young adventurers, including Niko the Cleric,
the need arises. The Harpers’ ideology is noble, and are still exploring the vast D&D multiverse.

APPENDIX A I LORE GLOSSARY ZZ7


Icewi nd Dal e Kast he Betr ayer
Icewind Dale is the northernmost settled region of Kas (KOSS) is a vampire, legendary sword fighter,
the Forgotten Realms setting. Freezing wind sweeps and ruthless warlord. He once served as the leader
across the tundra, finding its way through every of Vecna's armies and the lich’s most trusted lieu-
crack and draining any hint of warmth. Between tenant, and he wielded a sword made for him (the
the ice cliffs of the eastern glacier, the snowcapped Sword of Kas, described in chapter 7) by his liege.
peaks of the mountains to the south, and the Sea of But the evil sword convinced Kas to betray Veen a,
Moving Ice to the north and west, ten small towns and now Kas is driven primarily by his hatred for
cluster around three icy lakes. his former lord.
IGGWILV Kerapt is
Before she changed her name and conquered According to legend, Keraptis (kuh-RAP-tiss) was an
enough of Eastern Oerik (the Greyhawk setting) evil archmage who long ago seized power as a petty
to rightfully call herself the Witch Queen of Per- tyrant somewhere in the northern mountains of
renland, Iggwilv (IGG-wilv) was known as Tasha, a the Greyhawk setting. When his demands on the
human mage who began her career as the appren- local populace became too extreme, a revolt drove
tice of Zagig Yragerne (see Zagyg). Later, as an him into hiding. He disappeared into the tunnels
adventurer, she created several new spells, includ- beneath White Plume Mountain (see “Greyhawk’s
ing Tasha’s Hideous Laughter and Tasha's Bubbling Premise" in chapter 5). It’s conceivable that he
Cauldron, leaning on the teachings of her adoptive became a lich as the grim climax of his magical
mother, the arch-hag Baba Yaga. As Tasha grew in research,
power and made powerful enemies, she changed
her name to Iggwilv. In this guise, she became
enchanted with the power of the Abyss and wrote
the definitive treatise on demonkind: the Demonom-
icon of Iggwilv (see chapter 7). She also bound and
trapped the demon lord Graz’zt (see chapter 6).
Iggwilv ruled Perrenland as a tyrant. When
Graz’zt escaped his magical prison, Iggwilv went
into hiding. Iggwilv's current location is unknown,
but she left behind a cambion son (luz), who
has his mother's tyrannical bent, and a
daughter (Drelnza), who is now a vam-
pire and lairs in the Lost Caverns of
Tsojcanth (see “Greyhawk Gazetteer" in
chapter 5), not far from her mother’s old
haunts.
luz
luz (EYE-ooze oreye-OOZE) is a cambion and
the son of Iggw ilv and Graz’zt (see chapter 6).
He is every bit as evil as his father and as bent
on conquest as his mother at her very worst. He
rules a significant portion of Eastern Oerik (in the
Greyhawk setting), and some fear that he aspires
to conquer even more territory. See “Greyhawk’s
Premise” in chapter 5.
Jal la rzi Sal la vari an
The youngest and most recently appointed member
of the Circle of Eight (see chapter 5), Jallarzi Salla-
varian (juh-LAR-zee sal-ah-VAIR-ee-en) is a Warlock
Th B WI1AR0
with a celestial patron. She is more inclined toward Tas ha , Be for e
good than the more neutral members of the Circle SHE «S<AMe
of Eight and enjoys wandering the Free City of 1<>GW»UT THE

Greyhawk (see chapter 5) in disguise, monitoring Wit ch Quee n

sinister elements of society there.

