commit f37dc9fa7611c926b6e6ec80324fabc9c95c9435 Author: Thorsten Date: Mon Aug 31 18:43:08 2026 +0200 Add Phase 1 MVP: D&D text-adventure server FastAPI + Postgres backend with fastapi-users auth, games/characters CRUD, and a WebSocket chat endpoint where an x.ai Grok DM narrates play, rolls dice, and maintains character sheets via tool calls. React + Tailwind frontend covers registration/login, game list and creation, participation-code join flow, character viewer, and a real-time chat session view. Docker Compose skeleton (Postgres + backend) included; Caddy/frontend container wiring is deferred to the deploy milestone. Co-Authored-By: Claude Sonnet 5 diff --git a/.claude/launch.json b/.claude/launch.json new file mode 100644 index 0000000..0e8d684 --- /dev/null +++ b/.claude/launch.json @@ -0,0 +1,11 @@ +{ + "version": "0.0.1", + "configurations": [ + { + "name": "frontend", + "runtimeExecutable": "npm", + "runtimeArgs": ["--prefix", "frontend", "run", "dev"], + "port": 5173 + } + ] +} diff --git a/.env.example b/.env.example new file mode 100644 index 0000000..80f31db --- /dev/null +++ b/.env.example @@ -0,0 +1,25 @@ +# Copy this file to .env and fill in real values. Never commit .env. + +# x.ai API (Grok) — DM model. Get a key at https://console.x.ai +XAI_API_KEY= + +# Auth secrets — generate with: python -c "import secrets; print(secrets.token_urlsafe(32))" +JWT_SECRET= +RESET_PASSWORD_SECRET= +VERIFICATION_TOKEN_SECRET= + +# Postgres +POSTGRES_USER=dnd +POSTGRES_PASSWORD= +POSTGRES_DB=dnd +DATABASE_URL=postgresql+asyncpg://dnd:changeme@postgres:5432/dnd + +# SMTP (password reset emails). Leave empty in dev — emails are logged to console instead. +SMTP_HOST= +SMTP_PORT=587 +SMTP_USER= +SMTP_PASSWORD= +SMTP_FROM=no-reply@dungeonsdragons.tstratmann.de + +# Frontend / CORS +FRONTEND_ORIGIN=http://localhost:5173 diff --git a/.gitignore b/.gitignore new file mode 100644 index 0000000..a2422fd --- /dev/null +++ b/.gitignore @@ -0,0 +1,17 @@ +.env +__pycache__/ +*.pyc +.venv/ +venv/ +node_modules/ +dist/ +build/ +*.egg-info/ +.pytest_cache/ +.mypy_cache/ +caddy_data/ +caddy_config/ +pgdata/ +frontend/dist/ +*.tsbuildinfo +.DS_Store diff --git a/DnDMastersGuide.txt b/DnDMastersGuide.txt new file mode 100644 index 0000000..b595f21 --- /dev/null +++ b/DnDMastersGuide.txt @@ -0,0 +1,55685 @@ + +DUNGEONS DRAGONS + + +Everything a Dungeon Master needs to weave legendary stories + + +for the world s + + + + +Credits + + +D&D Lead Designers: Mike Mearls, Jeremy Crawford + +Dungeon Master’s Guide Leads: Jeremy Crawford, + +Christopher Perkins, James Wyatt + +Designers: Robert), Schwalb, Rodney Thompson, Peter Lee + +Editors: Scott Fitzgerald Gray, Michele Carter, Chris Sims, +Jennifer Clarke Wilkes + +Producer: Greg Biisland + +Art Directors: Kate Irwin, Dan Gelon, Jon Schindehette, + +Mari Kolkowsky, Melissa Rapier, Shauna Narciso + +Graphic Designers: Emi Tanjt, Bree Heiss, Trish Yochum, + +Barry Craig + +Cover Illustrator: Tyler Jacobson + +interior Illustrators: Rob Alexander, DaveAllsop, Daren Bader, +Mark Behm, Eric Belisle, Steven Belledin, Kerem Beyit, + +Noah Bradley, Aleksi Briclot, Filip Burburan, Mifivoj Ceran, +Sidharth Chaturvedi, Conceptopolis, jD, Jesper Ejsfng, + +Wayne England, Emily Fiegenschuh, Scott M, Fischer, + +Justin Gerard, E.W.Hekaton, Jon Hodgson, Ralph Horsley, +Tyler Jacobson, Jason Juta, Sam Keiser, Chad King, Vance +Kovacs, Oily Lawson, Chuck Lukacs, Howard Lyon, Victoria +Maderna, Aaron Miller, Mark Molnar, Terese Nielsen, + +William O'Connor, Hector Ortiz, Adam Paquette, Claudio +Rozas, Steve Prescott, David Rapoza, Rob Rey, Aaron J, Riley. +Amir Salehi, Mike Schley, Chris Seaman, Sean Sevestre, Ilya +Shkipin, Carmen Stnek, Craig J Spearing, John Stanko, Alex +Stone, Matias Tapia, Joel Thomas, Cory Trego-Erdner, Beth +Trott, Cyril Van Der Haegen, Raoul Vitale, Tyler Walpole, +Julian Kok Joon Wen, Richard Whitters, Eva Widermann, +Mark Winters, Ben Wootten, Kieran Yanner, James Zhang + +Additional Contributors: Wolfgang Baur, C.M. Cline, Bruce R. +Cordell, Jesse Decker, Bryan Fagan, James Jacobs, Robin D. +Laws, Colin McComb, David Noonan, Rich Redman, Matt +Sernett, Lester Smith, SteveTownshend, Chris Tulach, Steve +Winter, Chris Youngs + + +Project Management: Ne; Sr - : -- < - I,'. + +Production Services: Cynca Cs e ■ ■ s E ' i - I - - -: + +Jefferson Dunlap. David Gersr —a-. A- u Wi + +Brand and Marketing: \ = : i - _ z :: + +Chris Lindsa;. She ■ Mazza^zz = - 5 : + +Laura Tommervik, Kirr Lur zs. : ^ ’ e : • : : + +Based on the original D&D game created by + +E. Cary Gygax and Dave Arneson +with Brian Slume, Rob Kurtz amts - -c and Dz^ - +Drawing from further development by +J. Eric Holmes. Tom Mold .ay r rar- Ve r, :ze -a'tm A s::n +Harold Johnson, David “Zeb f Cook Ed C^eer : + +Keith Baker, Tracy Hickman, Margaret A-eis. Douglas M z: +Jeff Grubb, Jonathan Tweet, Monte Cook, Sk p X +Richard Baker. Peter Adkison, Bill Slsvicsek Andy Cc +and Rob Heinsoo + +Playtesting provided by + +over 175,000 fans of D&D. Thank you! + +Additional feedback provied by +Teos Abadia, Robert Alaniz, Jason Baxter, Bill Benham +Darron Bowley, David Callander, Mik Calow. Christopher +D'Andrea. Brian Danford, Krupal Desaf, Josh Dillard. Sa~ + +E. Simpson Jr., Tim Eagon, David Ewalt. Rob Ford. Roze ■: +Ford, Jason Fuller, Pierce Gaithe, Richard Green, Christos--- +Hackler, Adam Hennebeck, Sterling Hershey. Paul Hughes +Gregory L. Harris, Yan Lacharite, Shane Leahy, Ryan Lear +Tom lornmel, Jonathan Longstaff, Rory Madden, Matt +Maranda, Derek McIntosh, Paul Melamed, Shawn Merw n +Lou Michelli, Mike Mihalas, David Milman, Daren Mitche +Matthew Mosher, David Muller, Kevin Neff, Adam Page. : +Proudfoot, Max Reich [in, Karl Resch, Matthew Roister, z?: - +Romein, Sam Sherry, Pieter Sleijpen, Robin Stacey, Dav d +"Oak" Stark, Adam Strong-Morse, Arthur Wright + + + +ON THE COVER + +Tyler Jacobson illustrates the archlich Acererak +as he raises an army of undead and prepares to +unleash it on an unsuspecting world. + + +620A9219000001 EN +ISBN: 97S-0-7S69-6562-S +First Printing:: December 2014 + +9 S 7 6 5 4 3 2 1 + + + +Ditch itrier. Wizards of the Coast does not officially endorse the follow ng . * - :..: - maximize your enjoyment os a Dungeon Master first, always keep o straight fact ana + +say OK no matter ho w indie roui or doomed the players' plan of action : Zr: - : ■:: . pre tend that you intended oil along for everything to unfold the way it did. Hurd, j + +you're not sure what to do next, feign illness, end the session early, and p ;: ,;. -;.f w - - -- \r fails, r 0 i7 o bunch of dice behind your screen* study them for o moment with a loo* of + +deep concern mixed with regret, let loose a heavy sigh t and announce :hat " - r , onP acae&s. + +DUNGEONS Str ORAGQNS, D&D, Wizards of the Coait. Forgotten Re^ ■£ : ; : layer's Handbook, Monster Manual, Dungeon Master’s Guide, all other Wizards of + +the Coast product names, and their respective logos are trademarks c? * : : - -rd other countries. AIF characters and their distinctive likenesses are property + +of Wizards of the Coast. This material is protected under the copyright : c I • •= ■:'; :A —e--ca. Ary reproduction or unauthorized use of the material or artwork contains + +hereto is prohibited without the express written permission of Wizards t Zcj-st + +Printed In the USA. ©2014 Wizards of the Coast LLC, PO Bok 7G7, Rente- "I” M = - .situfed by Hasbro 5 A, Rue Emik'Bof chat 31,2$iQ0 Deldmoot, CHL + +Represented bv Hasbro Europe. 4 The Square. Stock!EvJPatkJUxb rrdfle. : -—LIE ILL. -— + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +Contents + + +Introduction 4 + +The Dungeon Master.............4 + +How to Use This Book... ,.4 + +Know Your Players______........._.,.6 + +Part 1 i + + +Chapter 1: A World of Your Own... + +The Big Picture....... + +Gods of Your World...,.... + +Mapping Your Campaign, .„.... + +Settlements.....,,.,,......,.... + +Languages and Dialects.,.,.,.,. + +Factions and Organizations... + +Magic in Your World........ + +Creating a Campaign... + +Campaign Events...... + +Pl ay Style...... ...... + +Tiers of Play........ + +Flavors of Fantasy..... + + +Chapter 2: Creating a Multiverse., + + +The Planes —-. + +Planar Travel.... + +Astral Plane...... + +Ethereal Plane.. + +Feywild..... + +Shadowfell......... + +Inner Planes. + +Outer Planes. + +Other Planes...,, + + + +Known Worlds of the Material Plane + + +....9 + +....9 + +..10 + +.,14 + +„15 + +.20 + +..21 + +.23 + +.25 + +.26 + +.34 + +.36 + +.38 + +.43 +.43 +.44 +.46 +.48 +,49 +..51 +.52 +. 57 +.67 +.68 + + +Pa rt 2 + + +69 + + +Chapter 3: Creating Adventures + +Elements of a Great Adventure.... + +Published Adventures....... + +Adventure Structure...... + +Adventure Types...... + +Complications...... + +Creating Encou nters ______ + +Random Encounters.............. + + +.71 + +..71 + +.72 + +.72 + +.72 + +.79 + +,81 + +,85 + + +Chapter 4: Creating Nonplayer + +Characters........ + +Designing NPCs....... + +NPC Party Members...... + +Contacts...,............ + +Hirelings... + +Extras........... + +Villains....... + +Villainous Class Options... + + +.89 + +.89 + +.92 + +.93 + +..... 94 + +.94 + +..... 94 +.....96 + + +Chapter 5: Adventure Environments.,.99 + + +Dungeons... + +Mapping a Dungeon.... + +Wilderness,.,. + +Mapping a Wilderness +Wilderness Survival.... + +Settlements... + +Mapping a Settlement. +Urban Encounters........ + + +■ m n + + +a + + + + +..99 + +... 102 + +... 106 +... 108 + +...109 + +...112 + +.114 + +..,.114 + + +Unusual Environments..,.,,,.. 116 + +TV ans + +A I U. O -i s t e 4 a r e i- ■ -F a -i- ■ r ■ r ■ ■ i ■ ■! ■ r ■ -r ■ ■■ ■ -■ ■ ■ ■ ■■ ■ ■ ■ ■ ■ ■ ■ n ■ j ■ I! ■ ■ ■ J ■ ■ ■ I. ■ ■ 1 I. ■ I 1 .1. I I fc J fi t J a 4 . i 4 i. J. -ifr-i + +Chapter 6: Between Adventures....125 + +Linking Adventures...........125 + +Campaign Tracking,.. 126 + +Recurring Expenses...............126 + +Downtime Activities.......... 127 + +Chapter 7: Treasure,..,., .......,133 + +Types of Treasure.....133 + +Random Treasure... 133 + +Magic Items........_____135 + +Sentient Magic Items..,.. 214 + +Artifacts,... 219 + +Other Rewards...........227 + +Part 3 233 + + +Chapter 8: Running the Game .235 + +Table Rules.....,......,.,..,,,.,,,. 235 + +The Role of Dice.........236 + +Using Ability Scores. 237 + +Exploration....2 42 + +Social Interaction.... 244 + +Objects..............,246 + +Combat_____,.__247 + +Chases..«...... 252 + +Siege Equipment.. 255 + +Diseases ... 256 + +Poisons...........257 + +Madness.... 258 + +Experience Points...... 260 + +Chapter 9: Dungeon Master's + +Workshop.. ..263 + +Ability Options. .263 + +Adventuring Options..... .........266 + +Combat Options.. 270 + +Creating a Monster...........273 + +Creating a Spell..................,,, 283 + +Creating a Magic Item .....284 + +Creating New Character Options......,285 + +Appendix A: Random Dungeons 290 + +Start i ng A rea......... 290 + +Passages... 290 + +Doors............291 + +Chambers —......... 291 + +Stairs........... 291 + +Connecting Areas. ......292 + +Stocking a Dungeon,.,... 292 + +Appendix B: Monster Lists 302 + + +Appendix C: Maps 310 + + +Appendix D: Dungeon + +Master Inspiration 316 + + +Index 317 + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +Introduction + +T) + +T S GOOD TO &E THE DUNGEON MASTER! NOT ONLY +do you get to tell fantastic stories about heroes, +villains, monsters, and magic, but you also get +to create the world in which these stories live. +Whether you Ye running a D&D game already +or you think it s something you want to try. this +book is for you. + +The Dungeon Master's Guide assumes that you know +the basics of how to play the D&D tabletop roleplaying +game. If you havenY played before, the DUNGEONS eP +Dragons Starter Set is a great starting point for new +players and DMs. + +This book has two important companions; the Players +Handbook, which contains the rules your players need +to create characters and the rules you need to run the +game, and the Monster Manual . which contains ready-lo¬ +use monsters to populate your D&D world. + +The Dungeon Master + +The Dungeon Master (DM) is the creative force +behind a D&D game. The DM creates a world for the +other players to explore, and also creates and runs +adventures that drive the story. An adventure typically +hinges on the successful completion of a quest, and +can be as short as a single game session. Longer +adventures might embroil players in great conflicts that +require multiple game sessions to resolve. When strung +together, these adventures form an ongoing campaign, + +A D&D campaign can include dozens of adventures and +last for months or years, + +A Dungeon Master gets to wear many hats. As the +architect of a campaign, the DM creates adventures +by placing monsters, traps, and treasures for the other +players’ characters (the adventurers) to discover. As +a storyteller, the DM helps the other players visualize +what's happening around them, improvising when the +adventurers do something or go somewhere unexpected. +As an actor, the DM plays the roles of the monsters and +supporting characters, breathing life into them. And as a +referee, the DM interprets the rules and decides when to +abide by them and when to change them. + +Inventing, writing, storytelling, improvising, acting, +refereeing—every DM handles these roles differently, +and you’ll probably enjoy some more than others. It +helps to remember that Dungeons & Dragons is a +hobby, and being the DM should be fun. Focus on the +aspects you enjoy and downplay the rest. For example, if +you don't like creating your own adventures, you can use +published ones. You can also lean on the other players +to help you with rules mastery and world-building. + +The D&D rules help you and the other players have +a good time, but the rules aren't in charge. You Ye the +DM, and you are in charge of the game. That said, your +goal isn't to slaughter the adventurers but to create a +campaign world that revolves around their actions and +decisions, and to keep your players coming back for +more! If you Ye lucky, the events of your campaign will +echo in the memories of your players long after the final +game session is concluded. + + +How to Use This Book + +This book is organized in three parts. The first part +helps you decide what kind of campaign you'd like to +run. The second part helps you create the adventures— +the stories—that will compose the campaign and +keep the players entertained from one game session +to ihe next. The last part helps you adjudicate the +rules of the game and modify them to suit the style of +your campaign. + +Part 1 : Master of Worlds _ + +Every DM is the creator of his or her own campaign +world. Whether you invent a world, adapt a world from +a favorite movie or novel, or use a published setting for +the D&D game, you make that world your own over the +course of a campaign. + +The world where you set your campaign is one of +countless worlds that make up the D&D multiverse. +a vast array of planes and worlds where adventures +happen. Even if you re using an established world such +as the Forgotten Realms, your campaign takes place +in a sort of mirror universe of the official setting where +Forgotten Realms novels, game products, and digital +games are assumed to take place. The world is yours to +change as you see fit and yours to modify as you explore +the consequences of the players' actions. + +Your world is more than just a backdrop for +adventures. Like Middle Earth. Westeros, and countless +other fantasy worlds out there, it’s a place to which you +can escape and witness fantastic stories unfold. A well- +designed and well-run world seems to flow around the +adventurers, so that they feel part of something, instead +of apart from it. + +Consistency is a key to a believable fictional +world. When the adventurers go back into town for +supplies, they should encounter the same nonplayer +characters (NPCs) they met before. Soon, they'll learn +the bat-keep's name, and he or she will remember +theirs as well. Once you have achieved this degree of +consistency, you can provide an occasional change. If +the adventurers come back to buy more horses at the +stables, they might discover that the man who ran the +place went back home to the large city over the hills, +and now his n iece runs the family business. That sort of +change—one that has nothing to do with the adventurers +directly, but one that they'll notice—makes the players +feel as though their characters are part of a living world +that changes and grows along with them. + +Part 1 of this book is all about inventing your world. +Chapter 1 asks what type of game you want to run, and +helps you nail down a few important details about your +world and its overarching conflicts. Chapter 2 helps you +put your world in the greater context of the multiverse, +expanding on the information presented in the Player's +Handbook to discuss die planes of existence and the +gods and how you can put them together to serve the +needs of your campaign. + + + +4 + + +I ntroductjon + + + + + + + + + + + + + + + + +V + + + + +l rL + + +-J'5 + + +SK? + + +Part 2 : Master of Adventures + +Whether you write your own adventures or use +published ones, expect to invest preparation time +beyond the hours you spend at the gaming table. You"II +need to carve out some free time to exercise your +creativity as you invent compelling plots, create new +NPCs. craft encounters, and think of clever ways to +foreshadow story events yet to come. + +Part 2 of this book is devoted to helping you create +and run great adventures. Chapter 3 covers the basic +elements of a D&D adventure, and chapter 4 helps you +create memorable NPCs. Chapter 5 presents guidelines +and advice for running adventures set in dungeons, +the wilderness, and other locales, and chapter 6 covers +the time between adventures. Chapter 7 is all about +treasure, magic items, and special rewards that help +keep the players invested in your campaign. + +Part 3 : Master of Rules + + +Dungeons & Dragons isn’t a head-to-head competition, +but it needs someone who is impartial yet involved in the +game to guarantee that everyone at the table plays by the +rules. As the player who creates the game world and the +adventures that take place within it, the DM is a natural +fit to take on the referee role. + +As a referee, the DM acts as a mediator between the +rules and the players. A player tells the DM what he or +she wants to do, and the DM determines whether it is +successful or not. in some cases asking rhe player to +make a die roll to determine success. For example, if a +player wants his or her character to take a swing at an +ore. you say, "Make an attack roll" while looking up the +ore’s Armor Class. + +The rules don’t account for every possible situation +that might arise during a typical D&D session. For + + +example, a player might want his or her character to +hud a brazier full of hot coals into a monster s face. + +How you determine the outcome of this action is up to +you. You might tell the player to make a Strength check, +while mentally setting the Difficulty Class (DC) at 15. + +If the Strength check is successful, you then determine +how a face full of hot coals affects the monster. You +might decide that it deals ld4 fire damage and imposes +disadvantage on the monster's attack rolls until the end +of its next turn. You roll the damage die (or let the player +do it), and the game continues. + +Sometimes mediating the rules means setting limits. +If a player tells you, "1 want to run up and attack the +ore/’ but the character doesn’t have enough movement +to reach the ore, you say, “It’s too far away to move up +and still attack. What would you like to do instead?"’ + +The player takes the information and comes up with a +different plan. + +To referee the rules, you need to know them. You don’t +have to memorize this book or the Player’s Handbook, +but you should have a clear idea of their contents so that, +when a situation requires a ruling, you know^ where to +find the proper reference. + +The Player's Handbook contains the main rules you +need to play the game. Part 3 of this book offers a wealth +of information to help you adjudicate the rules in a wide +variety of situations. Chapter 8 presents advice for using +attack rolls, ability checks, and saving throws. It also +includes options appropriate for certain play styles and +campaigns, including guidelines for using miniatures, +a system for handling chase scenes, and rules for +madness. If you like to create your own stuff, such +as new monsters, races, and character backgrounds, +chapter 9 shows you how. That chapter also contains +optional rules for unusual situations or play styles, such +as the use of firearms in a fantasy setting. + + +introduction + + +5 + + + + + + + + + + + + + + + +Know Your Players + +The success of a D&D game hinges on your ability to +entertain the other players at the game table. Whereas +their role is to create characters (the protagonists of +the campaign), breathe life into them, and help steer +the campaign through their characters’ actions, your +role is to keep the players (and yourself) interested and +immersed in the world you’ve created, and to Let their +characters do awesome things. + +Knowing what your players enjoy most about the +D&D game helps you create and run adventures that +they will enjoy and remember. Once you know which of +the following activities each player in your group enjoys +the most, you can tailor adventures that satisfy your +players’ preferences as much as possible, thus keeping +them engaged. + +Acting _ __ + +Players who enjoy acting like getting into character +and speaking in their characters' voices, Rolcplayers +at heart, they enjoy social interactions with NPCs. +monsters, and their fellow party members. + +Engage players who tike acting by + +* giving them opportunities to develop their characters 1 +personalities and backgrounds. + +* allowing them to interact regularly with NPCs. + +* adding roleplaying elements to combat encounters, + +* incorporating elements from their characters' back¬ +grounds into your adventures. + +Exploring _ + +Players who desire exploration want to experience the +wonders that a fantasy world has to offer. They want to +know what's around the next corner or hill. They also +like to find hidden clues and treasure. + +Engage players who like exploration by + +* dropping clues that hint at things yet to come. + +- letting them find things when they take the time +to explore. + +- providing rich descriptions of exciting environments, +and using interesting maps and props, + +* giving monsters secrets to uncover or cultural +details to learn. + +Instigating _ + +Player’s who like to instigate action are eager to make +things happen, even if that means taking perilous risks. +They would rather rush headlong into danger and face +the consequences than face boredom. + +Engage players who like to instigate by ... + +* allowing them to affect their surroundings. + +* including things in your adventures to tempt them. + +* letting their actions put the characters in a tight spot, + +* including encounters with NPCs who are as feisty and +unpredictable as they are. + + +Fighting + +Players who enjoy fantasy combat like kicking the +tar out of villains and monsters. They look for any +excuse lo start a fight, favoring bold action over careful +deliberation. + +Engage players who like fighting by + +* springing unexpected combat encounters on them, + +* vividly describing the havoc their characters wreak +with their attacks and spells. + +* including combat encounters with large numbers of +weak monsters. + +* interrupting social interaction and exploration +with combat. + +Opti mizing _ _ _ + +Players who enjoy optimizing their characters' +capabilities like to fine-tune their characters for peak +combat performance by gaining levels, new features, +and magic items. They welcome any opportunity to +demonstrate their characters' superiority. + +Engage players who like optimization by ,,, + +* ensuring steady access to new abilities and spells. + +* using desired magic items as adventure hooks. + +* including encounters that let their characters shine. + +* providing quantifiable rewards, like experience points, +for noncombat encounters. + +Problem Solving + +Players who want to solve problems like to scrutinize +NPC motivations, untangle a villain s machinations, +solve puzzles, and come up with plans. + +Engage players who like to solve problems by ... + +* including encounters that emphasize problem-solving. + +* rewarding planning and tactics with in-game benefits. + +* occasionally allowing a smart plan to grant an easy +win for the players. + +* creating NPCs with complex motives. + +Storytelling + +Players who love storytelling want to contribute to a +narrative. They like it when their characters are heavily +invested in an unfolding story, and they enjoy encounters +that are, tied to and expand an overarching plot. + +Engage players who like storytelling by ... + +* using their characters’ backgrounds to help shape the +stories of the campaign. + +* making sure an encounter advances the story +in some way. + +* making their characters' actions help steer +future events. + +* giving NPCs ideals, bonds, and flaws that the adven¬ +turers can exploit. + + + +6 + + +INTRODUCTION + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +Worlds + + +Master + + + + + + + + + + + + + + + + + + + + + + + + + + +, + + +r A + +vm + + +r + +f + + +A + +I + +j V + +J Jfl + + +rS'T + + +t + +M -Vmr + + +.**■ fi ■ 1 + + + + + + +r *v. + +^%4y + + + +f jLjjfl + + + + + + + + +r ^ + + + + +af.‘ j + +jAk^ - + + + + + + + + + + + + + + + + + + + + + + + + + +^_W ... 1 .1 + + + +t - + + +« + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +Chapte r 1: A World of Your Own + + + +OUR WORLD IS T HE SETTING I OR YOUR CAMPAIGN, +the place where adventures ha] j pen. Even +if you use an existing setting, such as the +Forgotten Realms, It becomes yours as you +set your adventures there, create characters +to inhabit it, and make changes to it over +the course of your campaign. This chapter is all about +building your world and then creating a campaign to +take place in it. + + +The Big Picture + +This book, the Players Handbook, and the Monster +Manual present the default assumptions for how the +worlds of D&D work. Among the established settings of +D&D, the Forgotten Realms, Grey hawk. Dragon lance, +and Mystara don’t stray very far from those +assumptions. Settings such as Dark Sun, Eberron, + +Raven loft, Spelljammer, and Plane scape venture further +away from that baseline. As you create your own world, +its up to you to decide where on the spectrum you want +your world to fall. + +Core Assumptions _ + +The rules of the game are based on the following core +assumptions about the game world, + +Gods Oversee the World ♦ The gods are real and +embody a variety of beliefs, with each god claiming +dominion over an aspect of the world, such as war, +forests, or the sea, Gods exert influence over the w T orld +by granting divine magic to their followers and sending +signs and portents to guide them. The follower of a god +serves as an agent of that god in the world. The agent +seeks to further the ideals of that god and defeat its +rivals. While some folk might refuse to honor the gods, +none can deny their existence. + +Much of the World Is Untamed, Wild regions +abound. City-states, confederacies, and kingdoms +of various sizes dot the landscape, but beyond their +borders the wilds crowd in. People know r the area they +live in w ell. They’ve heard stories of other places from +merchants and travelers, but few know' what lies beyond +the mountains or in the depths of the great forest unless +they’ve been there themselves. + +The World Is Ancient. Empires rise and fal! t leaving +few places that have not been touched by imperial +grandeur or decay. War, time, and natural forces +eventually claim the mortal world, leaving it rich with +places of adventure and mystery. Ancient civilizations +and their knowledge survive in legends, magic +items, and their ruins. Chaos and evil often follow' an +empire’s collapse. + +Conflict Shapes the World's History. Powerful +individuals strive to make their mark on the world, and +factions of like-minded individuals can alter the course +of history. Factions include religions led by charismatic +prophets, kingdoms ruled by lasting dynasties, and +shadowy societies that seek to master long-lost magic. +The influence of such factions waxes and wanes as + + +they compete with each other for power. Some seek to +preserve the world and usher in a golden age. Others +strive toward evil ends, seeking to rule the world with +an iron fist. Still others seek goals that range from +the practical to the esoteric, such as the accumulation +of material wealth or the resurrection of a dead god. +Whatever their goals, these factions inevitably collide, +creating conflict that can steer the world's fate. + +The World Is Magical Practitioners of magic are +relatively few in number, but they leave evidence of +their craft everywhere. The magic can be as innocuous +and commonplace as a potion that heals wounds to +something much more rare and impressive, such as a +levitating tower or a stone golem guarding the gates +of a city. Beyond the realms of civilization are caches +of magic items guarded by magic traps, as well as +magically constructed dungeons inhabited by monsters +created by magic, cursed by magic, or endowed with +magical abilities. + +It’s Your World + +In creating your campaign world, it helps to start with +the core assumptions and consider how your setting +might change them. The subsequent sections of this +chapter address each element and give details on how to +flesh out your world with gods, factions, and so forth. + +The assumptions sketched out above aren’t carved +in stone. They inspire exciting D&D worlds full of +adventure, hut they’re not the only set of assumptions +that can do so. You can build an interesting campaign +concept by altering one or more of those core +assumptions, just as well-established D&D worlds have +done. Ask yourself, “What if the standard assumptions +weren't true in my world?” + +The World Is a Mundane Place. What if magic is rare +and dangerous, and even adventurers have limited or no +access to it? What if your campaign is set in a version of +our own world's history? + +The World Is New. What if your world is new, and +the characters are the first of a long line of heroes? + +The adventurers might be champions of the first +great empires, such as the empires of Nethenl and +Cormanthor in the Forgotten Realms setting. + +The World Is Known. What if the world is completely +charted and mapped, right down to the “Here there be +dragons" notations? What if great empires cover huge +stretches of countryside, with clearly defined borders +between them? The Five Nations of the Eberron setting +were once part of a great empire, and magically aided +travel between its cities is commonplace. + +Monsters Are Uncommon. What if monsters are +rare and terrifying? In the Ravenloft setting, horrific +domains are governed by monstrous rulers. The +populace lives in perpetual terror of these darklords +and their evil minions, but other monsters rarely trouble +people’s daily lives. + +Magic Is Everywhere. What if every town is ruled +by a powerful wizard? What if magic item shops are +common? The Eberron setting makes the use of magic + + +HARTER ! | A WORLD OF YOU k OWN + + + + + + + + + + +an everyday occurrence, as magical flying ships and +trains carry travelers from one great city to another. + +Gods Inhabit the Land, or Are Entirety Absent. + +What if the gods regularly walk the earth? What if the +characters can challenge them and seize their power? + +Or what if the gods are remote, and even angels never +make contact with mortals? In the Dark Sun setting, the +gods are extremely distant—perhaps nonexistent—and +clerics rely instead on elemental power for their magic. + +Gods of Your World + +Appendix B of the Players Handbook presents a +number of pantheons (loose groupings of deities not +united by a single doctrine or philosophy) for use in your +game, including the gods of established D&D worlds +and fantasy-historical pantheons. You can adopt one of +these pantheons for your campaign, or pick and choose +deities and ideas from them as you please. See “A +Sample Pantheon h in this section for an example. + +As far as the game's rules are concerned, it doesn't +matter if your world has hundreds of deities or a church +devoted to a single god. In rules terms, clerics choose +domains, not deities, so your world can associate +domains w ith deities in any way you choose. + +Loose Pantheons _ + +Most D&D worlds have a loose pantheon of gods, + +A multitude of deities rule the various aspects of +existence, variously cooperating with and competing +against one another to administer the affairs of the +universe. People gather in public shrines to worship +gods of life and wisdom, or meet in hidden places to +venerate gods of deception or destruction. + +Each deity in a pantheon has a portfolio and is +responsible for advancing that portfolio. In the +Grcyhawk setting, Beironeous is a god of valor who + + +calls clerics and paladins to his service and encourages +them to spread the ideals of honorable warfare, +chivalry, and justice in society. Even in the midst of his +everlasting war with his brother Hex tor, god of war and +tyranny, Heironeous promotes his own portfolio: war +fought nobly and in the cause of justice. + +People in most D&D worlds are polytheistic, honoring +deities of their own and acknowledging pantheons of +other cultures. Individuals pay homage to various gods, +regardless of alignment. In the Forgotten Realms, a +person might propitiate Umberlee before setting out +to sea, join a communal feast to celebrate Chauntea at +harvest time, and pray to Malar before going hunting. + +Some individuals feel a calling to a particular deity’s +service and claim that god as a patron. Particularly +devoted individuals become priests by setting up a +shrine or helping to staff a holy site. Much more rarely, +those who feel such a calling become clerics or paladins +invested with the responsibility of true divine power. + +Shrines and temples serve as community gathering +points for religious rites and festivals. Priests at such +sites relate stories of the gods, teach the ethics of their +patron deities, offer advice and blessings, perform +religious rites, and provide training in activities their +deities favor. Cities and large towns can host several +temples dedicated to individual gods important to the +community, while smaller settlements might have a +single shrine devoted to any gods the locals revere. + +To quickly build a pantheon for your world, create +a single god for each of the eight domains available +to clerics: Death, Knowledge, Life, Light, Nature, +Tempest, Trickery, and War. You can invent names +and personalities for these deities, or borrow deities +from other pantheons. This approach gives you a small +pantheon that covers the most significant aspects of +existence, and it’s easy enough to extrapolate other +areas of life each deity controls. The god of Know ledge, + + +Dawn War Deities + + +Deity + +Alignment + +Suggested Domains + +Symbol + +Asmodeus, god of tyranny + +LE + +Tricke ry + +Three triangles in tight formation + +Avandra, goddess of change and luck + +CG + +Trickery + +Three stacked wavy lines + +Bahamut, god of justice and nobility + +LG + +Life, War + +Dragon’s head, in profile, facing left + +Bane, god of war and conquest + +LE + +War + +Claw with three talons pointing down + +Corellon, god of magic and the arts + +CG + +Light + +Eight-pointed star + +Erathis, goddess of civilization and invention + +IN + +Knowledge + +Upper half of a clockwork gear + +Gruumsh, god of destruction + +CE + +Tempest, War + +Triangular eye with bony protrusions + +loun, goddess of knowledge + +N + +Knowledge + +Crook shaped like a stylized eye + +Kord, god of strength and storms + +CN + +Tempest + +Sword with a lightning bolt cross guard + +Lolth, goddess of spiders and lies + +CE + +Trickery + +Eight-pointed star with a web motif + +Melora, goddess of wilderness and the sea + +N + +Nature, Tempest + +Wavelike swirl + +Moradin, god of creation + +LG + +Knowledge, War + +Flaming anvil + +Pelor, god of the sun and agriculture + +NG + +Life, Light + +Circle with six outwardly radiating points + +Raven Queen, goddess of death + +LN + +Life, Death + +Raven's head, in profile, facing left + +Sehanine, goddess of the moon + +CG + +Trickery + +Crescent moon + +Tharizdun, god of madness + +CE + +Trickery + +Jagged counter-clockwise spirai + +Tiamat, goddess of wealth, greed, and vengeance + +LE + +Trickery, War + +Five-pointed star with curved points + +Torog, god of the Underdark + +NE + +Death + +T attached to a circular shackle + +Vecna, god of evil secrets + +NE + +Death, Knowledge + +Partially shattered one-eyed skull + +Zehir, god of darkness and poison + +CE + +Trickery, Death + +Snake in the shape of a dagger + + +CHARTER 3 + + +A W O R1 D O F YOUR OW N + + + + + + + + + + + +for example* might also be patron of magic and +prophecy, while the god of Light could be the sun god +and the god of time* + +A Sample Pantheon + +The pantheon of the Dawn War is an example of a +pantheon assembled from mostly preexisting elements +to suit the needs of a particular campaign* This is +the default pantheon in the fourth edition Players +Handbook (2008), The pantheon is summarized in the +Dawn War Deit ies table. + +This pantheon draws in several nonhuman deities +and establishes them as universal gods* These gods +include Bahamut, Corel Ion, Gruumsh, Lolth, Moradin. +Sehanine, and Tiamat. Humans worship Moradin and +Corellon as gods of their respective portfolios, rather +than as racial deities* The pantheon also includes the +archdevil Asmodeus as god of domination and tyranny. + +Several of the gods are drawn from other pantheons, +sometimes with new names for the gods* Bane comes +from the Forgotten Realms* From Greyhawk come +Kord, Pelor* Tharizdun* and Vecna* From the Greek +pantheon come Athena (renamed Erathis) and Tyche +(renamed Avandra), though both are altered. Set +(renamed Zehir) comes from Hie Egyptian pantheon. + +The Raven Queen is akin to the Norse pantheon's Hel +and Grey hawk’s Weejas* That leaves three gods created +from scratch: Ioun, Melora, and Torog, + +Other Reli gious Systems _ + +In your campaign, you can create pantheons of gods +who are closely linked in a single religion, monotheistic +religions (worship of a single deity), dualistic systems +(centered on two opposing deities or forces), mystery +cults (involving personal devotion to a single deity* +usually as part of a pantheon system)* animistic +religions (revering the spirits inherent in nature), or +even forces and philosophies that don't center on deities. + +Tight Pantheons + +In contrast to a loose pantheon, a tight pantheon focuses +on a single religion whose teachings and edicts embrace +a small group of deities. Followers of a tight pantheon +might favor one of its member deities over another* +but they respect all the deities and honor them with +sacrifices and prayer as appropriate. + +The key trait to a tight pantheon is that its worshipers +embrace a single ethos or dogma that includes all the +deities. The gods of the tight pantheon work as one to +protect and guide their followers. You can think of a +tight pantheon as similar to a family. One or two deities +who lead the pantheon serve as parent figures, with +the rest serving as patrons of important aspects of the +culture that worships the pantheon. A single temple +honors all members of the pantheon. + +Most tight pantheons have one or more aberrant +gods—deities whose worship isn’t sanctioned by the +priests of the pantheon as a whole. These are usually +evil deities and enemies of the pantheon, such as the +Greek Titans. These deities have cults of their own, +attracting social outcasts and villains to their worship* +These cults resemble mystery cults, their members + + +strictly devoted to their single god, though even +members of aberrant cults pay lip service in the temples +of the tight pantheon. + +The Norse deities serve as an example of a tight +pantheon, Odin is the pantheon's leader and father +figure* Deities such as Thor, Tyr, and Freya embody +important aspects of Norse culture. Meanwhile, Loki +and his devotees lurk in the shadows* sometimes aiding +the other deities, and sometimes working against them +with the pantheon’s enemies. + +Mystery Cults + +A mystery cult is a secretive religious organization +based on a ritual of initiation* in which the initiate is +mystically identified with a god. or a handful of related +gods. Mystery cults are intensely personal, concerned +with the initiate s relationship with the divine. + +Sometimes a mystery cult is a type of worship within +a pantheon. It acknowledges the myths and rituals of +the pantheon, but presents its own myths and rites as +primary. For instance, a secretive order of monks might +immerse themselves in a mystical relationship to a god +who is part of a broadly worshiped pantheon* + +A mystery cult emphasizes the history of its god, +which is symbolically reenacted in its initiation ritual, +fhe foundation myth of a mystery cult is usually simple +and often involves a god s death and rising, or a journey +to the underworld and a return. Mystery cults often +revere sun and moon deities and agricultural deities— +gods whose portfolios reflect the cycles of nature. + + +Divine Rank + +The divine beings of the multiverse are often categorized +according to their cosmic power. Some gods are worshiped +on multiple worlds and have a different rank on each world, +depending on their influence there* + +Greater deities are beyond mortal understanding. They +can't be summoned, and they are almost always removed +from direct involvement in mortal affairs. On very rare +occasions they manifest avatars similar to lesser deities, but +slaying a greater god’s avatar has no effect on the god itself +Lesser deities are embodied somewhere in the planes. +Some lesser deities live in the Material Plane, as does the +unicorn-goddess Lurue of the Forgotten Realms and the +titanic shark-god Sekolah revered by the sahuagin. Others +live on the Outer Planes, as Lolth does in the Abyss. Such +deities can be encountered by mortals. + +Quasi-deities have a divine origin, but they don't hear or +answer prayers, grant spells to clerics, or control aspects of +mortal life. They are still immensely powerful beings, and in +theory they could ascend to god hood If they amassed enough +worshipers. Quasi-deities fall into three subcategories: +demigods, titans, and vestiges. + +Demigods are born from the union of a deity and a mortal +being. They have some divine attributes, but their mortal +parentage makes them the weakest quasi-deities. + +Titans are the divine creations of deities. They might be +birthed from the union of two deities, manufactured on +a divine forge, born from the blood spilled by a god, or +otherwise brought about through divine will or substance. + +Vestiges are deities who have lost nearly all their worshipers +and are considered dead, from a mortal perspective. Esoteric +rituals can sometimes contact these beings and draw on +their latent power. + + +CHAPTER 1 A WORLD Ol YOUR OWN + + + + +The cult’s ritual of initiation follows the pattern of its +foundation myth. Neophytes retrace the god’s footsteps +in order to share the god’s ultimate fate. In the case of +dying and rising gods, the symbolic death of the initiate +represents the idea of death to the old life and rebirth +into a transformed existence. Initiates are born into +a new life, remaining in the world of mortal affairs +but feeling elevated to a higher sphere. The initiate is +promised a place in the god’s realm after death, but also +experiences new meaning in life. + +Monotheism + +Monotheistic religions revere only one deity, and in +some cases, deny the existence of any other deity. If you +introduce a monotheistic religion into your campaign, +you need to decide whether other gods exist. Even if +they don’t, other religions can exist side by side with +the monotheistic religion. If these religions have clerics +with spellcasting ability, their spells might be powered +by the one true deity, by lesser spirits who aren’t deities +(possibly including powerful aberrations, celestials, fey, +fiends, or elementals), or simply by their faith. + +The deity of a monotheistic religion has an extensive +portfolio and is portrayed as the creator of everything, in +control of everything, and concerned with every aspect +of existence. Thus, a worshiper of this god offers prayers +and sacrifices to the same god regardless of what +aspect of life is in need of divine assistance. Whether +marching into war, setting off on a journey, or hoping +to win someone’s affections, the worshiper prays to +the same god. + +Some monotheistic religions describe different +aspects of their deity. A single god appears in different +aspects as the Creator and the Destroyer, and the clerics +of that god focus on one aspect or the other, determining +their domain access and possibly even their alignment +on that basis. A cleric who venerates the Destroyer +aspect chooses the Tempest or War domain, while +one who worships a Creator aspect chooses the Life +or Nature domains. In some monotheistic religions, +clerics group themselves into distinct religious orders to +differentiate clerics who choose different domains. + +Dualism + +A dualistic religion views the world as the stage for +a conflict between two diametrically opposed deities +or divine forces. Most often, the opposed forces are +good and evil, or opposed deities representing those +forces. In some pantheons, the forces or deities of law +and chaos are the fundamental opposites in a dualistic +system. Life and death, light and darkness, matter and +spirit, body and mind, health and illness, purity and +defilement, positive energy and negative energy—the +D&D universe is full of polar opposites that could serve +as the foundation for a dualistic religion. Whatever the +terms in which the dualism is expressed, half of the pair +is usually believed to be good—beneficial, desirable, +or holy—while the other half is considered bad. if not +explicitly evil. If the fundamental conflict in a religion is +expressed as the opposition between matter and spirit, +the followers of that religion believe that one of the two +(usually matter) is evil and the other (spirit) is good, and + + +so seek to liberate their spirits from this material world +and its evils through asceticism and contemplation. + +Rare dualistic systems believe that the two opposing +forces must remain in balance, always pulling away +from each other but remaining bound together in +creative tension. + +In a cosmology defined by an eternal conflict between +good and evil, mortals are expected to take sides. The +majority of those who follow a dualistic religion worship +the deity or force identified as good. Worshipers of +the good deity trust themselves to that god’s power to +protect them from the evil deity’s minions. Because +the evil deity in such a religion is usually the source +of everything that is detrimental to existence, only the +perverse and depraved worship this god. Monsters +and fiends serve it, as do certain secretive cults. The +myths of a dualistic religion usually predict that the +good deity will triumph in an apocalyptic battle, but the +forces of evil believe that the outcome of that battle isn't +predetermined and work to promote their deity’s victory. + +Deities in a dualistic system maintain large portfolios. +All aspects of existence reflect the dualistic struggle, +and therefore all things can fall on one side or the other +of the conflict. Agriculture, mercy, the sky, medicine, +and poetry reside in the portfolio of the good deity, and +famine, hatred, disease, and war belong to the evil deity. + +Animism + +Animism is the belief that spirits inhabit every part of +the natural world. In an animistic worldview, everything +has a spirit, from the grandest mountain to the lowliest +rock, from the great ocean to a babbling brook, from the +sun and moon to a fighter’s ancestral sword. All these +objects, and the spirits that inhabit them, are sentient, +though some are more aware, alert, and intelligent +than others. The most powerful spirits might even +be considered deities. All are worthy of respect if not +veneration. + +Animists don’t typically pay allegiance to one spirit +over the others. Instead, they offer prayers and sacrifices +to different spirits at different times, as appropriate +to the situation. A pious character might make daily +prayers and offerings to ancestor spirits and the spirits +of the house, regular petitions to important spirits +such as the Seven Fortunes of Good Luck, occasional +sacrifices of incense to location spirits such as the +spirit of a forest, and sporadic prayers to a host of other +spirits as well. + +An animistic religion very tolerant. Most spirits don’t +care to whom a character also offers sacrifices, as long +as they receive the sacrifices and respect they are due. +As new religions spread through animist lands, those +religions typically win adherents but not converts. + +People incorporate new spirits and deities into their +prayers without displacing the old ones. Contemplatives +and scholars adopt complex philosophical systems and +practices without changing their belief in and respect +for the spirits they already venerate. + +Animism functions as a large tight pantheon. Animist +clerics serve the pantheon as a whole, and so can +choose any domain, representing a favorite spirit for +that cleric. + + +CHAPTER 1 + + +A WORLD OF YOUR OWN + + + + + + + + + +Humanoids and the Gods + + +Forces and Philosophies + +Not all divine powers need to be derived from deities. + +In some campaigns, believers hold enough conviction +in their ideas about the universe that they gain magical +power from that conviction. In other campaigns, +impersonal forces of nature or magic replace the gods +by granting power to mortals attuned to them. Just as +druids and rangers can gain their spell ability from the +force of nature rather than from a specific nature deity, +some clerics devote themselves to ideals rather than to +a god. Paladins might serve a philosophy of justice and +chivalry rather than a specific deity. + +Forces and philosophies aren’t worshiped; they aren't +beings that can hear and respond to prayers or accept +sacrifices. Devotion to a philosophy or a force isn’t +necessarily exclusive of service to a deity. A person can +be devoted to the philosophy of good and offer worship +to various good deities, or revere the force of nature +and also pay homage to the gods of nature, who might +be seen as personal manifestations of an impersonal +force. In a world that includes deities with demonstrable +power (through their clerics), it’s unusual for a +philosophy to deny the existence of deities, although a +common philosophical belief states that the deities are +more like mortals than they would have mortals believe. +According to such philosophies, the gods aren't truly +immortal (just very long-lived), and mortals can attain +divinity. In fact, ascending to god hood is the ultimate +goal of some philosophies. + +The power of a philosophy stems from the belief that +mortals invest in it, A philosophy that only one person +believes in isn't strong enough to bestow magical power +on that person. + + +When it comes to the gods, humans exhibit a far wider +range of beliefs and institutions than other races do. In +many D&D settings, ores, elves, dwarves, goblins, and +other humanoids have tight pantheons. It is expected +that an ore will worship Gruumsh or one of a handful of +subordinate deities. In comparison, humanity embraces +a staggering variety of deities. Each human culture +might have its own array of gods. + +In most D&D