358 APPENDIX A I LORE GLOSSARY


Kyuss
Variously identified as an Elder Evil, as a demigod,
or as a mortal priest of the demon lord Orcus (see
chapter 6), Kyuss (KYE-uss) is a mysterious figure
best known as the Worm That Walks. Kyuss man-
ifests on the Material Plane as a colossal mass of
maggots and worms animated by a single evil will.
Laer al Sil verhand
Laeral (LAIR-ull) Silverhand is the fifth of seven
daughters of Mystra, a deity of magic in the Forgot-
ten Realms setting. (Alustriel Silverhand is Laeral's
older sister.) She is over 700 years old, and after
a period of withdrawal from public life, she now
serves as the Open Lord of Waterdeep—the only
one of the twenty or so Lords of Waterdeep whose
identity is publicly known. Though her power has
waxed and waned depending on Mystra's involve-
ment with the world and has declined significantly
in recent years, Laeral remains one of the most for-
midable spellcasters in a world known for powerful
spellcasters.
Leag ue of Mal evol ence , The
The League of Malevolence is an odious assemblage
of villains united in one purpose: the accumulation
of power. Its founding member, Kelek the Sorcerer,
expects his confederates to work together for their
mutual benefit, but he also encourages them to pur-
sue their own evil schemes. Other members include Minsc
the remorseless killer for hire Warduke, the assas- Minsc (MINSK) is a heroic Ranger from the land of
sin Zarak, and the evil Zargash, a servant of Orcus. Rashemen in the Forgotten Realms setting. Known
Skylla, a Warlock whose power derives from a pact for his good cheer, his hearty optimism, and his pet
with Baba Yaga, maintains a tenuous alliance with miniature giant space hamster, Boo, Minsc is partic-
the league but despises Kelek. ularly adored in the city of Baldur’s Gate.
Lord Soth Mit hra l
Lord Soth is a death knight in the Dragonlance Mithral (MITH-rai) is a light, flexible metal that re-
setting—a former Paladin who allowed his pride to sembles silver but is much more durable. Its most
lead him into evil. Offered an opportunity to re- common use is for crafting lightweight armor that
deem himself by averting a cataclysmic event, his provides excellent protection without bulk or bur-
pride again led him to abandon his quest and allow den (see the Mithral Armor magic item in chapter 7).
the devastation of his world. His mortal life ended
in that cataclysm, but he rose from the ashes into Mora din
undeath and retreated to his cursed castle, Dar- Myths told on many worlds describe Moradin
gaard Keep. He ignored the outside world for many (MORE-ah-din) crafting all the peoples of the Mate-
centuries until the Dragon Queen Takhisis (see rial Plane in his great workshop in Mount Celestia
Tiamat) called him forth to serve her in the War of (see chapter 6), causing them to spring to life from
the Lance. inert metal when he cooled the heated castings with
his breath. These myths are the source of Mora-
Menz obe rra nza n din’s appellation, “All-Father.” Many peoples across
The Underdark city of Menzoberranzan (men-zoh- the multiverse, including many dwarves, worship
buh-RAN-zan), lying far beneath the Sword Coast Moradin.
region of the Forgotten Realms, is ruled by tyran-
nical priests of the Demon Queen of Spiders, Lolth Morden kain en
(see chapter 6). Most of its people are drow, whose Mordenkainen (mor-den-KIGH-nen or mor-den-
noble houses are locked in a constant struggle for KAY-nen) is a human archmage who maintains
Lolth’s favor and the power that comes with it. a residence in the Free City of Greyhawk and

APPENDIX A I LORE GLOSSARY ZZ9


another hidden somewhere in the Yatil Mountains farmers, woodcutters, fur traders, and prospectors
between Perrenland and Ket (see chapter 5). He drawn by stories of gold and platinum in the foot-
is the founder and leader of the Circle of Eight, hills of the Sword Mountains—as well as more than
which he created to implement his philosophy of a few ruffians and bandits.
balance in the world. Among Mordenkainen's cele-
brated accomplishments are several name-branded Prince of Frost , The
spells, including ones that create extradimensional The Prince of Frost is a son of Titania, the Summer
mansions, swords of spectral force, and phantom Queen. He was once known as the Sun Prince, but
watchdogs (detailed in the Player’s Handbook). his heart grew cold when he was spurned by the fey
Mordenkainen has visited numerous worlds and noble he loved. He is now a creature of wrath and
planes of existence, making friends and fomenting winter, ruling from his Fortress of Frozen Tears in
rivalries on many of them. He maintains a close the Vale of Long Night in the Feywild (see chapter
friendship with his former apprentice Bigby and 6). He detests mortals of the Material Plane and
the famous archmage Elminster of Shadowdale. dreams of covering their many worlds with perpet-
Mordenkainen's greatest rival is Iggwilv, a former ual winter.
adventuring companion. Queen of Air and Dar kness , The
Neverwin ter The mysterious Queen of Air and Darkness is the
Once known in the Forgotten Realms setting as arch fey ruler of the Gloaming Court in the Feywild
the Jewel of the North, the city of Neverwinter was (see chapter 6). Though she is often described as
badly damaged when a nearby volcano erupted malicious and evil, her motivations are as obscure
about fifty years ago. Now, its people work furiously and whimsical as any other arch fey's. She gives
to rebuild. Some of its outer walls still lie in ruins, supernatural boons and terrible curses with equal
and several of its neighborhoods remain abandoned. whimsy, with little regard for the elaborate customs
Dagult Neverember is the Lord Protector of Nev- surrounding gifts and favors in other courts of the
erwinter, ruling in the absence of a true heir to the Feywild. Though she is said to have a spectral form
crown. His dream is to see Neverwinter eclipse resembling a terrifying elf. to the unaided eye she
nearby Waterdeep in wealth and prosperity. appears as a strange, black diamond, hovering in the
air like the slitted pupil of an unseen cat.
Otil uke
Otiluke (AW-teh-Iuke) is an impulsive, aggressive
Wizard who is the main agent of the Circle of Eight
in the Free City of Greyhawk (see chapter 5). He
holds a position of political power and keeps his
membership in the Circle of Eight secret. He is best
known for his spells that create magical spheres (de-
tailed in the Player’s Handbook).
Ott o
Otto (AW-toe) is an affable dwarf Bard with a taste
for fine food, good music, and expensively tailored
clothes. His sociable and outgoing personality
masks the fact that he’s also a member of the Circle
of Eight (see chapter 5) and committed to the goals
of that organization. He is well-known across the
multiverse for his creation of the Otto's Irresistible
Dance spell.
Pha ndal in
The frontier town of Phandalin (FAN-duh-Hn or fan-
DAY-iin) in the Sword Coast region of the Forgotten
Realms setting is built on the ruins of a much older
settlement. Hundreds of years ago, old Phandalin
was a thriving town until it was sacked by bandits
and lay abandoned for centuries.
In the past few years, hardy folk from the cities of
Neverwinter and Waterdeep have begun settling
atop the ruins of old Phandalin. It's now home to

36o APPENDIX A | LORE GLOSSARY


Bral is populated by an outlandish collection of
traders, scoundrels, mercenaries, pirates, nobles,
and entrepreneurs. Generally, law enforcement is
sporadic, which means that order is elusive. Most
folks who call the Rock home adhere to two prin-
ciples: mind your own business whenever possible,
and enough gold can fix anything.
Rudo lp h van Rich ten
A scholar and monster hunter, Rudolph van Richten
has traveled to dozens of Domains of Dread in the
Shadowfell (see chapter 6), investigating reports of
monstrous beings and documenting them in a series
of published guides, the best known of which is Van
Rich ten's Guide to Vampires.
In kinder days, Rudolph lived with his wife, In-
grid, and son, Erasmus, but he lost them both to a
wicked vampire. In the process of hunting the vam-
pire, Rudolph came under a terrible curse: “Live you
always among monsters, and see everyone you love
die beneath their claws."
In the decades since, van Richten has hunted mon-
sters and armed others with the knowledge they
need to confront evil. Though he's made many de-
voted allies, he keeps them at arm’s length, fearing
the threat of his curse.
Van Richten is closely associated with other he-
roes who prowl the Domains of Dread, including
the detective Alanik Ray and his partner Arthur
Sedgwick, the explorer Ez d'Avenir, and the twins
Gennifer and Laurie Weathermay-Foxgrove.
Raven Queen , The
The Raven Queen is a being of mystery. Those who Stra hd von Zar ovic h

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.

APPENDIX A I LORE GLOSSARY z6l


Thari zdu n
For a being known as the Chained God, the Elder
Evil Tharizdun (thuh-RJZZ-dun or thatr-izz-DOON)
has managed to extend his baleful influence from
the Greyhawk setting through many worlds of the
Material Plane. He is an ancient force of entropy,
the end of all things and the extinction of life. His
worshipers are nihilists who seek to end all worlds
by liberating their god. Tharizdun is often linked to
cults of Elemental Evil (see chapter 5).