settings, there is no single god that +can claim to have created humanity. Thus, the human +proclivity for building institutions extends to religion, + +A single charismatic prophet can convert an entire +kingdom to the worship of a new god. With that +prophet's death, the religion might wax or wane, or the +prophet's followers might turn against one another and +found several competing religions. + +In comparison, religion in dwarven society is set in +stone. The dwarves of the Forgotten Realms identify +Moradin as their creator. While individual dwarves +might follow' other gods, as a culture the dwarves are +pledged to Moradin and the pantheon he leads. His +teachings and magic are so thoroughly ingrained in +dwarven culture that it would take a cataclysmic shift to +replace him. + +With that in mind, consider the role of the gods in +your world and their ties to different humanoid races. +Does each race have a creator god? How does that god + + +shape that race's culture? Are other folk free of such +divine ties and free to worship as they w ish? Has a race +turned against the god that created it? Has a new race +appeared, created by a god within the past few years? + +A deity might also have ties to a kingdom, noble +line, or other cultural institution. With the death of +the emperor, a new ruler might be selected by divine +portents sent by the deity who protected the empire in +its earliest days. In such a land, the worship of other +gods might be outlawed or tightly controlled. + +Finally, consider the difference between gods who +are tied to specific humanoid races and gods with +more diverse followers. Do the races with their own +pantheons enjoy a place of privilege in your world, with +their gods taking an active role in their affairs? Are the +other races ignored by the gods, or are those races the +deciding factor that can tilt the balance of power in favor +of one god or another? + + +CHAPTER i + + +A 1 V r ORLD OF YOUR OWN + + + + + + + + +Stillwater, + + +ifmrtt’ 1 '' V^* + +ff - " 9 • ™ .4 + +Shimmer f + + +Rock Island +V^lo\vcr if;' + + +Rock Island + + + + +ariion- + +T- + + +Croni + + +Kingdom Scale + + +Mapping Your Campaign + + +When creating the world where your campaign takes +place, you'll want a map. You can take one of two +approaches with it: top-down or bottom-up. Some DMs +like to start at the top, creating the big picture of the +world at the start of the campaign by having a map +that shows whole continents, and then zooming in on +smaller areas. Other DMs prefer to go the opposite +direction, starting with a small campaign area that is +mapped at a province or kingdom scale, then zooming +out as adventures take the characters into new territory* +Whichever approach you take, hexes work well for +mapping outdoor environments where travel can go +in any direction and calculating distance might be +important. A single sheet of hex paper with 5 hexes to +the inch is ideal for most maps. Use a scale for your map +that's best suited to the level of detail you want* Chapter +7 offers more information about creating and mapping +wilderness areas. + + +On a kingdom-scale map, each hex represents 6 miles* + +A map at this scale covers a large region, about the size +of Great Britain or half the size of the state of California. +That's plenty of room for adventuring. + +The first step of mapping a region at this scale is to +sketch out the coastlines and any major bodies of water +in the area. Is the region landlocked or on a coast? A +coastal region might include islands offshore, and a +landlocked area might include an inland sea or major +lakes. Alternatively, the region could consist of a single +large island, or an isthmus or peninsula w ith multiple +coastlines. + +Next, sketch in any major mountain ranges* Foothills +form a transition between the mountains and lowlands* +and broad patches of gentle hills might dot the region. + +That leaves the rest of your map for relatively flat +terrain: grasslands, forests, swamps, and the like* Place +these elements as you see fit. + +Map out the courses of any rivers that flow through +the area. Rivers are born in mountains or inland areas +that see a lot of rainfall, winding down to the nearest +major body of water that doesn't require the river to +cross over higher elevation. Tributaries join rivers as +they grow larger and move toward a lake or the sea* +finally, place the major towns and cities of the region. +At this scale, you don’t need to worry about small towns +and villages, or about mapping every belt of farmland. +Even so, a settled region this size might easily have +eight to t welve cities or towns to put on the map* + +Continent Scale + + +Province Scale __ + +For the most detailed areas of your world, use a +province scale where each hex represents 1 mile. A +full-page map at this scale represents an area that +can be covered in one day s travel in any direction +from the center of the map, assuming dear terrain. As +such, province scale is a useful scale for mapping a +campaign's starting area (see "Creating a Campaign/' +later in this chapter) or any location where you expect +to track the adventurers' movement in hours rather +than days* + +The ground cover of an area this size will include +broad stretches of one predominant terrain type, broken +up by other isolated terrain types. + +A settled region mapped at this scale might have one +town and eight to twelve villages or farming hamlets, + +A wilder region might have only a single keep, or no +settlements at all* You can also indicate the extent of +the cleared farmland that surrounds each city or town* +On a province-scale map, this will show as a belt a few +hexes wide surrounding each town or village. Even +small villages farm most of the arable land within a +mile or two. + + +For mapping a whole continent, use a scale where +1 hex represents 60 miles* At this scale, you can t +see more than the shape of coastlines, the biggest +mountain ranges, major rivers, huge lakes, and political +boundaries. A map at this scale is best for showing how +multiple kingdom-scale maps fit together* rather than +tracking the movement of adventurers day by day* + +The same process you use for mapping a region at +kingdom scale works for mapping a whole continent, + +A continent might have eight to twelve large cities that +deserve a place on the map, most likely major trade +centers and the capitals of kingdoms. + +Combining Scales + +Whichever scale you start with, it's easy to zoom in or +out on your maps. At continent scale. I hex represents +the same area as 10 kingdom-scale hexes. Two cities +that are 3 hexes (180 miles) apart on your continent +map would be 30 hexes apart on your kingdom map, +and might define the opposite ends of the region you’re +detailing* At kingdom scale, 1 hex equals 6 province- +scale hexes, so it’s easy to put the region covered by your +province-scale map into the center of a kingdom-scale +map and create interesting areas around it. + + +CliA + + + +A WORLD or YOUR OWN + + + + + + + + + + + + + + + + + + + + + + + + + + + +Settlements + +The places where people live-hustling cities, +prosperous towns, and tiny villages nestled among +miles of farmland—help define the nature of civilization +in your world* A single settlement—a home base for +your adventurers—is a great place to start a campaign +and begin your world building. Consider the following +questions as you create any settlement in your world: + +* What purpose does it serve in your game? + +« How big is it? Who lives there? + +* What does it look, smell, and sound like? + +* Who governs it? Who else holds power? Is it part +of a larger state? + +- What arc its defenses? + +- Where do characters go to find the goods and services +they need? + +* What temples and other organizations feature +prominently? + +* What fantastic elements distinguish it from an +ordinary town? + +* Why should the characters care about the settlement? + +The guidelines in this section are here to help you build +the settlement you want for whatever purpose you have +in mind. Disregard any advice here that runs counter to +your vision for a settlement. + +Purpose + +A settlement exists primarily to facilitate the story +and fun of your campaign. Other than that point, the +settlement's purpose determines the amount of detail +you put into it. Create only the features of a settlement +that you know youTl need, along with notes on general +features. Then allow the place to grow organically as the +adventurers interact with more and more of it, keeping +notes on new places you invent. + +Local Color + +A settlement might serve as a place where the +characters stop to rest and to buy supplies. A settlement +of this sort needs no more than a brief description. +Include the settlement's name, decide how big it is, +add a dash of flavor (“The smell of the local tanneries +never lifts from this town 1 *), and let the adventurers get +on with their business. The history of the inn where +the characters spend the night, the mannerisms of the +shopkeeper they buy supplies from—you can add this +level of detail but you dont have to. If the characters +return to the same settlement, start adding these local +features so that it begins to fee! a little more like a home +base, albeit a temporary one. Let the settlement develop +as the need arises. + +Home Base + +A settlement gives the adventurers a place to live, +train, and recuperate between adventures. An entire +campaign can center on a particular town or city. + +Such a settlement is the launching pad from which the +characters go out into the wider world. + +Designed well a home base can hold a special place +in the adventurers' hearts, particularly if they care about +one or more NPCs who live there. + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +To make a home base come alive, yoiill need to +invest some time fleshing out details, but the players +can help you with that work. Ask them to tell you a bit +about mentors, family members, and other important +people in their characters lives. Feel free to add to and +modify what they give you, but you'll start with a solid +foundation of the nonplayer characters (MFCs) who are +important to the characters. Let the players describe +where and how their characters spend their time—a +favorite tavern, library, or temple, perhaps. + +Using these MFCs and locations as a starting point, +flesh out the settlement s cast of characters. Detail +its leadership, including law enforcement (discussed +later in the chapter). Include characters who can +provide information, such as sages, soothsayers, +librarians, and observant vagabonds. Priests can +provide spellcasting as well as information. Make note +of merchants who might regularly interact with the +adventurers and perhaps compete with one another for +the party’s business. Think about the people who run +the adventurers' favorite tavern. And then add a handful +of wild cards; a shady dealer, a mad prophet, a retired +mercenary, a drunken rake, or anyone else who adds a +dash of adventure and intrigue to your campaign. + +Adventure Site + +A village harboring a secret cult of devil worshipers. A +town controlled by a guild of wererats, A city conquered +by a hobgoblin army. These settlements aren't merely +rest stops but locations where adventures unfold. In +a settlement that doubles as an adventure location, +detail the intended adventure areas, such as towers +and warehouses. For an event-based adventure, note +the NFCs who play a part in the adventure. This +work is adventure preparation as much as it is world +building, and the cast of characters you develop for +your adventure—including allies, patrons, enemies, and +extras—can become recurring figures in your campaign. + +Size + +Most settlements in a D&D world are villages clustered +around a larger town or city. Farming villages supply the +town or city population with food in exchange for goods +the farmers can't produce themselves. Towns and cities +are the seats of the nobles who govern the surrounding +area, and who carry the responsibility for defending the +villages from attack. Occasionally, a local lord or lady +lives in a keep or fortress with no nearby town or city. + +Village + +Population: Up to about LOGO + +Government: A noble (usually not a resident) rules the +village, with an appointed agent (a reeve) in residence +to adjudicate disputes and collect taxes. + +Defense: The reeve might have a small force of soldiers. + +Otherwise, the village relies on a citizen militia. +Commerce: Basic supplies are readily available, +possibly from an inn or a trading post. Other goods +are available from traveling merchants. +Organizations: A village might contain one or two +temples or shrines, but few or no other organizations. + + + + + + + + + + + + + + +Most settlements are agricultural villages, supporting +hemselves and nearby towns or cities with crops and +meat. Villagers produce food in one way or another— if +: t by tending the crops, then supporting those who do +by shoeing horses, weaving clothes, milling grain, and +:he like. The goods they produce feed their families and +s j pp 1 y trad e w i t h ne a rby se111 e men ts. + +A village’s population is dispersed around a large area +f land. Farmers live on their land, which spreads them +widely around the village center. At the heart of the +village, a handful of structures duster together: a well, +a marketplace, a small temple or two, a gathering place, +and perhaps an inn for travelers. + +Town + +Population: Up to about 6.000 + +Government; A resident noble rules and appoints a lord +mayor to oversee administration. An elected town +council represents the interests of the middle class. +Defense: The noble commands a sizable army of +professional soldiers, as well as personal bodyguards. +Commerce: Basic supplies are readily available, though +exotic goods and services are harder to find. Inns and +taverns support travelers. + +Organizations: The town contains several temples, +as well as various merchant guilds and other +organizations. + +Towns are major trade centers, situated where important +industries and reliable trade routes enabled the +population to grow. These settlements rely on commerce: +the import of raw materials and food from surrounding +villages, and the export of crafted items to those villages, +ns well as to other towns and cities. A towns population +is more diverse than that of most villages. + +Towns arise where roads intersect waterways, at the +meeting of major land trade routes, around strategic +defensive locations, or near significant mines or similar +natural resources. + +City + +Population: Up to about 25,000 +Government: A resident noble presides, with several +other nobles sharing responsibility for surrounding +areas and government functions. One such noble is +the lord mayor, who oversees the city administration. +An elected city council represents the middle class +and might hold more actual power than the lord +mayor. Other groups serve as important power +centers as well. + +Defense: The city supports an army of professional +soldiers, guards, and town watch. Each noble in +residence maintains a small force of personal +bodyguards. + +Commerce: Almost any goods or services are readily +available. Many inns and taverns support travelers. +Organizations: A multitude of temples, guilds, and +other organizations, some of which hold significant +power in city affairs, can be found within the +city's walls. + +Tines are cradles of civilization. Their larger +populations require considerable support from both +surrounding villages and trade routes, so they’re rare. + + +Cities typically thrive in areas where large expanses +of fertile, arable land surround a location accessible to +trade, almost always on a navigable waterway. + +Cities almost always have walls, and the stages of a +city's growth are easily identified by the expansion of +the walls beyond the central core. These internal walls +naturally divide the city into wards (neighborhoods +defined by specific features), which have their own +representatives on the city council and their own noble +administrators. + +Cities that hold more than twenty-five thousand people +are extremely rare. Metropolises such as Waterdeep in +the Forgotten Realms. Sham in Eberron, and the Free +City of Grey hawk stand as vital beacons of civilization in +the D&D worlds. + +Atmosphere + +What do the adventurers first notice as they approach +or enter a settlement? The towering wall bristling +with soldiers? The beggars with hands outstretched, +pleading for aid outside the gate? The noisy hubbub of +merchants and buyers thronging the marker square? + +The overpowering stench of manure? + +Sensory details help bring a settlement to life and +vividly communicate its personality to your players. +Settle on a single defining factor that sums up a +settlement’s personality and extrapolate from there. +Maybe a city is built around canals, like real-world +Venice, That key element suggests a wealth of sensory +details: the sight of colorful boats floating on muddy +waters, the sound of lapping waves and perhaps singing +gondoliers, the smells offish and waste polluting +the water, the feel of humidity. Or perhaps the city is +shrouded in fog much of the time, and you describe the +tendrils of cold mist reaching through every crack and +cranny, the muffled sounds of hooves on cobblestones, +the cold air with the smell of rain, and a sense of +mystery and lurking danger. + +The climate and terrain of a settlement's environment, +its origin and inhabitants, its government and political +position, and its commercial importance all have a +bearing on its overall atmosphere. A city nestled against +the edge of a jungle has a very different feel than one +on the edge of a desert. Elf and dwarf cities present +a distinct aesthetic, clearly identifiable in contrast to +human-built ones. Soldiers patrol the streets to quell +any hint of dissent in a city ruled by a tyrant, while a city +fostering an early system of democracy might boast an +open-air market where philosophical ideas are traded as +freely as produce. All the possible combinations of these +factors can inspire endless variety in the settlements of +your campaign world. + +Government _ + +In the feudal society common in most D&D worlds, +power and authority are concentrated in towns and +cities. Nobles hold authority over the settlements +where they live and the surrounding lands. They collect +taxes from the populace, which they use for public +building projects, to pay the soldiery, and to support a +comfortable lifestyle for themselves (although nobles + + +CHAPTER l I A WORLD OF VO U R OWN + + + + + + + + + + +often have considerable hereditary wealth)* In exchange, +they promise to protect their citizens from threats +such as ore marauders, hobgoblin armies* and roving +human bandits. + +Nobles appoint officers as their agents in villages, to +supervise the collection of taxes and serve as judges +in disputes and criminal trials. These reeves, sheriffs, +or bailiffs are commoners native to the villages they +govern, chosen for their positions because they already +hold the respect of their fellow citizens. + +Within towns and cities, lords share authority and +administrative responsibility with lesser nobles (usually +their own relatives), and also with representatives of +the middle class, such as traders and artisans. A lord +mayor of noble birth is appointed to head the town or +city council and to perform the same administrative +functions that reeves carry out in villages. The council +consists of representatives elected by the middle class. +Only foolish nobles ignore the wishes of their councils, +since the economic power of the middle class is often +more important to the prosperity of a town or city than +the hereditary authority of the nobility. + +The larger a settlement, the more likely that other +individuals or organizations hold significant power +there as well. Even in a village, a popular individual—a +wise elder or a well-liked farmer—can wield more +influence than the appointed reeve, and a wise reeve +avoids making an enemy of such a person. In towns +and cities, the same power might lie in the hands of a +prominent temple, a guild independent of the council, or +an individual with magical power. + +Forms of Government + +A settlement rarely stands alone. A given town or city +might be a theocratic city-state or a prosperous free city +governed by a merchant council. More likely, it s part of +a feudal kingdom, a bureaucratic empire, or a remote +realm ruled by an iron-fisted tyrant. Consider how your +settlement fits into the bigger picture of your w r or]d or +region—who rules its ruler, and what other settlements +might also lie under its control. + + +Forms of Government + + +dlOO + +Government + +dlOO + +Government + +01-08 + +Autocracy + +59-64 + +Militocracy + +09-13 + +Bureaucracy + +65-74 + +Monarchy + +14-19 + +Confederacy + +75-78 + +Oligarchy + +20-22 + +Democracy + +79-80 + +Patriarchy + +23-27 + +Dictatorship + +81-83 + +Meritocracy + +28-42 + +Feudalism + +84-85 + +Plutocracy + +43-44 + +Gerontocracy + +86-92 + +Kepubhc + +45-53 + +Hierarchy + +93-94 + +Satrapy + +54-56 + +Magocracy + +95 + +Kleptocracy + +57-58 + +Matriarchy + +96-00 + +Theocracy + + +Typical and fantastical forms of government are +described below. Choose one or randomly determine a +form of government for a nation or city from the Forms +of Government table. + + +Autocracy, One hereditary ruler wields absolute +power* f he autocrat either is supported by a well- +developed bureaucracy or military or stands as the +only authority in an otherwise anarchic society. The +dynastic ruler could be immortal or undead* Aundair +and Karrnath, two kingdoms in the Eberron campaign +setting, have autocrats with royal blood in their veins* +Whereas Queen Aurala of Aundair relies on wizards +and spies to enforce her will, Kaius, the vampire king of +Karrnath, has a formidable army of living and undead +soldiers under his command. + +Bureaucracy, Various departments compose the +government, each responsible for an aspect of rule* The +department heads, ministers* or secretaries answer to a +figurehead autocrat or council. + +Confederacy. Each individual city or town within +the confederacy governs itself, but all contribute to a +league or federation that promotes (at least in theory) +the common good of all member states. Conditions and +attitudes toward the central government vary from place +to place within the confederacy. The Lords' Alliance in +the Forgotten Realms setting is a loose confederacy of +cities, while the Mror Holds in the Eberron campaign +setting is a confederacy of allied dwarf clans. + +Democracy. Citizens or their elected representatives +determine the laws in a democracy, A bureaucracy or +military carries out the day-to-day work of government, +with positions filled through open elections. + +Dictatorship. One supreme ruler holds absolute +authority, but his or her rule isn't necessarily dynastic. + +In other respects this resembles an autocracy* In the +Grey hawk campaign setting, a half-demon named Iuz is +the dictator of a conquered land that bears his name. + +Feudalism. The typical government of Europe in +the Middle Ages, a feudal!Stic society consists of layers +of lords and vassals. The vassals provide soldiers or +scutage (payment in lieu of military service) to the lords, +who in turn promise protection to their vassals. + +Gerontocracy. Elders preside over this society. In +some cases, long-lived races such as elves or dragons +are entrusted with the leadership of the land. + +Hierarchy, A feudal or bureaucratic government +where every member, except one, is subordinate to +another member. In the Dragon la nee campaign setting, +the dragonarmies of Krynn Form a military hierarchy, +with the Dragon High lords as leaders under the dragon +queen Takhists. + +Kleptocracy, This government is composed of groups +or individuals primarily seeking wealth for themselves, +often at the expense of their subjects. The grasping +Bandit Kingdoms in the Grey hawk campaign setting +are prime examples* A kingdom run by thieves guilds +would also fall into this category. + +Magocracy, The governing body is composed of +spellcasters who rule directly as oligarchs or feudal +lords, or participate in a democracy or bureaucracy. +Examples include the Red Wizards of Thay in the +Forgotten Realms campaign setting and the sorcerer- +kings of Athas in the Dark Sun campaign setting. + +Matriarchy or Patriarchy. This society is governed +by the eldest or most important members of one gender* +Drow cities arc examples of theocratic matriarchies, for + + +CHAPTER 1 | A WORLD OF YOUR OWN + + + + + + + + + + + + + + + + +each is ruled by a council of drow high priestesses who +answer to Lo!th, the Demon Queen of Spiders, +Meritocracy* The most intelligent and educated +people oversee the society, often w ith a bureaucracy +10 handle the day-to-day work of government. In the +Forgotten Realms, scholarly monks preside over the +fortress-library of Candlekeep, overseen by a master of +lore called the Keeper, + +Militocraey* Military leaders run the nation under +martial law', using the army and other armed forces, A +militocraey might be based on an elite group of soldiers, +an order of dragon riders, or a league of sea princes. +Solamnia, a nation ruled by knights in the Dragon lance +campaign setting, falls into this category. + +Monarchy . A single hereditary sovereign wears the +town. Unlike the autocrat, the monarch’s powers are +limited by law, and the ruler serves as the head of a +democracy, feudal state, or militocraey. The kingdom +l Breland, in the Eberron campaign setting, has both +a parliament that makes laws and a monarch who +enforces them. + +Oligarchy ; A small number of absolute rulers share +power, possibly dividing the land into districts or +provinces under their control, or jointly ruling together. +A group of adventurers who take control of a nation +together might form an oligarchy. The Free City of +reyhawk is an oligarchy composed of various faction +f-aders, with a Lord Mayor as its figurehead. + +Plutocracy ; Society is governed by the wealthy. The +[ i te form a r u 1 i n g cou nc 11. pu rob a s e re prese n t at ton a t +he court of a figurehead monarch, or rule by default +"cause money is the true power in the realm. Many +c ities in the Forgotten Realms campaign setting, +including Waterdeep and Baldurs Gate, are plutocracies. + +Republic . Government is entrusted to representatives +if an established electorate who rule on behalf of the +electors. Any democracy in which only landowners or +ertain classes can vote could be considered a republic. +Satrapy . Conquerors and representatives of another +government wield power, ruling the settlement or region +: ui of her lost love. Calling on their divine parentage, +a group of demigods undertake twelve labors to win the +a blessings for other mortals, + +\ mythic-fantasy campaign draws on the themes and + +- ries of ancient myth and legend, from Gilgamesh + +. -i Chulainn. Adventurers attempt mighty feats of +gend, aided or hindered by the gods or their agents— +nd they might have divine blood themselves. The +Asters and villains they face probably have a similar® +pin. The minotaur in the dungeon isn't just another +beaded humanoid, but the Minotaur—misbegotten +“Apring of a philandering god. Adventures might lead +r heroes through a series of trials to the realms of the + +- js in search of a gift or favor, + +Such a campaign can draw on the myths and legends +any culture, not just the familiar Greek + + + + +o + +© + + + + + + + + + + + + + + + + + + + +Mystery + + +Dar k Fan tasy _ + +Vampires brood on the battlements of their accursed +castles. Necromancers toil in dark dungeons to create +horrid servants made of dead flesh. Devils corrupt the +innocent, and werewolves prowl the night. All of these +elements evoke horrific aspects of the fantasy genre. + +If you want to put a horror spin on your campaign, +you have plenty of material to work with. The Monster +Manual is full of creatures that perfectly suit a storyline +of supernatural horror. The most important element of +such a campaign, though, isn’t covered by the rules, A +dark-fantasy setting requires an atmosphere of building +dread, created through careful pacing and evocative +description. Your players contribute too; they have to +be willing to embrace the mood you're trying to evoke. +Whether you want to run a full-fledged dark-fantasy +campaign or a single creepy adventure, you should +discuss your plans with the players ahead of time to +make sure they're on board. Horror can be intense +and personal, and not everyone is comfortable with +such a game. + +Novels and game products set in Ravenloft, the +Demiplane of Dread, explore dark-fantasy elements in a +D&D context. + +Intrigue + +The corrupt vizier schemes with the baron's oldest +daughter to assassinate the baron. A hobgoblin army +sends doppelganger spies to infiltrate the city before the +invasion. At the embassy balk the spy in the royal court +makes contact with his employer. + +Political intrigue, espionage, sabotage, and similar +cloak-and-dagger activities can provide the basis for +an exciting D&D campaign. In this kind of game, the +characters might care more about skill training and +making contacts than about attack spells and magic +weapons. Roleplaying and social interaction take on +greater importance than combat, and the party might go +for several sessions without seeing a monster. + +Again, make sure your players know ahead of time +that you want to run this kind of campaign. Otherwise, +a player might create a defense-focused dwarf paladin, +only to find he is out of place among half-elf diplomats +and tiefling spies. + +The Brimstone Angels novels by Erin M. Evans focus +on intrigue in the Forgotten Realms setting, from the +backstabbsng politics of the Nine Hells to the contested +succession of Cor my re an royalty. + + +Who stole three legendary magic weapons and hid them +away in a remote dungeon, leaving a cryptic clue to their +location? Who placed the duke into a magical slumber, +and what can be done to awaken him? Who murdered +the guildmaster, and how did the killer get into the +guild's locked vault? + +A mystery-themed campaign puts the characters in +the role of investigators, perhaps traveling from town +to town to crack tough cases the local authorities can t +handle. Such a campaign emphasizes puzzles and +problem-solving in addition to combat prowess, + +A larger mystery might even set the stage for the +whole campaign. Why did someone kill the characters’ +mentor, setting them on the path of adventure? Who +really controls the Cult of the Red Hand? In this case, +the characters might uncover clues to the greater +mystery only once in a while; individual adventures +might be at best tangentially related to that theme, A +diet of nothing but puzzles can become frustrating, so +be sure to mix up the kinds of encounters you present. + +Novels in various D&D settings have explored the +mystery genre with a fantasy twist. In particular. Murder +in Cormyr (by Chet Williamson). Murder in Halruaa (by +Richard S, Meyers), and SpeUstonn (by Ed Greenwood) +are mysteries set in the 1 Forgotten Realms. Murder +in Tarsis (by John Maddox Roberts) takes the same +approach in the Dragon lance setting. + +Swashbuckling + +Rapier-wielding sailors fight off boarding sahuagin. +Ghouls lurk in derelict ships, waiting to devour treasure +hunters. Dashing rogues and charming paladins weave +their way through palace intrigues and leap from +balconies onto waiting horses below. + +The swashbuckling adventures of pirates and +musketeers suggest opportunities for a dynamic +campaign. The characters typically spend more +time in cities, royal courts, and seafaring vessels +than in dungeon delves, making interaction skills +important (though not to the extent of a pure intrigue +campaign). Nevertheless, the heroes might end up in +classic dungeon situations, such as searching storm +sewers beneath the palace to find the evil duke’s +hidden chambers. + +A good example of a swashbuckling rogue in the +Forgotten Realms is jack Raven wild, who appears in +nove 1 s by R ic hard Ba ke r (67 tv of Ravens and Prinee +of Ravens). + +War + +A hobgoblin army marches toward the city, leading +elephants and giants to batter down the stronghold’s +walls and ramparts. Dragons wheel above a barbarian +horde, scattering enemies as the raging warriors +cut a swath through field and forest. Salamanders +muster at an efreeti's command, poised to assault an +astral fortress. + + + + + + + + + + + + + + + + +Warfare in a fantasy world is rife tth opportunities +lor dveuture. A war campaign isn't generally concerned + +- : the specifics of troop movements, but instead + +• uses on the heroes whose actions turn the tide of +: - . The characters carry out specific missions: + +re a magical standard that empowers undead +am:es, gather reinforcements to break a siege, or + +- -rough the enemy’s flank to reach a demonic + +- - ander. In other situations, the party supports + +_er army by holding a strategic location until +p-m:: c ements arrive, killing enemy scouts before + +can report, or cutting off supply lines. Information +ring and diplomatic missions can supplement the +BD' j - combat-oriented adventures, + +1 - W ar of the Lance in the Dragonlance Chronicles +:; s and the War of the Spider Queen in the novel +5 rd - d" the same name are prominent examples of + +- 5 rs in D&D novels, + +Wuxi a + +•ten a sensei disappears mysteriously, her young +3 E 3 is must take her place and hunt down the oni +terrorizing their village. Accomplished heroes, masters +rftrrir respective martial arts, return home to free their +_ c- from an evil hobgoblin warlord. The rakshasa +r c- ^ of a nearby monastery performs rituals to raise +tec bled ghosts from their rest, + +- ampaign that draws on elements of Asian martial- +w' - movies is a perfect match for D&D. Players can +ferir the appearance of their characters and gear + +wo* : r they like for the campaign, and spells need only +-n=r> r flavor changes so that they better reflect such a + +- For example, when the characters use spells +«r special abilities that teleport them short distances. + +. nually make high-flying acrobatic leaps. Ability +mu -is to climb don’t involve careful searching for holds +bn - characters bounce up walls or from tree to tree. + +j : rs stun their opponents by striking pressure +peir-is Flavorful descriptions of actions in the game + +- j hange the nuts and bolts of the rules, but they +Ti.— all the difference in the feel of a campaign. + +S milarly, a class doesn't need new rules to reflect +i -- total influence; a new name can do the trick. A +-a nal Chinese wuxia hero might be a paladin +mr,-: - as a sword called the Oath of Vengeance, while a +- cse samurai might be a paladin with a particular +, - f Devotion (j bushido ) that includes fealty to a +ter iaimyo) among its tenets, A ninja is a monk who +- :es the Way of Shadow. Whether called a wu jen, +i 1 5 Lkai, or a swami, a wizard, sorcerer, or warlock +- - - iter works just fine in a game inspired by medieval +an cultures. + +Ifvxi a Weapon Names + +r players refer to a tetsuho or a katana rather than +i ^ t :lub or a longsword can enhance the flavor of +i - via campaign. The Wuxia Weapon Names table +~ - alternative names for common weapons from +t P!a\ ers Handbook and identifies their real-world + + +cultural origins. An alternative name changes none of +the weapons properties as they are described in the +Player s Ha n db ook . + + +Crossing the Streams __ + +The renowned paladin Murlynd, from the world of +Oertb (as featured in Grey hawk novels and game +products), dresses in the traditional garb of Earth’s +Old West and wears a pair of six-shooters strapped +to his waist The Mace of St. Cuthbert. a holy weapon +belonging to Grey hawk’s god of justice, found its way +to the Victoria and Albert Museum in London in 1985, +Somewhere in the Barrier Peaks of Oerth, the wreckage +of a spacefaring vessel is said to lie, w ith bizarre alien +Hfeforms and strange items of technology on board. And +the famous wizard Elminster of the Forgotten Realms +has been said to make occasional appearances in the +kitchen of Canadian writer Ed Greenwood—where he is +sometimes joined by wizards from the worlds of Gerth +and Krynn (homeworkl of the Dragonlance saga). + +Deep in D&D’s roots are elements of science +fiction and science fantasy, and your campaign might +draw on those sources as well. It’s okay to send your +characters hurtling through a magic mirror to Lewis +Carroll s Wonderland, put them aboard a ship traveling +between the stars, or set your campaign in a far-future +world where laser blasters and magic missiles exist +side by side. The possibilities are limitless. Chapter +9, “Dungeon Master's Workshop," provides tools for +exploring those possibilities. + + +Wuxia Weapon Names + + +Weapon + +Battleaxe + +Club + +Dagger + +Dart + +Flail + +CJaive + +Greatctub + +Greats word + +Halberd + +Handaxe + +Javelin + +Lance + +Longbow + +Longsword + +Mace + +Pike + +Quarterstaff + +Scimitar + +Shortbow + +Shortsword + +Sickle + +Spear + +Trident + +War pick + + +Other Names (Culture) + +fu (China); masakari (Japan) + +bian (China); tonfa (Japan) + +bishou , tamo (China); kozuka P tanto (Japan) + +sburiken (Japan) + +mnehaku (Japan) + +guandao (China); bisento, naginata (Japan) +tetsuho (Japan) + +changdao (China); nodachs (Japan) +ji (China); kamayari (japan) +ono (Japan) + +man (China); uchi-ne (Japan) + +umayari (Japan) + +daikyu (Japan) + +jicm (China); katana (Japan) + +chut (China); karnbo (Japan) + +mao (China); nagaeyan (japan) + +gun (China); bo (Japan) + +liuyedao (China); wakizashi (japan) + +hankyu (Japan) + +shuangdao (China) + +kama (Japan) + +qiang (China); yan (japan) + +cha (China); magariyari (japan) + +fang (China); kuwa (Japan) + + +jf YOUR u + + +ri \ + + +WK + + +CHAPTER 1 + + +V W O R L E + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +Chapter 2: Creating a Multiverse + + + +HEN ADVENTURERS REACH HIGHER LEVELS, +their path extends to other dimensions of +reality; the planes of existence that form the +multiverse. The characters might be called +on to rescue a friend from the horrific depths +of the Abyss or to sail the shining waters of +the River Ocean us. They can hoist a tankard +he friendly giants of Ysgard or face the chaos of +bo to contact a wizened githzerai sage. + +7 anes of existence define the extremes of strange +■sc rfeen dangerous environments. The most bizarre +■aliens present settings undreamed of in the natural +- : Planar adventures offer unprecedented dangers +nders. Adventurers walk on streets made of solid +- test their mettle on a battlefield where the fallen +i~- - n rrected with each dawn. + + +_ he Planes + + +TV various planes of existence are realms of myth +^ ; mystery. They're not simply other worlds, but +r ensions formed and governed by spiritual and +s-mental principles. + +The Outer Planes are realms of spirituality and +Jit. They are the spheres where celestials, fiends, +j Odes exist. The plane of Elysium, for example, +isc merely a place where good creatures dwell, and not +r simply the place where spirits of good creatures +when they die. It is the plane of goodness, a spiritual +reai where evil can t flourish. It is as much a state of +tesng and of mind as it is a physical location. + +inner Planes exemplify the physical essence +i - : elemental nature of air, earth, fire, and water. + +TV Elemental Plane of Fire, for example, embodies + +V essence of fire. The plane's entire substance is +Vsed with the fundamental nature of fire: energy, +ssiom transformation, and destruction. Even objects +- lid brass or basalt seem to dance with flame, in a + +?le and palpable manifestation of the vibrancy of +- dominion. + +mis context, the Material Plane is the nexus where +hese philosophical and elemental forces collide in +tumbled existence of mortal life and matter. The +* of D&D exist within the Material Plane, making + +: starting point for most campaigns and adventures. +The rest of the multiverse is defined in relation to the + +V -rial Plane, + +Planar Categories _ + +" - - p l a ne s of the de fau 11 D & D co sinology a re g rou pe d +following categories: + +The Material Plane and Its Echoes, The Fey wild and +Shadowfdl are reflections of the Material Plane, +Ve Transitive Planes, The Ethereal Plane and the +Viral Plane are mostly featureless planes that +serve primarily as pathways to travel from one plane +: another. + + +The Inner Planes, The four Elemental Planes (Air, +Earth, Fire, and Water), plus the Elemental Chaos that +surrounds them, are the Inner Planes. + +The Outer Planes, Sixteen Outer Planes correspond +to the eight non-neutral alignments and shades of +philosophical difference between them. + +The Positive and Negative Planes, I hese two planes +enfold the rest of the cosmology, providing the raw +forces of life and death that underlie the rest of +existence in the multiverse. + +Putting the Planes Together + +As described in the Player s Handbook, the assumed +D&D cosmology includes more than two dozen planes. +For your campaign, you decide what planes to include, +inspired by the standard planes, drawn from Earth's +myths, or created by your own imagination. + +At minimum, most D&D campaigns require +these elements: + +■ A plane of origin for fiends + +* A plane of origin for celestials + +* A plane oForigin for elementals + +* A place for deities, which might include any or all of +the previous three + +* The place where mortal spirits go after death, which +might include any or all of the first three + +* A way of getting from one plane to another + +* A way for spells and monsters that use the Astra l +Plane and the Ethereal Plane to function + +Once you've decided on the planes you want to use in +your campaign, putting them into a coherent cosmology +is an optional step. Since the primary way of traveling +from plane to plane, even using the Transitive Planes, +is through magical portals that link planes together, the +exact relationship of different planes to one another is +largely a theoretical concern. No being in the multiverse +can look down and see the planes in their arrangement +the same wav as we look at a diagram in a book. No +mortal can verify whether Mount Celestia is sandwiched +between Bytopia and Arcadia, but it’s a convenient +theoretical construct based on the philosophical +shading among the three planes and the relative +importance they give to law and good. + +Sages have constructed a few such theoretical models +to make sense of the jumble of planes, particularly the +Outer Planes. The three most common are the Great + +Inventing Your Own Planes + +Each of the planes described in this chapter has at least +one significant effect on travelers who venture there. When +you design your own planes, rt r s a good idea to stick to +that model. Create one simple trait that players notice, that +doesn't create too much complication at the gaming table, +and that’s easy to remember. Try to reflect the philosophy and +mood of the place, not merely its physical characteristics. + + +G H A PTE R 2 ] C R F A FI NG A M U LTIV K USB + + + + + + + + + +Wheel, the World Tree, and the World Axis, but you +can create or adapt whatever model works best for the +planes you want to use in your game. + +The Great Wheel + +The default cosmological arrangement presented +in the Player's Handbook visualizes the planes as a +group of concentric wheels, with the Material Plane +and its echoes at the center. The Inner Planes form +a wheel around the Material Plane, enveloped in the +Ethereal Plane. Then the Outer Planes form another +wheel around and behind (or above or below) that one, +arranged according to alignment, with the Outlands +linking them all + +This arrangement makes sense of the way the River +Styx flows among the Lower Planes, connecting +Acheron, the Nine Hells, Gehenna, Hades, Career!, the +Abyss, and Pandemonium like beads on a string. But its +not the only possible explanation of the river’s course. + +The World Tree + +A different arrangement of planes envisions them +situated among the roots and branches of a great cosmic +tree, literally or figuratively. + +For example, the Norse cosmology centers on the +World Tree VggdrasiL The three roots of the World +Tree touch the three realms: Asgard (an Outer Plane +that includes Valhalla, Vanaheim, Alfheim, and other +regions), Midgard (the Material Plane), and Niflheim +(the underworld). The Bifrost, the rainbow bridge, +is a unique transitive plane that connects Asgard +and Midgard. + +Similarly, one vision of the planes where the deities +of the Forgotten Realms reside situates a number of +celestial planes in the branches of a World Tree, while +the fiendish planes are linked by a River of Blood. +Neutral planes stand apart from them. Each of these +planes is primarily the domain of one or more deities, +though they are also the homes of celestial and fiendish +creatures. + +The World Axis + +In this view of the cosmos, the Material Plane and its +echoes stand between two opposing realms. The Astral +Plane (or Astral Sea) floats above them, holding any +number of divine domains (the Outer Planes). Below +the Material Plane is the Elemental Chaos, a single, +undifferentiated elemental plane where all the elements +clash together. At the bottom of the Elemental Chaos is +the Abyss, like a hole torn in the fabric of the cosmos. + +Other Visions + +As you build your own cosmology, consider the +following alternatives. + +The Omniverse, This simple cosmology covers the +bare minimum: a Material Plane; the Transitive Planes: +a single Elemental Chaos; an Overheaven, where good' +aligned deities and celestials live; and the Underworld, +where evil deities and fiends live, + +Myriad Planes, In this cosmology, countless planes +clump together like soap bubbles, intersecting with each +other more or less at random. + + +The Orrery ; All the Inner and Outer Planes orbit the +Material Plane, exerting greater or lesser influence on +the world as they come nearer and farther. The world of +Eberron uses this cosmological model + +The Winding Road, In this cosmology, every plane is +a stop along an infinite road. Each plane is adjacent to +two others, but there’s no necessary cohesion between +adjacent planes; a traveler can walk from the slopes of +Mount Celestia onto the slopes of Gehenna, + +Mount Olympus, In the Greek cosmology, Mount +Olympus stands at the center of the world (the Material +Plane), with its peak so high that it's actually another +plane of existence; Olympus, the home of the gods. All +the Greek gods except Hades have their own domains +within Olympus. In Hades, named for its ruler, mortal +souls linger as insubstantial shades until they eventually +fade into nothing, Tartarus, where the titans are +imprisoned in endless darkness, lies below Hades. And +far to the west of the known world in the Material Plane +are the blessed Elysian Fields. The souls of great heroes +reside there. + +Solar Barge, The Egyptian cosmology is defined by +the daily path of the sun—across the sky of the Material +Plane, down to the fair Offering Fields in the west, +where the souls of the righteous live in eternal reward, +and then beneath the world through the nightmarish +Twelve Hours of Night. The Solar Barge is a tiny Outer +Plane in its own right, though it exists within the Astral +Plane and the other Outer Planes in the different stages +of its journey. + +One World , In this model, there are no other +planes of existence, but the Material Plane includes +places like the bottomless Abyss, the shining Mount +Celestia, the strange city of Mechanus. the fortress of +Acheron, and so on. All the planes are locations in the +w^orId t reachable by ordinary means of travel—though +extraordinary effort is required, for example, to sail +across the sea to the blessed isles of Elysium. + +The Otherworld * In this model, the Material Plane +has a twin realm that fills the role of all the other planes. +Much like the Fey wild, it overlays the Material Plane +and can be reached through “thin places" where the +worlds are particularly close: through caves, by sailing +far across the sea T or in fairy rings in remote forests. It +has dark, evil regions (homes of fiends and evil gods), +sacred isles (homes of celestials and the spirits of the +blessed death), and realms of elemental fury. This +otherworld is sometimes overseen by an eternal city, or +by four cities that each represent a different aspect of +reality. The Celtic cosmology has an otherworld, called +Tfr na ndg, and the cosmologies of some religions +inspired by Asian myth have a similar Spirit World. + +Planar Travel + +When adventurers travel to other planes of existence, +they undertake a legendary journey that might force +them to face supernatural guardians and undergo +various ordeals. The nature of that journey and the trials +along the way depend in part on the means of travel, and +whether the adventurers find a magic portal or use a +spell to carry them. + + +CHAPTER 2 ! CREATING A M l ■ L,T I \ I.RSE + + + + + + + + + + + +Planar Portals + +[RasstUrt’sj eyes studied the PortciL studied every detail +mcndy— although it was not really necessajy. He had seen +T • had times in dreams both sleeping and waking, The +. ells to open it were simple, nothing elaborate or complex. +E ich of the five dragon heads surrounding and guarding +Portal must be propitiated with the correct phrase. Each +- be spoken to in the proper order. But. once that was +v and the White-Robed Cleric had exhorted Paladine +m intercede and hold the Portal open, they would enter. + +’; ould dose behind them. + +A nd he would face his greatest challenge. + +Margaret Weis & Tracy Hickman, War of the Twins + +rtal’" is a general term Tor a stationary interplanar +c section that links a specific location on one plane +Id a specific location on another. Some portals function +b- • doorways, appearing as a clear window or a fog- +m rcuded passage, and interplanar travel is as simple + +- stepping through the doorway. Other portals are + +ations—circles of standing stones, soaring towers, +ng ships, or even whole towns—that exist in +m pie planes at once or flicker from one plane to +peother. Some are vortices, joining an Elemental Plane +mnih a very similar location on the Material Plane, such + +- - heart of a volcano (leading to the Plane of Fire) or + +- icptlis of the ocean (to the Plane of Water). + +- -sing through a planar portal can be the simplest +~ tc travel from the Material Plane to a desired +location on another plane. Most of the time, though, a +postal presents an adventure in itself. + +F rsi. the adventurers must find a portal that leads + +* they want to go. Most portals exist in distant +■ >ns r and a portal's location often has thematic + +si T: • rities to the plane it leads to. For example, a portal +~ : heavenly mountain of Celestia might be located +mountain peak. + +:ond, portals often have guardians charged with + +* airing that undesirable people don't pass through. +Depending on the portal s destination, “ undesirable + +:* ' might include evil characters, good characters, + +a rds. thieves, anyone wearing a robe, or any mortal + +* ' iture. A portal s guardian is typically a powerful +r igical creature, such as a genie, sphinx, titan, or +mi of the portal's destination plane. + +1 nally, most portals don't stand open all the time, +pen only in particular situations or when a certain +' ;irement is met. A portal can have any conceivable +- Virement, but the following arc the most common: + +Time. The portal functions only at particular times: + +“uring a full moon on the Material Plane, or every ten +da> s, or when the stars are in a particular position. + +C nee it opens, such a portal remains open for a +mited time, such as for three days following the full +n, or for an hour, or