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

362 APPENDIX A I LORE GLOSSARY


him as a bootblack and scribe. He studied magic in
secret until he amassed enough power to slaughter
the order, and then he turned his efforts toward
scribing the Book of Vile Darkness (described in
chapter 7). Armed with that dread tome, he forged
a kingdom to rule, with the vampire Kas as his
lieutenant. But Kas betrayed and killed him, leaving
only one hand and one eye intact (the Eye and Hand
of Vecna are described in chapter 7).
Vecna's evil will was so great that he persisted
beyond death and eventually became a demigod of
secrets and evil magic. His ambition drives him to
pursue greater divine power across the multiverse.

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

APPENDIX A I LORE GLOSSARY z6z


know all there is to know, Xanathar collects knowl-
edge from across the multiverse, but its most prized
possession is its goldfish, Sylgar.
Yawni ng Port al , The
The Yawning Portal is a tavern in Waterdeep, built
around an entrance to the infamous dungeon of Un-
dermountain. Adventurers throughout the Forgot-
ten Realms setting and elsewhere in the multiverse
visit the Yawning Portal to exchange knowledge
about Undermountain and other dungeons. Most
visitors are content to swap stories by the hearth,
but some adventurers pay the toll for entry into
Undermountain (collected by the mysterious owner
and bartender, Durnan).
Yol and e
Yolande (yoh-LAWND), known as the Faerie Queen,
is the benevolent and beloved elf monarch of Celene
(see chapter 5). Raised in the court of the Summer
Queen, Yolande had no wish to rule. She preferred
the life of an adventuring magic-user. She built her
reputation on triumphs, such as her capture of the
fomorian brigand Solgna and the theft of the Prince
of Frost’s sentient sword, Winterflash. Yolande was
among the first elves to migrate from the Feywild to
the Greyhawk setting.
Zag yg
The archmage Zagig Yragerne (ZAG-igg EE-rag-airn)
was an adventurer in the Greyhawk setting and a
member of the Company of Seven. At the climax of
a long and prosperous adventuring career, he built
a fortress known as Castle Greyhawk outside the
Free City of Greyhawk (see chapter 5). From this
stronghold, he took an increasingly powerful role
in the politics of the city, contributing to its repu-
tation as "the Gem of the Flanaess.” He obsessively
delved deeper under his castle and withdrew from
the outside world until he managed to entrap nine
demigods in magical prisons and claim a fragment
of their divine power. He ascended to a minor form
of godhood, took the name Zagyg. and took a place
in the court of Boccob, a god of magic.
Zarg on
Zargon (ZAR-gawn) is an Elder Evil—an undying
abomination from eons past with an insatiable
appetite. A tentacled, slime-covered horror with a
cyclopic red eye and an indestructible horn, Zargon
corrupts creatures it doesn't devour, transforming
its victims into amorphous servants. Zargon is im-
prisoned on the Material Plane in a prison deep in
the earth. This prison is described in the Quests from
the infinite Staircase adventure anthology.

364. APPENDIX A | LORE GLOSSARY


)FNDI

Barrow Crvpt
APPENDIX B I MAPS Z6Z
Caravan Enca mpmen t

366 APPENDIX B | MAPS


Cro ssro ads Vil lag e

APPENDIX B I MAPS Ztz?


Drag on 's Lair

368 APPENDIX B | MAPS


Dung eo n Hioeo ut

APPENDIX B I MAPS 369


Farmst ead

370 APPENDIX B I MAPS


Keep

APPENDIX B 1 MAPS 371


Manor

372 APPENDIX B | MAPS


Mine

APPENDIX B | MAPS Z?Z


Roadside Inn

374 APPENDIX B I MAPS


Ship

APPENDIX B | MAPS
Spo om v House
376 APPENDIX B I MAPS
Unoero ark Warren

APPENDIX B | MAPS 377


Vo lca nic Caves

378 APPENDIX B I MAPS


Witaho 's . Towen

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

A companion to the fifth edition Player's Handbook


(2024) and Monster Manual' (2025) WIZARDS
•I fl! CHIT

Sug Ret.. US$49.99


PnnWcJ .nUSA 0)7100000

You might also like