for ld4 + 1 rounds. + +S cation. The portal functions only if a particular +: lit ion is met. A situation-keyed portal opens + + +m + + +on a clear night, or when it rains, or when a certain +spell is cast in its vicinity. + +Random. A random portal functions for a random +period, then shuts down fora similarly random +duration. Typically such a portal allows ld6 + + +6 travelers to pass through, then shuts down +for Id6 days. + +Command Word. The portal functions only if a +particular command word is spoken. Sometimes the +word must be spoken as a character passes through +the portal (which is otherwise a mundane doorway, +window, or similar opening). Other portals open when +the command word is spoken and remain open for a +short time. + +Key. The portal functions if the traveler is holding a +particular object: the item acts much like a key to +a door. This key item can be a common object or a +particular key created for that portal. The city of Sigil +above the Outlands is known as the City of Doors +because it features an overwhelming number of such +item-keyed portals. + +Learning and meeting a portal's requirements can +draw characters into further adventures as they chase +down a key item, scour old libraries for command +words, or consult sages to find the right time +to visit the portal. + + + + + + + + + + + +circle, but such knowledge is even harder to come +by than ihe specifications of the required tuning +fork. Otherwise, the spell transports the caster to +a location in the general vicinity of the desired spot. +Wherever the adventurers arrive, they'll most likely +still need to undertake a journey to reach the object or a +planar quest. + +Gate* The gate spell opens a portal linked to a specific +point on another plane of existence. The spelt provides +a shortcut to a planar destination, bypassing many of +the guardians and trials that would normally fill such +a journey. But this 9th-level spell is out of reach for all +but the most powerful characters, and it does nothing t +negate any obstacles that wait at the destination. + +The gate spell is powerful, but not infallible. A deity, +demon lord, or other powerful entity can prevent such a +portal from opening within its dominion. + + +Spells + + +Sarya raised her hands and began to declaim the words of +a very powerful spell one of the most dangerous she knew, +a spell designed to breach the barriers between the planes +and create a magical bridge into another realm of existence. +The mythal thrummed in response . the intangible pulse of +the old device taking on a new and different note. Sarya +ignored the mythal sto n e's cb ange and pressed on, finishing +her gate spell with skill and confidence. + +“Th e ga te is open!" she cried. "Matkizid t come forth !" + +Before Sarya a great ring or hoop of golden magic +coalesced from the air. Through it she glimpsed the realm +of Malkizid, an infernal wasteland of parched desert , + + +windswept rifts , and black , angrj? skies torn by crimson +lightning. Then , through thegote, the archdevil Malkizid + + +Astral Plane + + +appeared . With one smooth step he crossed from his +infernal plane into the my thal chamber . + +—Richard Baker, Farthest Reach + +A number of spells allow direct or indirect access to +other planes of existence. Plane shift and gate can +directly transport adventurers to any other plane, with +different degrees of precision. Etherealness allows +adventurers to enter the Ethereal Plane, And the astral +projection spell lets adventurers project themselves +into the Astral Plane and from there travel to the +Outer Planes. + +Plane Shift The plane shift spell has two important +limitations. The first is the material component: a +small, forked, metal rod (like a tuning fork) attuned to +the desired planar destination. The spell requires the +proper resonating frequency to home in on the correct +location, and the fork must be made of the right material +(sometimes a complex alloy) to focus the spell's magic +properly. Crafting the fork is expensive (at least 250 gp). +but even the act of researching he correct specifications +can lead to adventure. After all, not many people +voluntarily travel into the depths of Carceri, so very few +know what kind of tuning fc rk is required to get there. + +Second, the spell doesn't send the caster to a specific +location unless he or she has specialized information. +The sigil sequence of a teleportation circle located on +another plane allows the caste: tc travel directly to that + + +Hdfsstra opened her eyes and found herself drifting in +an endless silver sea. Soft gray clouds moved slowly in +the distance, while strange dark streaks twisted violently +through the sky , anchored m ends so distant she couldnt +perceive them, their middle parts revolving angrily like +pieces of string rolled between a child's fingertips. She +glanced down, wondering what supported her, and saw +nothing but more of the strange pearly sky beneath her fee: +and all around her + +She drew in a sudden breath , surprised by the sight, and +felt her lungs fill with something sweeter and perhaps a littk +more solid than air but instead of gagging or drowning +on the stuff she seemed perfectly acclimated to it. An +electric thrill raced through her limbs as she found herself +mesmerized by the simple act of respiration. + +—Richard Baker, Condemnation + +The Astral Plane is the realm of thought and dream, +where visitors travel as disembodied souls to reach +the Outer Planes. It is a great silvery sea. the same +above and below, with swirling wisps of white and gray +streaking among motes of light like distant stars. Most +of the Astral Sea is a vast, empty expanse. Visitors +occasionally stumble upon the petrified corpse of a + + +CHAPTER 2 + + +CREATING \ M + + + + + + + + + + + + + + + + + + + +w 1 mm + + +dead god or other chunks of rock drifting forever in the +silvery void. Much more commonplace are color pools— +magical pools of colored light that flicker like radiant, +spinning coins. + +Creatures on the Astral Plane don’t age or suffer from +hunger or thirst. For this reason* humanoids that live +on the Astral Plane (such as the githyanki) establish +outposts on other planes, often the Material Plane, so +their children can grow to maturity* + +A traveler in the Astral Plane can move by simply +thinking about moving, but distance has little meaning. + +In combat, though, a creatures walking speed (in feet) is +equal to 3 * its Intelligence score. The smarter a creature +is. the easier it can control its movement by act of will. + + +Astral Projection + + +Traveling through the Astral Plane by means of +the astral projection spell involves projecting one's +consciousness there, usually in search of a gateway to an +Outer Plane to visit Since the Outer Planes are as much +spiritual states of being as they are physical places* this +allows a character to manifest in an Outer Plane as if he +*r she had physically traveled there, but as in a dream. + +A character's death—either in the Astral Plane or on +■.he destination plane- causes no actual harm* Only the +severing of a character's silver cord while on the Astral +z, lane (or the death of his or her helpless physical body +>n the Material Plane) can result in the character's true +ieath. Thus, high-level characters sometimes travel to +■.he Outer Planes by way of astral projection rather than +>eek out a portal or use a more direct spell +Only a few things can sever a traveler’s silver cord, the +most common being a psychic wind (described below). +The legendary silver swords of the githyanki also have +hi is ability. A character who travels bodily to the Astral +^iane (by means of the plane shift spell or one of the +rare portals that leads directly there) has no silver cord. + + +Color Pools + + +Gateways leading from the Astral Plane to other +planes appear as two-dimensional pools of rippling +dors, ld6 x 10 feet in diameter. Traveling to another +plane requires locating a color pool that leads to the +r sired plane. These gateways to other planes can be +. zentified by color, as shown on the Astral Color Pools +able. Finding the right color pool is a matter of chance: +rating the correct one takes Id4 * 10 hours of travel. + + +Astral Color Pools + + +d20 + +Plane + +Pool Color + +1 + +Ysgard + +Indigo + +2 + +Limbo + +Jet black + +3 + +Pandemonium + +Magenta + +4 + +The Abyss + +Amethyst + +5 + +Career! + +Olive + +6 + +Hades + +Rust + +7 + +Gehenna + +Russet + +3 + +The Nine Hells + +Ruby + +9 + +Acheron + +Flame red + +10 + +Mechanus + +Diamond blue + +n + +Arcadia + +Saffron + +12 + +Mount Celestia + +Gold + +13 + +Bytopia + +Amber + +14 + +Elysium + +Orange + +15 + +The Beastlands + +Emerald green + +16 + +Arborea + +Sapphire blue + +17 + +The Gutlands + +Leather brown + +IS + +Ethereal Plane + +Spiraling white + +19-20 + +Material Plane + +Silver + + +Psychic Wind + + +A psychic wind isn't a physical wind like that found on +the Material Plane, but a storm of thought that batters +travelers’ minds rather than their bodies. A psychic +wind is made up oflost memories, forgotten ideas, +minor musings* and subconscious fears that went +astray in the Astral Plane and conglomerated into this +powerful force. + +A psychic wind is first sensed as a rapid darkening of +the silver-gray sky. After a few rounds, the area becomes +as dark as a moonless night. As the sky darkens, the +traveler feels buffeting and shaking* as if the plane itself +was rebelling against the storm. As quickly as it comes* +the psychic wind passes, and the sky returns to normal +in a few rounds. + +The psychic wind has two kinds of effects: a +location effect and a mental effect. A group of travelers +journeying together suffers the same location effect. +Each traveler affected by the wind must also make a +DC 15 Intelligence saving throw. On a failed save, the +traveler suffers the mental effect as well Roll a d20 +twice and consult the Psychic Wind Effects table to +determine the location and mental effects. + + +CHAPTER 2 | CREATING A MULTI VERSE + + +47 + + + + + + + + + + + + + + + + + +Psychic Wind Effects + +d20 Location Effect + +1-8 Diverted; add 1 d6 hours to travel time +9-12 Blown off course; add 3dl0 hours to travel time +13-16 Lost; at the end of the travel time, characters arrive +at a location other than the intended destination +17-20 Sent through color pool to a random plane (roll on +the Astra! Color Pools table) + + +Ethereal Plane + +Tomlin felt a hand on him, felt his body shimmer into +mist. The screams and shouts sounded far off. The walls +around him appeared to be only gray shadows. Rwalen +and Brennus stood beside him. + +“The ethereal plane." Rivcilen said . “77ie dragons breath +cannot affect us hereT + + +d20 Mental Effect + + +—Paul $. Kemp. Shadowstorn: + + + +1-8 Stunned for 1 minute; you can repeat the saving +throw at the end of each of your turns to end the +effect on yourself + +9-10 Short-term madness (see chapter 8) + +11-12 11 (2dl0) psychic damage + +13-16 22 (4dl0) psychic damage + +17-18 Long-term madness (see chapter 8) + +19-20 Unconscious for 5 (1 d 10) minutes; the effect on +you ends if you take damage or if another creature +uses an action to shake you awake + + +Astral Plane Encounters + + +Planar travelers and refugees from other planes wander +the expanses of the Astral Plane. The most prominent +denizens of the Astral Plane are the githyanki, an +outcast race of reavers that sail sleek astral ships, +slaughter astral travelers* and raid planes touched +by the Astral. Their city. Tu’narath, floats through the +Astral Plane on a chunk of rock that is actually the body +of a dead god. + +Celestials, fiends, and mortal explorers often scour +the Astral Plane for color pools leading to desired +destinations. Characters who linger for too long +in the Astral might have an encounter with one or +more wandering angels, demons, devils, night hags, +yugoloths, or other planar travelers. + + +The Ethereal Plane is a misty, fog-bound dimension. + +Its “shores,' 1 called the Border Ethereal, overlap the +Material Plane and the Inner Planes, so that every +location on those planes has a corresponding location +on the Ethereal Plane. Visibility in the Border Ethereal +is limited to 60 feet. The planes depths comprise a +region of swirling mist and fog called the Deep Ethereal, +where visibility is limited to 30 feet. + +Characters can use the etherealness spell to enter +the Border Ethereal, The plane shift spell allows +transport to the Border Ethereal or the Deep Ethereal, +but unless the intended destination is a specific location +ora teleportation circle, the point of arrival could be +anywhere on the plane. + +Border Ethereal + + +From the Border Ethereal, a traveler can see into +whatever plane it overlaps, but that plane appears muted +and indistinct, its colors blurring into each other and +its edges turning fuzzy. Ethereal denizens watch the +plane as though peering through distorted and frosted +glass, and can’t see anything beyond 30 feet into the +other plane. Conversely, the Ethereal Plane is usually +invisible to those on the overlapped planes, except with +the aid of magic. + +Normally, creatures in the Border Ethereal can't +attack creatures on the overlapped plane, and vice +versa. A traveler on the Ethereal Plane is invisible and +utterly silent to someone on the overlapped plane, and +solid objects on the overlapped plane don’t hamper +the movement of a creature in the Border Ethereal, + +The exceptions are certain magical effects (including +anything made of magical force) and living beings. This +makes the Ethereal Plane ideal for reconnaissance, +spying on opponents, and moving around without beino +detected. The Ethereal Plane also disobeys the laws +of gravity; a creature there can move up and down as +easily as walking. + +Deep Ethereal _ + +To reach the Deep Ethereal, one needs a plane shift +spell or arrive by means of a gate spell or magical porta +Visitors to the Deep Ethereal are engulfed by roiling +mist. Scattered throughout the plane are curtains of +vaporous color, and passing through a curtain leads a +traveler to a region of the Border Ethereal connected to +a specific Inner Plane, the Material Plane, the Fey wild, +or the ShadowfelL The color of the curtain indicates the +plane whose Border Ethereal the curtain conceals; sec +the Ethereal Curtains table. + + + + + + + + + + + + + + + + + + + +Ethereal Curtains + +dS Plane Color of Curtain + +1 Material Plane Bright turquoise + +2 Shadowfelf Dusky gray + +3 Feywild Opalescent white + +4 Plane of Air Pale blue + +5 Plane of Earth Reddish-brown + +6 Plane of Fire Orange + +7 P [ a n e of Wate r G ree n + +S Elemental Chaos Swirling mix of colors + +Traveling through the Deep Ethereal to journey from +one plane to another is unlike physical travel* Distance +is meaningless* so although travelers fed as if they can +move by a simple act of will it's impossible to measure +speed and hard to track the passage of time. A trip +between planes through the Deep Ethereal takes Id 10 +x 10 hours, regardless of the origin and destination. In +combat* however, creatures are considered to move at +their normal speeds. + +Ether Cyclones _ + +An ether cyclone is a serpentine column that spins +through the plane. The cyclone appears abruptly, +distorting and uprooting ethereal forms in its path and +carrying the debris for leagues. Travelers with a passive +Wisdom (Perception) score of 15 or more receive ld4 +rounds of warning: a deep hum in the ethereal matter. +Travelers who can t reach a curtain or portal leading +elsewhere suffer the cyclone's effect. Rod a d20 and +consult the Ether Cyclone table to determine the effect +on all creatures in the vicinity. + +Ether Cyclone + +d20 Effect + +1-12 Extended journey + +13-19 Blown to the Border Ethereal of a random plane +(roll on the Ethereal Curtains table] + +20 Hurled into the Astral Plane + +The most common effect of an ether cyclone is to +extend the duration of a journey. Each character in a +group traveling together must make a DC 15 Charisma +saving throw. If at least half the group succeeds, travel +is delayed by Id 10 hours. Otherwise* the journey's travel +time is doubled. Less often, a group is blown into the +Border Ethereal of a random plane. Rarely, the cyclone +ars a hole in the fabric of the plane and hurls the party +into the Astral Plane. + +Ethereal Pla ne Encount ers _ + +Most encounters in the Border Ethereal are with +features on the Material Plane w T hose senses or +abilities extend into the Ethereal Plane (phase spiders, + +- example)* Ghosts also move freely between the +Ethereal and Material Planes* + +In the Deep Ethereal, most encounters are with other +travelers* particularly ones from the Inner Planes (such +i? elementals, genies. and salamanders), as well as the +rasional celestial* fiend, or fey. + + +Feywild + +Stepping into the portal was like settling into a warm bath, +though the chill didn't fade from the air. At first everything +muted—the roar of the river around fhe rocks below, the +chirping of frogs and crickets on shore , the evening bustle of +the town behind him .... A moment Inter, the world erupted +into vibrant life. Frogs and night birds sang a chorus: the air +was awash with outumn scents: the moon 1 ight painted the +flowers in iridescent blue, silver, and violet: and the rushing +of the river became a complex symphony. + +—James Wyatt, Oath of Vigilance + +The Feywild, also called the Plane of Faerie, is a land of +soft lights and wonder, a place of music and death. It is a +realm of everlasting twilight, with glittering faerie lights +bobbing in the gentle breeze and fat fireflies buzzing +through groves and fields. The sky is alight with the +faded colors of an ever-setting sun, which never truly +sets (or rises for that matter); it remains stationary, +dusky and low in the sky* Away from the settled areas +ruled by the seelie fey that compose the Summer Court, +the land is a tangle of sharp-toothed brambles and +syrupy fens—perfect territory for the unseelie fey to hunt +their prey. + +The Feywild exists in parallel to the Material +Plane, an alternate dimension that occupies the same +cosmological space. The landscape of the Feywild +mirrors the natural world but turns its features into +spectacular forms. Where a volcano stands on the +Material Plane, a mountain topped with skyscraper¬ +sized crystals that glow w ith internal fire towers in the +Feywild. A wide and muddy river on the Material Plane +might be echoed as a clear and winding brook of great +beauty. A marsh could be reflected as a vast black bog of +sinister character. And moving to the Feywild from old +ruins on the Material Plane might put a traveler at the +door of an archfeyT castle. + +The Feywild is inhabited by sylvan creatures* such +as elves, dryads, satyrs* pixies, and sprites, as well as +centaurs and magical creatures such as blink dogs, +faerie dragons* treants, and unicorns. The darker +regions of the plane are home to such malevolent +creatures as hags* blights, goblins* ogres* and giants. + + +Seelie and Unseelie Fey + +Two queens hold court in the Feywild, and most fey owe +allegiance to one or the other. Queen Titania and her +Summer Court lead the seelie fey, and the Queen of Air and +Darkness, ruler of the Gloaming Court, leads the unseelie fey, +Seelie and unseelie do not directly correlate with good and +evil, though many mortals make that equation. Many seelie +fey are good, and many unseelie are evil, but their opposition +to each other stems from their queens' jealous rivalry, not +abstract moral concerns. Ugly denizens of the Feywild, such +as fomortans and hags, are almost never members of either +court, and fey of independent spirit reject the courts entirely. +The courts have warred at times, but they also compete in +more-or-less friendly contests and even ally with one another +in small and secret ways. + +■ ■ + + +C H A PI Efi 2 I C R EAT IN G A M U LTIV E R 3 E + + + + + + + + + + + + +5T~ + + + + +Fey crossings are places of mystery anti beauty on the +Material Plane that have a near-perfect mirror in the +Fey wild, creating a portal where the two planes touch, + +A traveler passes through a fey crossing by entering a +clearing, wading into a pool stepping into a circle of +mushrooms, or crawling under the trunk of a tree. To +the Iraveler, it seems like he or she has simply walked +into the Fey wild with a step. To an observer, the traveler +is there one moment and gone the next. + +Like other portals between planes, most fey crossings +open infrequently, A crossing might open only during +a full moon, on the dawn of a particular day, or for +someone carrying a certain type of item, A fey crossing +can be closed permanently if the land on either side is +dramatically altered—for example, if a castle is built +over the clearing on the Material Plane. + +Optional Rules: Feywild Magic + + +Tales speak of children kidnapped by fey creatures +and spirited away to the Feywild, only to return to their +parents years later without having aged a day, and +with no memories of their captors or the realm they +came from. Likewise, adventurers who return from ail +excursion to the Feywild are often alarmed to discover +upon their return that time flows differently on the +Plane of Faerie, and that the memories of their visit +are hazy. You can use these optional rules to reflect the +strange magic that suffuses the plane. + + +Memory Loss + +A creature that leaves the Feywild must make a DC +10 Wisdom saving throw. Fey creatures automatically +succeed on the saving throw, as do any creatures, like +elves, that have the Fey Ancestry trait. A creature that +fails the saving throw remembers nothing from its +time spent in the Feywild. On a successful save, the +creature's memories remain intact but are a little hazy. +Any spell that can end a curse can restore the creature’s +lost memories. + + +Time Warp + +While time seems to pass normally in the Feywild, +characters might spend a day there and realize, upon +leaving the plane, that less or more time has elapsed +everywhere else in the multi verse. + +Whenever a creature or group of creatures leaves +the Feywild after spending at least 1 day on that plane, +you can choose a time change that works best for your +campaign, if any or roll on the Feywild Time Warp +table. A wish spell can be used to remove the effect on +up to ten creatures. Some powerful fey have the ability +to grant such wishes and might do so if the beneficiaries +agree to subject themselves to a geas spell and complete +a quest after the wish spell is cast. + + +Feywild Time Warp + + +d20 + +Result + +d20 + +Result + +1-2 + +Days become + +14-17 + +Days become weeks + + +minutes + +18-19 + +Days become + +3-6 + +Days become hours + + +months + +7-13 + +No change + +20 + +Days become years + + +Fey Crossings + + + +CHAPTER ( 1 ! CREATING A MULTI VERSE + + + + + + + + + + + + + + + + + + + + +Shadowfell + +Riven stood in the uppermost room of the central tower of +his citadel—a fortress of shadows and dark stone carved in + +relief into the sheer face of a jagged peak _ The starless + +black vault of the plane's sky hung over a landscape of gray +snd black, where lived the dark simulacra of actual things. +Shadows and wraiths and specters and ghosts and other +..ndead hung in the air around the citadel or prowled +'he foothills and plains near it, so numerous their glowing + + +Plane. Where a mountain stands on the Material Plane, +the corresponding feature on the Shadowfell is a jagged +rock outcropping with a resemblance to a skull, a heap +of rubble, or perhaps the crumbling ruin of a once-great +castle. A forest on the Shadowfell is dark and twisted, +its branches reaching out to snare travelers’ cloaks, and +its roots coiling and buckling to trip those who pass by. + +Shadow dragons and undead creatures haunt this +bleak plane, as do other creatures that thrive in the +gloom, including cloakers and darkmantles. + +Shadow Crossings + + + + + + + +eyes looked like swarms of fireflies. He felt the darkness in +every thing he could see, felt it as an extension of himself +o nd the feeling made him too big try half. + +—Paul S. Kemp. The Godborn + +The Shadowfell, also called the Plane of Shadow, is a +dimension of black, gray, and white where most other +rolor has been leached from everything. It is a place of +darkness that hates the light, where the sky is a black +• ault with neither sun nor stars. + +The Shadowfell overlaps the Material Plane in much +*he same way as the Feywild. Aside from the colorless +andscape, it appears similar to the Material Plane. +Landmarks from the Material Plane are recognizable +>n the Shadowfell, but they are twisted and warped- +distorted reflections of what exists on the Material + + + + +Similar to fey crossings, shadow crossings are locations +where the veil between the Material Plane and the +Shadowfell is so thin that creatures can walk from one +plane to the other. A blot of shadow in the corner of a +dusty crypt might be a shadow crossing, as might an +open grave. Shadow crossings form in gloomy places +where spirits or the stench of death lingers, such as +battlefields, graveyards, and tombs. They manifest only +in darkness, closing as soon as they feel light’s kiss. + + +Domains of Dread + + +In remote corners of the Shadowfell. it is easy to reach +horrific demiplanes ruled over by accursed beings of +terrible evil. The best known of these is the valley of +Barovia, overlooked by the towering spires of Castle +Ravenloft and ruled by Count Strahd von Zarovich, +the first vampire. Beings of the Shadowfell called the +Dark Powers created these domains as prisons for + + + + + + + + + + + + +these 'darklords/' and through cruelty or carelessness +trapped innocent mortals in these domains as well. + +Optional Rule: + +Shadowfell Despair _ + +A melancholic atmosphere pervades the Shadowfell +Extended forays to this plane can afflict characters with +despair, as reflected in this optional rule. + +When you deem it appropriate, though usually not +more than once per day, you can require a character +not native to the Shadowfell to make a DC 10 Wisdom +saving throw. On a failure, the character is affected by +despair. Roll a d6 to determine the effects, using the +Shadowfell Despair table. You can substitute different +despair effects of your own creation. + +Shadowfell Despair + +d6 Effect + +1-3 Apathy. The character has disadvantage on + +death saving throws and on Dexterity checks for +initiative, and gains the following flaw: “I don't +believe 1 can make a difference to anyone or +anything/' + +4-5 Dread. The character has disadvantage on all + +saving throws and gains the following flaw: “I am +convinced that this place is going to kill me," + +6 Madness. The character has disadvantage + +on ability checks and saving throws that use +Intelligence, Wisdom, or Charisma, and gains the +following flaw: “I can't tell what's real anymore/' + +If a character is already suffering a despair effect and +fails the saving throw, the new despair effect replaces +the old one. After finishing a long rest, a character +can attempt to overcome the despair with a DC 15 +Wisdom saving throw, (The DC is higher because it’s +harder to shake off despair once it has taken hold.) + +On a successful save, the despair effect ends for that +character. + +A calm emotions spell removes despair, as does any +spell or other magical effect that removes a curse. + + +Evernight + +The city of Neverwinter in the world of the Forgotten Realms +has a dark reflection on the Shadowfell: the city of Evernight. +Evernight is a city of cracked stone edifices and homes of +rotten wood. Its roads are made mostly of trampled grave +dust, and its few cobbled streets are missing enough stones +that they appear pockmarked. The sky is corpse gray, and the +breeze blows cold and humid* bringing a chill to the skin. + +The city’s living residents include mad necromancers, +corrupt purveyors of human flesh, worshipers of evil deities, +and others who are able to make themselves useful and crazy +enough to want to live here. But the living are a minority +in Evernight, for the bulk of the population consists of the +shambling dead. Zombies, wights, vampires, and other +undead make the city their home, all under the watchful eyes +of the ruling caste: intelligent flesh-eating ghouls. + +Rumors abound that this foul place mirrors one city on +every world. + + +Inner Planes + +He was lying on his back upon baked and smoldering stone, +staring up at a smoky gray sky lit from distant and unseen +fires. Around him , a sea of lava burped gouts of gas and jets +offlame. The Elemental Plane office. + +Thank the fell ones. Vhok thought . / never thought id be +so happy to be here . + +—Thomas M. Reid. The Gossamer Plain + +The Inner Planes surround and enfold the Material +Plane and its echoes, providing the raw elemental +substance from which all worlds were made. The four +Elemental Planes—Air, Earth, Fire, and Water—form +a ring around the Material Plane, suspended within +a churning realm known as the Elemental Chaos, + +These planes are all connected, and the border regions +between them are sometimes described as distinct +planes in their own right. + +At their innermost edges, where they are closest +to the Material Plane (in a conceptual if not a literal +geographical sense), the four Elemental Planes +resemble places in the Material Plane, The four +elements mingle together as they do in the Material +Plane, forming land, sea. and sky. But the dominant +element exerts a strong influence on the environment, +reflecting its fundamental qualities. + +The inhabitants of this inner ring include aarakocra. +azers, dragon turtles, gargoyles, genies, mephits, +salamanders, and xorn. Some originated on the +Material Plane, and all can travel to the Material +Plane (if they have access to the magic required) and +survive there. + +As they extend farther from the Material Plane, +the Elemental Planes become increasingly alien and +hostile. Here, in the outermost regions, the elements +exist in their purest form: great expanses of solid earth, +blazing fire, crystal-clear water, and unsullied air. Any +foreign substance is extremely rare: little air can be +found in the outermost reaches of the Plane of Earth, +and earth is all but impossible to find in the outermost +reaches of the Plane of Fire. These areas are much less +hospitable to travelers from the Material Plane than +the border regions are. Such regions are little know n, +so when discussing the Plane of Fire, for example, a +speaker usually means the border region. + +The outermost regions are largely the domains of +elemental spirits barely recognizable as creatures. + +The creatures usually called elemental® dwell here, +including the Elemental Princes of Evil (primordial +beings of pure elemental fury) and elemental spirits +that spellcasters can bind into galeb duhrs, golems, +invisible stalkers, magmin. and water weirds. These +elemental creatures don't need food or other sustenance +on their home planes, because they are sustained by the +elemental energies that saturate those planes. + +El emental Ch aos _ + +At the farthest extents of the Elemental Planes, the pure +elements dissolve and bleed together into an unending + + +C H APT Eg. 2 | C R fc A‘ HNG A M U LT! V £ V. $ £ + + + + + + + + + + + + + + + + + + +^hiuft of dashing energies and colliding substance +i ed the Elemental Chaos. Elementals can be found +as well but they usually don't stay long, preferring +cifort of their native planes. Reports indicate +rB existence of weird hybrid elementals native to the +E> 'rental Chaos, but such creatures are seldom seen +«c ::her planes. + +Plane of Air + +^—■ i » -■ ■ ■ « ——^■—- ■ i + + +-r -ential nature of air is movement, animation, and +■ration. Air is the breath of life* the winds of change, + +— : ‘ eh breeze that clears away the fog of ignorance +v stuffiness of old ideas. + +Th Plane of Air is an open expanse with constant +■5 - is of varying strength. Here and there, chunks of +■ fa drift in the openness—the remnants of failed + +by denizens of the Plane of Earth. These earth +- serve as homes for the creatures of elemental air, +ny motes are covered with lush vegetation. Other +Esc-iures live on cloud banks infused with enough +to become solid surfaces, strong enough to +towns and castles. + +- Ping cloud banks can obscure visibility in any +tion in the plane. Storms are frequent, mostly on +pa - v. ith a strong thunderstorm but occasionally more +i ■■•'a tornadoes or mighty hurricanes. The air is +3i£ : ■ -wept near the Plane of Water (where it is biting +cdr and die Plane of Fire (where it is searing hot). + +; d snow fall only in the part of the plane nearest +ic the Plane of Water. + +■lost of the Plane of Air is a complex web of air +3 ' a ms* currents, and winds called the Labyrinth + +i. These range from stiff breezes to howling gales +\n rip a creature apart. Even the most skilled +_ features must navigate these currents carefully, + +_ with the winds, not against them. + +Here and there among the Labyrinth Winds are +n: den realms reachable only by following a particular +s- nee of flowing winds, and thus largely protected +sc nst attackers. One such realm is fabled Aaqa. a +aiming domain of silver spires and verdant gardens +jboc 2 fertile earth mote. The Wind Dukes of Aaqa are +§r z ited to law and good, and they maintain a vigilant + +- 2 against the depredations of elemental evil and the + +' ichment of the Elemental Chaos. They are served +to makocra and a lit tie-known race called the vaati. + +7 he region of the Plane of Air nearest the Great +T;r dagration is called the Sirocco Straits. Hot. dry +sr > scour the earth motes in this area to dry and +jhrren chunks of rock. Gargoyles and their allies from +Plane of Earth gather here to launch raids into the +pm of Aaqa. + +E ---tween the Sea of Fire (on the Plane of Fire) and +Sirocco Straits is a towering firestorm called the +Great Conflagration, sometimes called the Plane of +Ash. Howling winds from the Plane of Air mix with the +drier storms and lava of the Plane of Fire to create an +- -less storm front—a wall of flames, smoke, and ash, + +7 - - thick ash obscures sight beyond a few dozen feet, +and the battering winds make travel difficult. Here and +ibr re, ash clusters into floating realms where outlaws +it : fugitives take shelter. + + + + + + + + + + + + + + + + + + +At the other end of the plane, near the Frost fell (the +plane of ice that borders the Plane of Water), is a region +of frigid winds called the Mistral Reach. These gales +drive snowstorms into the Frostfell and away from in +.toward the heart of the plane. Earth motes in the reach +are covered with snow and ice. + +Plane of Earth_. + +Earth symbolizes stability, rigidity, stern resolve, and +tradition. The plane s position opposite the Plane of +Air in the ring of the Elemental Planes reflects its +opposition to almost everything air represents. + +The Plane of Earth is a chain of mountains rising +higher than any mountain range in the Material Plane. + +It has no sun of its own. and no air surrounds the peaks +of its highest mountains. Most visitors to the plane +arrive by way of caves and caverns that honeycomb the +mountains. + +The largest cavern beneath the mountains, called +the Great Dismal Delve or the Sevenfold Maze work, is +home to the capital city of the dao, the City of jewels. +The dao take great pride in their wealth and send teams +of slaves across the plane in search of new veins of +ore and gemstones to exploit. Thanks to their efforts, +every building and significant object in the city is made +from precious stones and metals, including the slender +gemstone-inlaid spires that top most buildings. The city +is protected by a powerful spell that alerts the entire dao +population if a visitor steals even a single stone. Theft is +punishable by death, with punishment extending to the +thief's relatives. + +The mountains nearest the Fountains of Creation (on +the Plane of Fire) are called the Furnaces. Lava seeps +through their caverns, and the air reeks of sulfur. The +dao have great forges and smelting furnaces here to +process their ores and shape their precious metals. + +The border region between the planes of Water and +Earth is a horrid swamp where twisted, gnarled trees +and thick, stinging vines grow from the dense muck and +slime. Here and there within the Swamp of Oblivion +(also called the Plane of Ooze), stagnant lakes and pools +play host to thickets of weeds and monstrous swarms of +mosquitoes. The few settlements here consist of wooden +structures suspended above the muck. Most are built on +platforms between trees, but a few stand on stilts driven +deep into the muck. No solid earth underlies the mud +of the swamp, so houses built on poles eventually sink +down into it. + +It is said that any object cast into the Swamp of +Oblivion can t be found again for at least a century. Now +and then, a desperate soul casts an artifact of power into +this place, removing it from the multi verse for a time. +The promise of powerful magic lures adventurers to +brave the monstrous insects and hags of the swamp in +search of these treasures. + +The region of the plane nearest the Swamp of +Oblivion is called the Mud Hills. Landslides constantly +wear away the slopes of the hills, sending cascades +of earth and stone into the bottomless swamp. The +Plane of Earth seems to constantly regenerate the land, +pushing new hills up as the old ones erode to nothing. + + + + + + + + + + + + + + + + + +Plane of Fire + + +Fire represents vibrancy, passion, and change. At +its worst, it is cruel and wantonly destructive, as the +:reet often are, but at its best, tire reflects the light of +spiration, the warmth of compassion, and the flame +of desire. + +A blazing sun bangs at the zenith of a golden sky +above the Plane of Fire, waxing and waning on a +-4-hour cycle. It ranges from white hot at noon to deep +red at midnight, so the darkest hours of the plane +-play a deep red twilight. At noon, the light is nearly +boding. Most business in the City of Brass (see below) +Acs place during the darker hours. + +The weather on the plane is marked by fierce winds +and thick ash. Although the air is breathable, creatures +i native to the plane must cover their mouths and +e\es to avoid stinging cinders. The efreet use magic to +%eep the cinder storms away from the City of Brass. + +i elsewhere in the plane, the wind is always at least +1: jstery and rises to hurricane force during the +orst storms. + +The heat in the Plane of Fire is comparable to +t hot desert on the Material Plane, and poses a +similar threat to travelers (see ' Extreme Heat" in +• bapter 5, “Adventure Environments' 1 ). The deeper +nc- goes into the plane, the rarer water becomes. +Beyond a point, the plane holds no sources of water, + +- travelers must carry their own supplies or produce +water by magic. + +The Plane of Fire is dominated by the vast Cinder +Wastes, a great expanse of black cinders and embers +< -ossed by rivers of lava. Roving bands of salamanders +r.tle each other, raid azer outposts, and avoid the +e:ree!. Ancient ruins dot the desert—remnants of +rgotten civilizations, + +A great range of volcanic mountains called the +Fountains of Creation is home to azers. These rocky +: eaks curl from the edge of the Plane of Earth around +:he Cinder Wastes toward the fiery heart of the plane. +At the edge of the plane, the mountains are also called +e Plane of Magma. Fire giants and red dragons +: ake their homes here, as well as creatures from the +neighboring planes. + +Lava flows through the volcanoes toward the Plane +Air and pools into a great lava sea, called the Sea +of Fire, sailed by efreet and azers in great brass ships. +LA tnds of obsidian and basalt jut up from the sea. + +: .tied with ancient ruins and the lairs of powerful + +- d dragons. On the shore of the Sea of Fire stands +the City of Brass. + +The City of Brass + +Perhaps the best-known location in the Inner Planes is +the City of Brass, on the shores of the Sea of Fire. This +:s the fabled city of the efreet. and its ornate spires and +ml walls reflect their grandiose and cruel nature. +True to the nature of the Plane of Fire, everything in +the city seems alive with dancing flames, reflecting the +. ibrant energy of the place. + +Adventurers frequently come here on quests for +ndary magic. If it’s possible to buy magic items at +a the City of Brass is the most likely place to find any + + + + + + + + + + + + + + + + + + + +*{**,*- + + +item for sale, though the price might well be more than +gold. The efreet are fond of trading in favors, especially +when they have the upper hand in negotiations. Perhaps +a magical disease or poison can be cured only with +something that must be purchased in the bazaars +of the city. + +The heart of the city is the towering Charcoal +Palace, where the tyrannical sultan of the efreet reigns +supreme, surrounded by efreet nobles and a host of +slaves, guardians, and sycophants. + +Plane of Water + + +The nature of water is to How. not like the gusting wind +or the leaping dame, but smoothly and steadily* It is the +rhythm of the tide, the nectar of life, the bitter tears of +mourning, and the balm of sympathy and healing* Given +time, it can erode all in its path, + +A warm sun arcs across the sky of the Plane of +Water, seeming to rise and set from within the water +at the visible edge of the horizon. Several times a day* +however, the sky clouds over and releases a deluge +of rain, often accompanied by spectacular shows of +lightning, before clearing up again. At night* a glittering +array of stars and auroras bedecks the sky* + +The Plane of Water is an endless sea, called the Sea +of Worlds, dotted here and there with atolls and islands +that rise up from enormous coral reefs that seem to +stretch forever into the depths* The storms that move +across the sea sometimes create temporary portals +to the Material Plane and draw ships into the Plane +of Water. Surviving vessels from countless worlds +and navies ply these waters with little hope of ever +returning home* + +The weather on the plane is a lesson in extremes* +if the sea isn't calm, it is battered bv storms. On rare +occasions, a tremor in the planar firmament sends a +rogue wave sweeping across the plane* swamping entire +islands and driving ships down to the reefs. + +Life flourishes in the upper reaches of the Sea of +Worlds* called the Sea of Light because of the sunlight +filtering down into the water. Aquatic humanoids craft +castles and fortresses in the coral reefs. The marids +are the distant stewards of this region, content to allow +the lesser folk to compete for territory* The nominal +emperor of the marids dwells in the Citadel of Ten +Thousand Pearls, an opulent palace made of coral and +studded with pearls* + +The deeper extents of the plane, where no sunlight +reaches* are called the Darkened Depths, Horrid +creatures dwell here, and the absolute cold and crushing +pressure mean a swift end to creatures accustomed +to the surface or the Sea of Light Krakens and other +mighty leviathans claim this realm. + +Any land that rises above the surface of the sea is +hotly contested by the few air-breathers that live on the +plane. Fleets of rafts and ships lashed together serve +as solid ground where nothing else is available. Most +natives of the plane never break the surface of the sea +and thus ignore these habitations. + +One of the few actual islands on the plane is the Isle +of Dread. The island is connected to the Material Plane +by means of a regular storm that sweeps over the island* + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +isle of Dread + + +; Sea of +Worlds + + +Mistral + +Reach + + +Labyrinthine#©Mj + +Winds + +Zi Sirocco + +Straits/# + +r r/t + + +City of +Jewels + + +P The Xyw +Furnaces W + +Vx/k + + +City of +iBrass + + +Cinder + +Wastes + + +Fountain + + +The + +LEMENTAL + +Planes + + +Travelers who know the strange tides and currents +■ the plane can travel between worlds freely, but the +storms also wreck ships from the Material Plane on the +-land's shore. + +The region of the Plane of Water nearest the Swamp +Oblivion (on the Plane of Earth) is called the Silt +Flats. The water is thick with soil and sludge, and turns +into muddy ground before giving way to the great swamp +between the planes* + +At the other extreme of the plane is the Sea of Ice, +ordering the Frost fell The frigid water is choked with +bergs and sheet ice. inhabited by the cold-loving +reatures that inhabit the Frostfell. Drifting icebergs +an carry these creatures farther into the Plane of +Water to threaten ships and islands in warmer seas. + +The Frostfell. also called the Plane of Ice, forms the +border between the planes of Air and Water and is a +' emingly endless glacier sw^ept by constant, raging +jzzards. Frozen caverns twist through the Plane of +e, home to yetis, remorhazes, white dragons, and other +creatures of cold. The inhabitants of the plane engage in +~ never-ending battle to prove their strength and ensure +:heir survival. + +Its dangerous monsters and bitter cold make the +Frostfell a dangerous place to travel. Most planar +voyagers keep to the air, braving the powerful winds and +ifiving snow to avoid setting foot on the great glacier. + + +Outer Planes + +Streamers of noxious gas streaked that crimson dome like +dirty clouds. They whirled to form what looked like giant +eyes staring down, eyes that were swept aioqy before they +could focus, only to form anew, again and again. Beneath +the ruby glow lay a dark nightmare land of bare rock and +flumes of sparks and goutingflame, where things slithered +and scrambled half-seen in the shadows. Mountains clawed +the ruby sky. The Land of Teeth, Azuth had once aptly +called it surveying the endless jagged rocks. This was the +Greeting Ground, the realm of horror that had claimed +the lives of countless mortals. He was whirling along above +Avernus , uppermost of the Nine Hells . + +—Ed Greenwood, Efminster in Hell + +If the Inner Planes are the raw matter and energy that +makes up the multiverse, the Outer Planes provide the +direction, thought, and purpose for its construction. +Accordingly, many sages refer to the Outer Planes as +divine planes, spiritual planes, or godly planes, for the +Outer Planes are best know n as the homes of deities. + +When discussing anything to do with deities, the +language used must be highly metaphorical. Their + + +HAFTER 2 + + + + + + + + + + +actual homes aren’t literally places at all but exemplify +the idea that the Outer Planes are realms of thought and +spirit. As with the Elemental Planes, one can imagine +the perceptible part of the Outer Planes as a border +region, while extensive spiritual regions lie beyond +ordinary sensory experience. + +Even in perceptible regions, appearances can be +deceptive. Initially, many of the Outer Planes appear +hospitable and familiar to natives of the Material Plane. +But the landscape can change at a whim of the powerful +forces that dwell on these planes, which can remake +them completely, effectively erasing and rebuilding +existence to better fulfill their divine needs. + +Distance is a virtually meaningless concept on the +Outer Planes. The perceptible regions of the planes can +seem quite small, but they can also stretch on to what +seems like infinity. Adventurers could take a guided +tour of the Nine Hells, from the first layer to the ninth, +in a single day—if the powers of the Hells desire it. Or if +could take weeks for travelers to make a grueling trek +across a single layer. + +The default Outer Planes are a group of sixteen planes +that correspond to the eight alignments (excluding +neutrality, which is represented by the Outlands, +described in the section on 'Other Planes' ) and the +shades of distinction between them. + +The Outer Planes + + +Outer Plane + +Alignment + +Mount Celestia, the Seven Heavens of + +LG + +Bytopia, the Twin Paradises of + +MG, LG + +Elysium, the Blessed Fields of + +MG + +The Beastlands, the Wilderness of + +MG, CG + +Arborea, the Olympian Glades of + +CG + +Ysgard, the Heroic Domains of + +CM, CG + +Limbo, the Ever-Changing Chaos of + +CN + +Pandemonium, the Windswept Depths of + +CN, CE + +The Abyss, the Infinite Layers of + +CE + +Carceri, the Tarterian Depths of + +ME, CE + +Hades, the Gray Waste of + +ME + +Gehenna, the Bleak Eternity of + +ME, LE + +The Nine Hells of Baator + +LE + +Acheron, the Infinite Battlefield of + +IN, LE + +Mechanus. the Clockwork Nirvana of + +LM + +Arcadia, the Peaceable Kingdoms of + +LM. LG + + +The planes with an element of good in their nature are +called the Upper Planes, while those with an dement +of evil are the Lower Planes. A plane s alignment is +its essence, and a character whose alignment doesn't +match the plane's alignment experiences a sense of +dissonance there. When a good creature visits Elysium, +for example, it feels in tune with the plane, but an +evil creature feels out of tune and more than a little +uncomfortable. + +The Upper Planes are the home of celestial creatures, +including angels, couatls, and pegasi. The Lower Planes +are the home of fiends: demons, devils, yugoloths, +and their ilk. The planes in between host their own +unique denizens: the construct race of modrons + + +inhabit Me chan us, and the aberrations called slaadi +thrive in Limbo, + +i + +Layers of the Outer Planes + +Most of the Outer Planes include a number of distinct +environments or realms. These realms are often +imagined and depicted as a stack of related parts of the +same plane, so travelers refer to them as layers. For +example. Mount Celestia resembles a seven-tiered layer +cake, the Nine Hells has nine layers, and the Abyss has +a seemingly endless number of layers. + +Most portals from elsew here reach the fi rst layer of a +multilayered plane. This layer is variously depicted as +the top or bottom layer, depending on the plane. As the +arrival point for most visitors, the first layer functions +like a city gate for that plane. + +Travelin g the O ut er Planes + +Traveling between the Outer Planes isn't dissimilar +from reaching the Outer Planes in the first place. +Characters traveling by means of the astral projection +spell can go from one plane into the Astral Plane, and +there search out a color pool leading to the desired +destination. Characters can also use plane shift to reach +a different plane more directly. Most often, though, +characters use portals—either a portal that links the tw +planes directly or a portal leading to Sigil, City of Door> +which holds portals to all the planes. + +Two planar features connect multiple Outer Planes +together: the River Styx and the Infinite Staircase. + +Other planar crossings might exist in your campaign, +such as a World Tree whose roots touch the Lower +Planes and whose branches reach to the Upper Planes, +or it might be possible to walk from one plane to a not lie r +in your cosmology. + +The River Styx + +This river bubbles with grease, foul flotsam, and +the putrid remains of battles along its banks. Any +creature other than a fiend that tastes or touches the +water is affected by a feeble mind spell. The DC of the +Intelligence saving throw to resist the effect is 15, + +The Styx churns through the top layers of Acheron, +the Nine Hells, Gehenna, Hades. Carceri. the Abyss, and +Pandemonium. Tributaries of the Styx snake onto lower +layers of these planes. For example, a tendril of the Styx +winds through every layer of the Nine Hells, allowing +passage from one layer of that plane to the next. + +Sinister ferries float on the waters of the Styx, crewed +by pilots skilled in negotiating the unpredictable +currents and eddies of the river. For a price, these pilots +are willing to carry passengers from plane to plane. +Some of them are fiends, while others are the souls of +dead creatures from the Material Plane, + +The Infinite Staircase +The Infinite Staircase is an extradimensional spiral +staircase that connects the planes. An entrance to the +Infinite Staircase usually appears as a nondescript +door. Beyond the portal lies a small landing with an +equally nondescript stairway leading up and down. The +Infinite Staircase changes appearance as it climbs and + + +C HAFTER 2 ! GR H A"UNC \ M U LTIVE RS K + + + + + + + + + + + + + + + + + + + + +• kriEb' + + + + + + + + + + + + +*T-jcA S +. . . r,- + + + + + + +|-A. + + + + + + +.>j#r + + +jk-i + + +",’ :■ + + + + + + + + +TWbC + + +■«4 + + + + +/, .ill + +ugi 4 ! A U» . , + +■ j . J + + +£»_ ^*4 + +I; H*f. + +» i-- -n + + + + + + + + + +- g< 'ing from simple stairs of wood or stone to a + + +jmble of stairs hanging in radiant space* where +steps share the same gravitational orientation* +i i that one can find one’s heart's desire on + +_-Staircase through diligent searching of + +landing. + +Deers the Infinite Staircase are often tucked +- -rsty, half-forgotten places that no one +~ ?t pays any attention to. On any given plane, + +. ;-r be multiple doors to the Infinite Staircase* +it entrances aren’t common knowledge and are +ci - rally guarded by devas, sphinxes, yugoloths, and +werful monsters. + +tional Rules + + +the Outer Planes has peculiar characteristics +r _ke traveling through it a unique experience. A +e 5 influence can affect visitors in various ways, such +_ them to take on personality traits or flaws +reject the disposition of the plane, or even shift +n: to more closely match the native inhabitants +: lane. Each plane's description includes one or +m n lional rules that you can use to help make the +j^e-surers’ experiences on that plane memorable. + +:nal Rule: Psychic Dissonance + +pi H c-f the Outer Planes emanates a psychic +haso -nee that affects visitors of an incompatible +p^rtm-good creatures on the Lower Planes, evil +-- :he Upper Planes—if they spend too much +the plane. You can reflect this dissonance with +: . nal rule. At the end of a long rest spent on + +isci mpatible plane, a visitor must make a DC 10 +imiion saving throw* On a failed save, the creature +ne level of exhaustion. Incompatibility between +: and chaotic alignments doesn't have the same +s Mechanus and I umbo lack this quality. + + +Mount Celestia + +The single sacred mountain of Mount Celestia rises +from a shining Silver Sea to heights barely visible and +utterly incomprehensible, with seven plateaus marking +its seven heavenly layers* The plane is the model of +justice and order, of celestial grace and endless mercy, +where angels and champions of good guard against +incursions of evil* It is one of the few places on the +planes where travelers can let down their guard. Its +inhabitants strive constantly to be as righteous as +possible. Countless creatures aim to reach the highest +and most sublime peak of the mountain* but only the +purest souls can. Gazing toward that peak fills even the +most jaded of travelers with awe. + +Optional Rule; Blessed Beneficence + +In contrast to the dissonance experienced by evil +creatures here, good creatures are literally blessed by +the pervasive beneficence of the plane. Creatures of +good alignment gain the benefit of the bless spell as long +as they remain on the plane. In addition, finishing a long +rest on the plane grants a good creature the benefit of a +less er res fora f ion sp el l * + +Bytopia + + +The two layers of the Twin Paradises of Bytopia are +similar yet opposite: one is a tamed, pastoral landscape +and the other an untamed wilderness, yet both reflect +the plane's goodness and its acceptance of law and +order when necessary* Bytopia is the heaven of +productive work, the satisfaction of a job well done* The +goodness flowing through the plane creates feelings of +goodwill and happiness in creatures dwelling there. + +Optional Rule: Pervasive Goodwill +At the end of each long rest taken on this plane, a +visitor that is neither lawful good nor neutral good + + +CHAPTER 2 | CREATING A M Ul.TjVERSE + + +59 + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +must make a DC 10 Wisdom saving throw. On a failed +save, the creature's alignment changes to lawful good +or neutral good (whichever is closer to the creature's +current alignment). The change becomes permanent +if the creature doesn't leave the plane within ld4 days. +Otherwise, the creature s alignment reverts to normal +after one day spent on a plane other than Bytopia. +Casting the dispel evil and good spell on the creature +also restores its original alignment. + + +and wildflowers wave in the wind with vibrant life. The +plane embodies nature's wildness and beauty, but it alse +speaks to the animal within all living tilings. + + +Optional Rule: Hunter's Paradise + +Visitors to the Beastlands find their hunting and +stalking capabilities improved, and characters have +advantage on Wisdom (Animal Handling), Wisdom +(Perception), and Wisdom (Survival) checks while there + + +Elysium + +Elysium is home to creatures of unfettered kindness and +compassion, and a welcome refuge for planar travelers +seeking a safe haven. The planes bucolic landscapes +glimmer with life and beauty in their prime. Tranquility +seeps into the bones and souls of those who enter the +plane. It is the heaven of well-earned rest, a place where +tears of joy glisten on many a cheek. + +Optional Rule: Overwhelming Joy + +Visitors spending any time on this plane risk becoming +trapped by overwhelming sensations of contentment +and happiness. At the end of each long rest taken on +this plane, a visitor must make a DC 10 Wisdom saving +throw. On a failed save, the creature is unwilling to leave +the plane before taking another long rest. After three +failed saving throws, the creature never willingly leaves +the plane and, if forcibly removed, does everything in its +power to return to the plane. A dispel evil and good spell +removes this effect from the creature. + +The Beastlands _ + +The Beastlands is a plane of nature unbound, of forests +ranging from moss-hung mangroves to snow-laden +pines, of thick jungles where the branches are woven so +tight that no light penetrates, of vast plains where grains + + +Optional Rule: Beast Transformation +Whenever a visitor slays a beast native to the plane, the +slayer must succeed on a DC 10 Charisma saving throw +or become transformed (as the polymorph spell) into the +type of beast that was slain. In this form, the creature +retains its intelligence and ability to speak. At the end of +each long rest, the polynaorphed creature can repeal tht +saving throw. On a successful saving throw, the creature +returns to its true form. After three failed saving throws, +the transformation can be undone only by a remove +curse spell or similar magic. + +Arb orea _ + +Larger than life, Arborea is a place of violent moods +and deep affections, of whim backed by steel, and of +passions that blaze brightly until they burn out. Its +good-natured inhabitants are dedicated to fighting evil, +but their reckless emotions sometimes break free with +devastating consequences. Rage is as common and as +honored as joy in Arborea, There the mountains and +forests are extravagantly massive and beautiful, and +every glade and stream is inhabited by nature spirits +that brook no infringement. Travelers must tread lightly. + +Arborea is home to many elves and elven deities, Elve^ +born on this plane have the celestial type and are wild at +heart, ready to battle evil in a heartbeat. Otherwise, they +look and behave like normal elves. + + +jSo + + +CHAFTE\R 2 ! CKfci A l ING A M V LTfVTRSE + + + + + + + + + + + + + + + + + + + +. ptional Rule: Intense Yearning + +Keep track of how many days a visitor spends on +Arborea. When the visitor leaves, it must make a +Charisma saving throw against a DC of 5, plus 1 for +a :h day spent on the plane. On a failed save, the +reature becomes afflicted with a yearning to return to +- - area. As long as the effect persists, the creature has +advantage on ability checks. At the end of each long +- t sthe creature can repeat the saving throw, ending +effect on a success. A dispel evil and good spell +removes this effect from the creature. + +Ysgard + + +\ -;;ird is a rugged realm of soaring mountains, deep +if ■ is. and windswept battlefields, with summers that +a' song and hot, and winters that are wickedly cold +■ unforgiving. Its continents float above oceans of +; ante rock, below which are icy caverns so enormous +hold entire kingdoms of giants, humans, dwarves, +mes, and other beings. Heroes come to Ysgard to +a their mettle not only against the plane itself, but also +■gainst giants, dragons, and other terrible creatures that +:r y jer across Ysgard s vast terrain. + +Optional Rule: Immortal Wrath +? _ ird is the home of slain heroes w r ho wage eternal +on fields of glory. Any creature, other than a +struct or undead, that is killed by an attack or a +while on Ysgard is restored to life at dawn the next +ffey The creature lias all its hit points restored, and all +:: iitions and afflictions it suffered before its death +are removed, + +Limbo + + +L ~bo is a plane of pure chaos, a roiling soup of +— rrrmanent matter and energy. Stone melts into +paler that freezes into metal, then turns into diamond + + +that burns up into smoke that becomes snow, and +on and on in an endless, unpredictable process of +change. Fragments of more ordinary landscapes - bits +of forest, meadow, ruined castles, and even burbling +streams—drift through the disorder. The whole plane is +a nightmarish riot. + +Limbo has no gravity, so creatures visiting the plane +float in place. A creature can move up to its walking +speed in any direction by merely thinking of the desired +direction of travel. + +Limbo conforms to the will of the creatures inhabiting +it. Very disciplined and powerful minds can create +whole islands of their own invention within the plane, +sometimes maintaining those places for years. A +simpleminded creature such as a fish, though, might +have less than a minute before the pocket of water +surrounding it freezes, vanishes, or turns to glass. + +The slaadi live here and swim amid this chaos, +creating nothing, whereas githzerai monks build entire +monasteries with their minds. + + +Optional Rule: Power of the Mind + +As an action, a creature on Limbo can make an +Intelligence check to mentally move an object on +the plane that it can see within 30 feet of it. The DC +depends on the object’s size: DC 5 for Tiny, DC 10 for +Small, DC 15 for Medium. DC 20 for Large, and DC 25 +for Huge or larger. On a successful check, the creature +moves the object 5 feet plus 1 foot for every point by +which It beat the DC, + +A creature can also use an action to make an +Intelligence check to alter a nonmagical object that isn't +being worn or carried. The same rules for distance +apply, and the DC is based on the object’s size: DC +10 for Tiny, DC 15 for Small, DC 20 for Medium, and +DC 25 for Large or larger On a success, the creature +changes the object into another nonliving form of the +same size, such as turning a boulder into a ball of fire. + + + + + + + + + + + + + + +Finally, a creature can use an action to make an +Intelligence check to stabilize a spherical area centered +on the creature- The DC depends on the radius of the +sphere. The base DC is 5 fora lOdbot-radius sphere; +each additional 10 feet added to the radius increases the +DC by 5, On a successful check, the creature prevents +the area from being altered by the plane for 24 hours, or +until the creature uses this ability again. + +Pandemonium + +Pandemonium is a plane of madness, a great mass of +rock riddled with tunnels carved by howling winds. It is +cold, noisy, and dark, with no natural light. Wind quickly +extinguishes non magical open flames such as torches +and campfires. It also makes conversation possible only +hv yelling, and even then only to a maximum distance +of 10 feet. Creatures have disadvantage on any ability +check that relies on hearing. + +Most of the plane’s inhabitants are creatures that were +banished to the plane with no hope of escape, and many +of them have been driven mad by the incessant winds +or forced to take shelter in places where the winds die +down until they sound like distant cries of torment. + +Optional Rule: Mad Winds +A visitor must make a DC 10 Wisdom saving throw +after each hour spent among the howling winds. On a +failed save, the creature gains one level of exhaustion. + +A creature that reaches six levels of exhaustion while +on this plane doesn't die. Instead, the creature gains +a random form of indefinite madness, as described in +chapter 8, “Running the Game/' Finishing a long rest +doesn’t reduce a creature s exhaustion level unless the +creature can somehow escape the maddening winds. + +The Abyss _ + +The Abyss embodies all that is perverse, gruesome, and +chaotic. Its virtually endless layers spiral downward into +ever more appalling forms. + +Each layer of the Abyss boasts its own horrific +environment. Although no two layers are alike, they are +all harsh and inhospitable. Each layer also reflects the +entropic nature of the Abyss. In fact, much of what one +sees or touches on the plane seems to be in a decaying, +crumbling, or corroded state. + +Optional Rule: Abyssal Corruption + +A non-evil visitor that finishes a long rest in the Abyss +must make a DC 10 Charisma saving throw. On a +failure, the creature becomes corrupted. Refer to the +Abyssal Corruption table to determine the effects of +this corruption. You can substitute different corruption +effects of your own creation. + +After finishing a long rest, a corrupted creature can +make a DC 15 Charisma saving throw. On a successful +save, the corruption effect ends. A dispel evil and good +spell or any magic that removes a curse also ends +the effect. + +If a corrupted creature doesn’t leave the plane within +ld4 + 2 days, its alignment changes to chaotic evil. +Casting the dispel evil and good spell on the creature +restores its original alignment. + + +Abyssal Corruption + +cflO Result + +1-4 Treachery. The character gains the following flaw: + +,J 1 can only achieve my goals by making sure that +my companions don't achieve theirs." + +5-7 Bloodlust. The character gains the following flaw: +f< l enjoy killing for its own sake, and once 1 start, +it’s hard to stop." + +8-9 Mad Ambition, The character gains the following +flaw: "I am destined to rule the Abyss, and my +companions are tools to that end/' + +10 Demonic Possession, The character is possessed +by a demonic entity until freed by dispel evil and +good or similar magic. Whenever the possessed +character rolls a 1 on an attack roll, ability check, +or saving throw, the demon takes control of the +character and determines the character’s behavior. +At the end of each of the possessed character's +turns, he or she can make a DC 15 Charisma saving +throw. On a success, the character regains control +until he or she rolls another 1, + +Important Layers + +The layers of the Abyss are defi ned by the demon lords +who rule them, as the following examples illustrate. +More information about the demon lords can be found in +the Mons ter Ma n ua 1. + +The Gaping Maw . Demogorgon s layer in the Abyss +is a vast wilderness of savagery and madness know n +as the Gaping Maw, where even powerful demons +go insane with fear. Reflecting Demogorgon’s dual +nature, the Gaping Maw consists of a massive primeval +continent covered in dense jungle, surrounded by a +seemingly endless expanse of ocean and brine fiats. The +Prince of Demons rules bis layer from two serpentine +towers, which emerge from a turbid sea. Each tower +is topped with an enormous fanged skull. The spires +constitute the fortress of Abysm, where few creatures +can venture without descending into madness. + +Thanatos . If Ore us had his way, all planes would +resemble his dead realm of Thanatos, and all creatures +would become undead under his control. Under its +black sky, Thanatos is a land of bleak mountains, barren +moors, ruined cities, and forests of twisted black trees. +Tombs, mausoleums, gravestones, and sarcophagi +litter the landscape. Undead swarm across the plane, +bursting from their tombs and graves to tear apart any +creatures foolish enough to journey here, Orcus rules +Thanatos from a vast palace known as Everlost. crafted +of obsidian and bone. Set within a howling wasteland +called Oblivions End, the palace is surrounded by tombs +and burial sites dug into the sheer slopes of narrow +valleys, creating a tiered necropolis. + +The Demonweh . Lolth’s layer is an immense network +of thick, magical webbing that forms passageways and +cocoon-like chambers. Throughout the web, buildings, +structures, ships, and other objects hang as if caught +in a spider s snare. The nature of Lolth’s web creates +random portals throughout the plane, drawing such +objects in from demiplanes and Material Plane worlds + + + +C 1l A FT ER 2 | CR £ AT I \ G A M U LTIV ERSE + + + + + + + + + +that figure into the schemes of the Spider Queen, + +Lolth’s servants also build dungeons amid the webbing, +Trapping and hunting Lolth’s hated enemies within +crisscrossing corridors of web-mortared stone. + +Far beneath these dungeons lie the bottomless +Demonweb Pits where the Spider Queen dwells. There, +Lolth is surrounded by her handmaidens yochlol +demons created to serve her and which outrank +mightier demons while in the Spider Queen's realm. + +The Endless Maze* Bap hornet's layer of the Abyss is +a never-ending dungeon, the center of which holds the +Horned King's enormous ziggurat palace. A confusing +jumble of crooked hallways and myriad chambers, the +palace is surrounded by a mile-wide moat concealing +a maddening series of submerged stairs and tunnels +leading deeper into the fortress. + +The Triple Realm* The Dark Prince Graz’zt rules +over the realm of Azzagrat, which encompasses three +layers of the Abyss. His seat of power is the fantastic +Argent Palace in the city of Zelatar, whose bustling +markets and pleasure palaces draw visitors from across +the multiverse in search of obscure magical lore and +t erverse delights. By Graz’zt s command, the demons +Azzagrat present a veneer of civility and courtly +mity, However, the so-called Triple Realm holds as +much danger as any other part of the Abyss, and planar +* i-iiors can vanish without a trace in its mazelike cities +1 in forests whose trees have serpents for branches. +Death Dells* Yeenoghu rules a layer of ravines known +s Death Dells. Here, creatures must hunt to survive. +Even the plants, which must bathe their roots in blood, + +- are the unwary. Yeenoghu s servants, helping to sate +ir master s hunger as he prowls his kingdom seeking +prey, capture creatures from the Material Plane for +release in the Gnoll Lord’s realm. + +Carceri + +The model for all other prisons in existence, Carceri +s a plane of desolation and despair. Its six layers hold +as i bogs, fetid jungles, windswept deserts, jagged +mtains, frigid oceans, and black ice. All form a +serable home for the traitors and backstabbers that +re trapped on this prison plane, + +Optional Rule: Prison Plane + +No ne can leave Carceri easily. Magical efforts to leave +H e plane by any spell other than a wish simply fail, +r: rials and gates that open onto the plane become one- +« ay only. Secret ways out of the plane exist, but they are +: ien and well guarded by traps and deadly monsters. + +Hades _ _ + +The layers of Hades are called the Three Glooms— + +: aces without joy, hope, or passion. A gray land with +n ashen sky, Hades is the destination of many souls +r" si arc unclaimed by the gods of the Upper Planes or +m fiendish rulers of the Lower Planes. These souls +tecome larvae and spend eternity in this place that +. ks a sun. a moon, stars, or seasons. Leaching away +p: lor and emotion, this gloom is more than most visitors +| =n stand. The "Shadowfell Despair" rule earlier in the +hap ter can be used to represent a visitor's despair. + + +Optional Rule: Vile Transformation + +At the end of each long rest taken on the plane, a visitor +must make a DC 10 Wisdom saving throw. On a failed +save, the creature gains one level of exhaustion, which +can t be removed while the creature remains in Hades. + +If the creature reaches six levels of exhaustion* it doesn't +die. Instead, the creature permanently transforms into +a larva, whereupon all levels of exhaustion afflicting the +creature are removed. + +A larva is a miserable fiend that retains the facial +features of its previous form but has the body of a fat +worm. A larva has only a few faint memories of its +previous life and the statistics in the larva stat block. + +Hades is crawling with larvae. Night hags, liches, and +rakshasas harvest them for use in vile rituals. Other +fiends like to feed on them. + + +Larva + +Medium fiend r neutral evil + + +Armor Class 9 + +Hit Points 9 (2dS) + +Speed 20 ft. + + +STR DEX CON INT WIS + +CHA + +9 (-1) 9 (-1) 10 (+0) 6 (-2) 10 (+0) + +2<-4) + +Senses passive Perception 10 + +Languages understands the languages it knew in life but +can't speak + +1 Challenge 0 (ID XP) + +Actions | + +B/te, Melee Weapon Attack: +1 to hit, reach 5 ft., one +Hit; 1 (ld4 - 1) piercing damage. + +target. + +Gehenna + + + +Gehenna is the plane of suspicion and greed. It is the +birthplace of the yugoloths, which dwell here in great +numbers. A volcanic mountain dominates each of the +four layers of Gehenna, and lesser volcanic earthbergs +drift in the air and smash into the greater mountains. + +The rocky slopes of the plane make movement here +difficult and dangerous. The ground inclines at least +45 degrees almost everywhere. In places, steep cliffs +and deep canyons present more challenging obstacles. +Hazards include volcanic fissures that vent noxious +fumes or searing flames. + +Gehenna has no room for mercy or compassion. The +fiends living here are among the greediest and most +selfish in all the multiverse. + +Optional Rule: Cruel Hindrance + +The plane’s cruel nature makes it difficult for visitors to +help one another. Whenever a visitor casts a spell with a +beneficial effect, including a spell that restores hit points +or removes a condition, the caster must first make a DC +10 Charisma saving throw. On a failed save, the spell +fails, the spell slot is expended, and the action is wasted. + + +CHAPTER 2 I CREATING A MULTIVERSE + +b3 + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +The Nin e Hells _ + +The Nine Hells of Baator inflame the imaginations of +travelers, the greed of treasure seekers, and the battle +fury of all moral creatures. It is the ultimate plane of +law and evil and the epitome of premeditated cruelty. +The devils of the Nine Hells are bound to obey the laws +of their superiors, but they rebel within their individual +castes. Most undertake any plot, no matter how foul, +to advance themselves. At the very top of the hierarchy +is Asmodeus, who has yet to be bested. If he were to +be vanquished, the victor would rule the plane in turn. +Such is the law of the Nine Hells, + +Optional Rule: Pervasive Evil +Evil pervades the Nine Hells, and visitors to this plane +feel its influence. At the end of each long rest taken on +this plane, a visitor that isn't evil must make a DC 10 +Wisdom saving throw. On a failed save, the creature's +alignment changes to lawful evil. The change becomes +permanent if the creature doesn't leave the plane within +ld4 days. Otherwise, the creature s alignment reverts +to normal after one day spent on a plane other than the +Nine Hells, Casting the dispel evil and good spell on the +creature also restores its original alignment. + +The Nine Layers + +The Nine Hells has nine layers. The First eight are +each ruled by archdevils that answer to Asmodeus, +the Archduke of Nessus, the ninth layer. To reach the +deepest layer of the Nine Hells, one must descend +through all eight of the layers above it. in order. The +most expeditious means of doing so is the River Styx, +which plunges ever deeper as it flows from one layer +to the next. Only the most courageous adventurers can +withstand the torment and horror of that journey. + +Avernus* No planar portals connect directly to the +lower layers of the Nine Hells, by Asmodeuss orders. + +As such, the first layer of Avernus is the arrival point +for visitors to the plane. Avernus is a rocky wasteland +with rivers of blood and clouds of biting flies. Fiery +comets occasionally fall from the darkened sky and +leave funning impact craters behind. Empty battlefields +are littered with weapons and bones, showing where the +legions of the Nine Hells met enemies on their native +soil and prevailed. + +The archduchess Zariel rules Avernus, supplanting +her rival, Bel. who has fallen out of Asmodeuss favor +and is forced to serve as ZarieFs advisor. Tiamat, the +Queen of Evil Dragons, is a prisoner on this layer, +ruling her own domain but confined to the Nine Hells +by Asmodeus In accordance with some ancient contract +(the terms of which are known only to Tiamat and the +Lords of the Nine). + +ZarieFs seat of power is a soaring basalt citadel +festooned with the partially incinerated corpses of +guests who failed to earn the archduchess's favor. Zariel +appears as an angel whose once-beautiful skin and +wings have been ruined by Are, Her eyes burn with a +furious white light that can cause creatures looking +upon her to burst into flame. + +D/s. Dis t the second layer of the Nine Hells, is a +labyrinth of canyons wedged between sheer mountains + +CBAPTER 2 I CREATING A MULi [VERSE + + +rich with iron ore. Iron roads span and wend through +the canyons, watched over by the garrisons of iron +fortresses perched atop jagged pinnacles. + +The second layer takes its name from its current lord. +Dispater. A manipulator and deceiver, the archduke is +devilishly handsome, bearing only small horns, a tail, +and a cloven left hoof to distinguish him from a human. +His crimson throne stands in the heart of the Iron City +of Dis, a hideous metropolis that is the largest in the +Nine Hells. Planar travelers come here to conspire with +devils and to close deals with night hags, rakshasas, +incubi, succubi, and other fiends, Dispater collects a +piece of every deal through special provisions that are +added to contracts signed on his layer of the Nine Hells. + +Dispater is one of Asmodeus s most loyal and +resourceful vassals, and few beings in the multiverse +can outwit him. He is more obsessed than most devils +with striking deals with mortals in exchange for their +souls, and his emissaries work tirelessly to foster evil +schemes in the Material Plane. + +Minauros , The third layer of the Nine Hells is a +stench-ridden bog. Acidic rain spills from the layer's +brown skies, thick layers of scum cover its putrid +surface, and yawning pits lie in wait beneath the murk to +engulf careless wanderers. Cyclopean cities of ornately +carved stone rise up from the bog. including the great +city of Minauros for which the layer is named. + +The slimy walls of the city rise hundreds of feet into +the air. protecting the flooded halls of Mammon. The +Archduke of Minauros resembles a massive serpent +with the upper torso and head of a hairless, horned +humanoid. Mammon’s greed is legendary, and he is +one of the few archdevils who will trade favors for gold +instead of souls. His lair is piled high with treasures +left behind by those who tried—and failed—to best him +in a deal. + +Phlegethos . Phlegethos, the fourth layer, is a +fiery landscape whose seas of molten magma brew +hurricanes of hot wind, choking smoke, and pyroclastic +ash. Within the fire-filled caldera of Phlegethos's largest +volcano rises Abriymoch. a fortress city cast of obsidian +and dark glass. With rivers of molten lava pouring +down its outer w T alls, the city resembles the sculpted +centerpiece of a gigantic, hellish fountain. + +Abriymoch is the seat of power for the two a re hd evils +who rule Phlegethos in tandem: Archduke Belial and +Archduchess Fiei na, Belial’s daughter. Belial is a +handsome, powerfully built devil who exudes civility, +even as his words carry an undercurrent of threat. His +daughter is a statuesque devil whose beauty encases the +blackest heart in die Nine Hells. The alliance of Belial +and Fierna is unbreakable, for both are aware that their +mutual survival hinges on it + +Stygia* The fifth layer of the Nine Hells is a freezing +realm of ice within which cold flames burn. A frozen sea +surrounds the layer, and its gloomy sky crackles with +lightning. + +Archduke Levisms once betrayed Asmodeus and is +now encased deep in the ice of Stygia as punishment. + +He rules this layer ah rhe same, communicating +telepath ica I ly with his I lowers and servants, both in +the Nine Hells and n the Material Plane. + + + + + + + + + + + + + + + + + + + + + + + +Stygia is also home to its previous ruler, the +serpentine archdevil Geryon, who was dismissed +by Asmodeus to allow the imprisoned Levistus +to regain his rule. Geryon's fall from grace has +spurred much debate within the infernal courts. No +one is certain whether Asmodeus had some secret +cause to dismiss the archdevil or whether he is testing +j cry on's allegiance for some greater purpose. + +Malbolge. Malbolge, the sixth layer, has outlasted +many rulers, among them Malagard the Hag Countess +and the archdevil Moloch. Malagard fell out of favor and +a as struck down by Asmodeus in a fit of pique, while +her predecessor, Moloch, still lingers somewhere on +the sixth layer as an imp, plotting to regain Asmodeus's +favor. Malbolge is a seemingly endless slope, like the +sides of an impossibly huge mountain. Parts of the +layer break off from time to time, creating deadly and +deafening avalanches of stone. The inhabitants of +Malbolge live in crumbling fortresses and great caves +carved into the mountainside, + +Malbolge s current archduchess is Asmodeuss +daughter, Glasya. She resembles a succubus with +her small horns, leathery wings, and forked tail. She +inherited her cruelty and love of dark schemes from +her father. The citadel that serves as her domicile on +the slopes of Malbolge is supported by cracked pillars +and buttresses that are sturdy yet seem on the verge of +collapse. Beneath the palace is a labyrinth lined with +cells and torture chambers, where Glasya confines and +torments those who displease her, + +Maladomini . The seventh layer, Maladomini, is ruin- +covered wasteland. Dead cities form a desolate urban +landscape, and between them lie empty quarries, +crumbling roads, slag heaps, the hollow shells of +empty fortresses, and swarms of hungry flies. + +The Archduke of Maladomini is Baal zebu I, +the Lord of Flies. A bloated fiend with the Sower +body of an enormous slug, Baal zebu Fs form was +inflicted on him by Asmodeus as punishment for +wavering loyalty. Baalzebu! is a miserable and +degenerate monstrosity who has long conspired to +usurp Asmodeus, yet has failed at every turn. He carries +a curse that causes any deal made with him to lead to +calamity, Asmodeus occasionally shows Baalzebu I favor +for reasons no other archduke can fathom, though some +suspect that the Archduke of Nessus still respects the +worthiness of this fallen adversary. + +Cania . Cania, Lhe eighth layer of the Nine Hells, is +an icy hellseape, whose ice storms can tear flesh from +bone. Cities embedded in the ice provide shelter for +quests and prisoners of Cania’s ruler, the brilliant and +conniving archdevil Mephistopheles. + +Mephistopheles dwells in the ice citadel of Mephistar, +where he plots to seize the Throne of Baator and +conquer the planes. He is Asmodeus’s greatest enemy +and ally, and the Archduke of Nessus appears to +trust Mephistophelcs's counsel when it is offered. +Mephistopheles knows he can't depose Asmodeus until +his adversary makes a grave miscalculation, and so +both wait to see what circumstances might turn them + + + + + + + + + + +u - * + + + + +Ui + + +* " + + + + +- r*. + + +r - alMfir + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +against each other Mephistopheles is also a godfather of +sorts to Glasya, further complicating the relationship, + +Mephistopheles is a tall, striking devil with impressive +horns and a cool demeanor. He trades in souls, as do +other archdevils, but he rarely gives his time to any +creatures not worthy of his personal attention. His +instincts are as razor sharp as Cania's frigid winds, +and it is said that only Asm ode us has ever deceived or +thwarted him, + +Nessus < The lowest layer of the Nine Hells, Nessus is +a realm of dark pits whose walls are set with fortresses. +There, pit hend generals loyal to Asmodeus garrison +their diabol ical legions and plot the conquest of the +multiverse. At the center of the layer stands a vast +rift of unknown depth, out of which rises the great +citadel-spire of Malsheem, home to Asmodeus and his +infernal court. + +Malsheem resembles a gigantic hollowed-out +stalagmite. The citadel is also a prison for souls that +Asmodeus has locked away for safekeeping. Convincing +him to release even one of those souls comes at a steep +price, and it is rumored that the Archduke of Nessus has +claimed whole kingdoms in the past for such favors. + +Asmodeus most often appears as a handsome, + +I bearded humanoid with small horns protruding from + +his forehead, piercing red eyes, and flowing robes. + +He can also assume other forms and is seldom seen +without his ruby-tipped scepter in hand. Asmodeus is +the most cunning and well-mannered of archdevils. The +ultimate evil he represents can be seen only when he +wills it so, or if he forgets himself and flies into a rage, + +1 Acheron_ + +Acheron has four layers, each made of enormous iron +cubes floating in an airy void. Sometimes the cubes +collide. Echoes of past collisions linger throughout the +plane, mingling with the sounds of armies colliding. +That’s the nature of Acheron: strife and war, as the +spirits of fallen soldiers join in endless battle against +ores devoted to Gruumsh, goblinoids loyal to Maglubiyek +and legions assembled by other warmongering gods. + +Optional Rule: Bloodlust +Acheron rewards a creature for harming other creatures +by imbuing that creature with the strength to keep +fighting. While on Acheron, a creature gains temporary +hit points equal to half its hit point maximum whenever +it reduces a hostile creature to 0 hit points. + + +Mechanus + +On Mechanus. law is reflected in a realm of clockwork +gears, all interlocked and turning according to their +measure. The cogs seem to be engaged in a calculation +so vast that no deity can fathom its purpose. Mechanus +embodies absolute order, and its influence can be felt on +those who spend time here. + +Modrons are the primary inhabitants of Mechanus. +The plane is also home to the creator of the modrons: a +godlike being called Primus. + +Optional Rule: Law of Averages + +While on Mechanus, creatures always use the average +damage result for attacks and spells. For example, an +attack that normally deals Id 10 + 5 damage always +deals 10 damage on Mechanus. + +Optional Rule: Imposing Order + +At the end of each long rest taken on this plane, a visitor +that isn't lawful neutral must make a DC 10 Wisdom +saving throw. On a failed save, the creature s alignment +changes to lawful neutral. The creature s alignment +reverts to normal after one day spent on a plane other +than Mechanus. Casting the dispel evil and good spell +on the creature also restores its original alignment + +Arcadia _ + +Arcadia thrives with orchards of perfectly lined trees, +ruler-straight streams, orderly fields, perfect roads, and +cities laid out in geometrically pleasing shapes. The +mountains are unblemished by erosion. Everything on +Arcadia works toward the common good and a flawless +form of existence. Here, purity is eternal, and nothing +intrudes on harmony. + +Night and day are determined by an orb that floats +above Arcadia's highest peak. Half of the orb radiates +sunlight and brings about the day; the other half sheds +moonlight and brings on the starry night. The orb +rotates evenly without fail, spreading day and night +across the entire plane. + +The weather in Arcadia is governed by four allied +demigods called the Storm Kings: the Cloud King, the +Wind Queen, the Lightning King, and the Rain Queen. +Each one lives in a castle surrounded by the type of +weather that king or queen controls. + +Hidden below Arcadia’s beautiful mountains are +numerous dwarven kingdoms that have withstood +the passage of millennia. Dwarves born on this plane + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +have the celestial type and are always brave and +ndhearted. but otherwise they look and behave like +>final dwarves. + +Optional Rule: Planar Vitality + +While on this plane, creatures can't be frightened or + +z oisoned, and they are immune to disease and poison. + +Other Planes + +A variety of realms exist between or beyond the +ther planes. + +The O utlands and Sigil _ + +he Outlands is the plane between the Outer Planes. + +It is the plane of neutrality, incorporating a little of +everything and keeping all aspects in a paradoxical +balance—simultaneously concordant and in opposition. +The plane has varied terrain, with prairies, mountains, +and shallow rivers. + +The Outlands is circular, like a great disk. In fact, +hose who envision the Outer Planes as a wheel point +t he Outlands as proof, calling it a microcosm of the +planes. That argument might be circular, since the +arrangement of the Outlands inspired the idea of the +’ real; Wheel in the first place. + +Around the outside edge of the circle, evenly spaced, +are the gate-towns: sixteen settlements, each built +around a portal leading to one of the Outer Planes. Each +town shares many of the characteristics of the plane + + +where its gate leads. Planar emissaries often meet in +these towns, so it isn’t unusual to see strange pairings, +such as a celestial and a fiend arguing in a tavern while +sharing a fine bottle of wine. + +Given the fact that you can ride a horse in the +Outlands from a heaven to a hell, a planar-themed +campaign can be set there without the need for planar +travel. The Outlands is the closest the Outer Planes +come to being like a world on the Material Plane. + +Gate-Towns of the Outlands + + +Town + +Gate Destination + +Excelsior + +The Seven Heavens of Mount Celestia + +Tradegate + +The Twin Paradises ofBytopia + +Ecstasy + +The Blessed Fields of Elysium + +Faunel + +The Wilderness of the Beastlands + +Sylvania + +The Olympian Glades of Arborea + +Glorium + +The Heroic Domains of Ysgard + +Xaos + +The Ever-Changing Chaos of Umbo + +Bedlam + +The Windswept Depths of Pandemonium + +Plague-Mort + +Curst + +The Infinite Layers of the Abyss + +The Tarterian Depths of Career! + +Hopeless + +The Gray Waste of Hades + +Torch + +The Bleak Eternity of Gehenna + +Ribcage + +The Nine Hells of Baator + +Rigus + +The infinite Battlefield of Acheron + +Automata + +The Clockwork Nirvana of Mechanus + +Fortitude + +The Peaceable Kingdoms of Arcadia + + +C: H A PT E R 2 I C JR E AT t N G A M U LT iV E RS E + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +Sigil, City of Doors + +At the center of the Gutlands, like the axle of a great +wheel, is the Spire—a needle-shaped mountain that +rises high into the sky. Above this mountain's narrow +peak floats the ring-shaped city of Sigil its myriad +structures built on the ring's inner rim. Creatures +standing on one of SigiFs streets can see the city curve +up over their heads and—most disconcerting of all—the +far side of the city directly overhead. Called the City of +Doors, this bustling planar metropolis holds countless +portals to other planes and worlds. + +Sigil is a trader's paradise. Goods, merchandise, and +information come here from across the planes. The city +sustains a brisk trade in information about the planes, +particularly the command words or items required for +the operation of particular portals. Portal keys of all +kinds are bought and sold here. + +The city is the domain of the inscrutable Lady of Pain, +a being as old as gods and with purposes unknown to +even the sages of her city. Es Sigil her prison? Is she the +fallen creator of the multi verse? No one knows. Or if +they do, they aren't telling. + +Demiplanes + +Demiplanes are extradimensional spaces that come +into being by a variety of means and boast their own +physical laws. Some are created by spells. Others exist +naturally, as folds of reality pinched off from the rest +of the multi verse. Theoretically, a plane shift spell can +carry travelers to a demiplane. but the proper frequency +required for the tuning fork would be extremely hard to +acquire. The gate spell is more reliable, assuming the +caster knows of the demiplane, + +A demiplane can be as small as a single chamber or +large enough to contain an entire realm. For example* +a Maidenkainen's magnificent mansion spell creates a +demiplane consisting of a foyer with multiple adjoining +rooms, while the land of Barovia (in the Ravenloft +setting) exists entirely wdthin a demiplane under the +sway of its vampire lord, Strahd von Zarovich* When a +demiplane is connected to the Material Plane or some +other plane, entering it can be as simple as stepping +through a portal or passing through a wall of mist* + +The Far Realm + +The Far Realm is outside the known multi verse* In +fact, it might be an entirely separate universe with its +own physical and magical laws* Where stray energies +from the Far Realm leak onto another plane, matter +is warped into alien shapes that defy understandable +geometry and biology. Aberrations such as mind flayers +and beholders are either from this plane or shaped by its +strange influence* + +The entities that abide in the Far Realm itself are +too alien for a normal mind to accept without strain. +Titanic creatures swim through nothingness there, and +unspeakable things whisper awful truths to those who +dare listen. For mortals, knowledge of the Far Realm +is a struggle of the mind to overcome the boundaries of +matter, space, and sanity* Some warlocks embrace this +struggle by forming pacts with entities there. Anyone + + +who has seen the Far Realm mutters about eyes, +tentacles, and horror. + +The Far Realm has no well-known portals, or at least +none that are still viable. Ancient elves once opened a +vast portal to the Far Realm within a mountain called +Firestorm Peak, but their civilization imploded in blood +terror and the portal’s location—even its home world—is +long forgotten. Lost portals might still exist, marked by +an alien magic that mutates the area around them* + +Known Worlds of the +Material Plane + +Worlds of the Material Plane are infinitely diverse. The +most widely known worlds are the ones that have been +published as official campaign settings for the D&D +game over the years. If your campaign takes place on +one of these worlds, that world belongs to you in your +campaign* Your version of the world can diverge wildly +from what’s in print* + +On Toril (the heroic-fantasy world of the Forgotten +Realms setting), fantastic cities and kingdoms stand +amid the remains of ancient empires and realms +long forgotten. The world is vast, its dungeons rich +with history. Beyond the central continent of Facrun. +Toril includes the regions of AI-Qadim. Kara-Tur, +and Maztica, + +On Oerth (the sword-and-sorcery world of the +Grey hawk setting), heroes such as Bigby and +Mordenkainen are driven by greed or ambition. The +hub of the region called the Flanaess is the Free City of +Grey hawk, a city of scoundrels and archmagi, rife with +adventure. An evil demigod, luz. rules a nightmarish +realm in the north* threatening all civilization. + +On Krynn (the epic-fantasy world of the Dragon lance +setting), the return of the gods is overshadowed by the +rise of the evil dragon queen Takhisis and her dragons +and dragon armies, which plunge the continent of +Ansa Ion into war. + +On Athas (the sword-and-sorcery world of the Dark +Sun setting), a drop of water can be worth more than a +human life. The gods have abandoned this desert world, +where powerful sorcerer-kings rule as tyrants, and +metal is a scarce and precious commodity. + +On Eberron (the heroic-fantasy world of the Eberron +setting), a terrible war has ended, giving rise to a cold +war fueled by political intrigue* On the continent of +Khorvaire, magic is commonplace, dragonmarked +houses rival kingdoms in power, and elemental vehicles +make travel to the far corners of the world possible. + +On Aebrynis (the heroic-fantasy world of the +Birthright setting), scions born from divine bloodlines +carve up the continent of Cerilia. Monarchs. prelates, +guild masters, and great wizards balance the demands +of rulership against the threat of horrible abominations +born from the blood of an evil god* + +On Mystara (a heroic-fantasy world born out of the +earliest editions of the D&D game), diverse cultures, +savage monsters, and w arring empires collide. + +The world is further shaped by the meddling of the +immortals—former adventurers raised to nearly +divine status* + + +SB + + +C H A PIER 2 | C K E ATI N G A M U i *1IV ERSE + + + + + + + +Master of Adventures + + + + + + + + + + +M* + +->V + +r- JL • + +JR + +Tf. _ ^fg + + + +._ + +%s + + + +___j + + + + + +■ ”"^^H + + + +r ; + +4 + + +- + + + + +Vi + + + +L + + + +tk ^ + + +* ’ + + + +5fc^ + + +1 >aji + +ft / i + + +u 1 + +u 1 + +M + +fc|»1 + +1 vl n ' + + + + + + +L _ (J + +f + +rH + + +t + + + + + + + +V + + + + + + + + + + + + + + + + + + + + + + + + + + + + +sags + + +■‘•Ll&FJi + + + +r f v * u +4 \\H + +B i + + +r + + + +\ a .’f + + +;*L + _ '9r + +> * ■ + + +[ ^ + +\Jjfl + + + +n! *sn + +m- '. tJp + + + + + + + + + + + + + + + + + + + + + + + + + + + +Chapter 3: Creating Adventures + + +REATING ADVENTURES IS ONE OF THE GREATEST + +rewards of being a Dungeon Master. It's a +way to express yourself, designing fantastic +locations and encounters with monsters, +traps, puzzles, and conflicts. When you +design an adventure, you call the shots. You +:o things exactly the way you want to. + +Fundamentally, adventures are stories. An adventure +5 hares many of the features of a novel, a movie, an +osue of a comic, or an episode of a TV show. Comic +-cries and serialized TV dramas are particularly good +iinparisons, because of the way individual adventures +- limited in scope but blend together to create a larger +narrative. If an adventure is a single issue or episode, a +ampaign is the series as a whole. + +Whether you're creating your own adventures or using +ublished adventures, you’ll find advice in this chapter +help you create a fun and memorable experience for +our players. + +Creating an adventure involves blending scenes of +\ploration, social interaction, and combat into a unified +whole that meets the needs of your players and your +ampaign. But its more than that. The basic elements +good storytelling should guide you throughout this +■ rocesst so your players experience the adventure as a +story and not a disjointed series of encounters. + +Elements of a +Great Adventure + +The best adventures have several things in common. + +A Credible Threat +r adventure needs a threat worthy of the heroes' +Tendon. The threat might be a single villain or +■'lister, a villain with lackeys, an assortment of +monsters, or an evil organization. Whatever their +uure, the antagonists should have goals that the +rocs can uncover and thwart. + +Familiar Tropes with Clever Twists +might seem stereotypical to build an adventure +iround dragons, ores, and insane wizards in towers, +jr these arc staples of fantasy storytelling. It might +To seem trite to begin an adventure in a tavern, but +mi's an idea that remains true to D&D. Familiar +'Tory elements are fine, as long as you and the players +casionally put a spin on them. For example, the +mysterious figure who presents adventurers with +quest on behalf of the king might be the king in +Tsguise. The crazy wizard in the tower might be a +rt ejected illusion created by a band of greedy gnome +hieves to guard their loot. + +A Clear Focus on the Present + +\n adventure is about the here and now. A little bit +history might be needed to set the story in motion, +ind the adventurers might discover interesting lore of +:he past in the course of the adventure. In general, let + + +ihc world's history be evident in the present situation. +Instead of dealing with what happened in the past, +an adventure should focus on describing the present +situation, what the bad guys are up to, and how the +adventurers become involved in the story. + +Heroes Who Matter + +An adventure should allow the adventurers’ actions and +decisions to matter. Though it might resemble a novel +or a TV episode, an adventure needs to allow for more +than one outcome. Otherwise, players can fed as if +they’ve been railroaded —set onto a course that has only +one destination, no matter how hard they try to change +it. For example, if a major villain shows up before the +end of the adventure, the adventure should allow for the +possibility that the heroes might defeat that villain. + +Something for All Player Types + +As outlined in the book s introduction, players come +to the gaming table with different expectations. An +adventure needs to account for the different players and +characters in your group, drawing them into the story as +effectively as possible. + +As a starting point, think about your adventure in +terms of the three basic types of activity in the game: +exploration, social interaction, and combat. If your +adventure includes a balance of all three, it r s likely to +appeal to all types of players. + +An adventure you create for your home campaign +doesn't have to appeal to every abstract player type- +only to the players sitting down at your own table. If you +don’t have any players who like fighting above all else* +then don't feel you have to provide a maximum amount +of combat to keep the adventure moving. + +Surprises + +Look for opportunities to surprise and delight your +players. For example, the exploration of a ruined castle +on a hill might lead to the discovery of a dragon’s tomb +hidden underneath, A trek through the wilderness +might lead to the discovery of a tower that appears only +on nights of the full moon. Players remember such +locations. + +Too many surprises can be off-putting to players, but +adding the occasional twist gets players to adjust their +tactics and think creatively. For example, you could +spruce up a goblin lair by including goblin sappers +with kegs of oil strapped to their backs. An attack on a +villain’s estate might be complicated by the unexpected +arrival of a special guest. + +When preparing for possible combat encounters, +think about odd pairings of monsters, such as a +hobgoblin warlord and bis pet manticore, or will- +o’-wisps in league with a young black dragon. Have +surprise reinforcements show up. or give the monsters +unusual tactics. Throw in the occasional red herring, +deception, and plot twist to keep players on their toes, +but try not to go overboard. Sometimes a simple, +straightforward encounter with an ore guard is just as +fun for your players. + +0 RE AT 1N G A D V K N TO R E S + + + +CHAPTER 3 + + + + + + + + + + + + +Useful Maps + +A good adventure needs thoughtfully constructed +maps. Wilderness areas sprinkled with i nteresting +landmarks and other features are better than vast +expanses of unchanging terrain. Dungeons that have +branching corridors and similar decision points give +players the opportunity to choose which direction their +characters should go. Presenting the characters with +options allows the players to make choices that keep the +adventure unpredictable. + +If drawing maps isn’t your strong suit, the internet is +a great place to look for adventure maps that have been +made freely available for use, as well as floor plans of +real-world buildings and images that can inspire your +mapmaking. You can also use software to help put your +maps together. + +Published Adventures + +Published adventures are available for purchase if you +have neither the time nor the inclination to write an +adventure of your own, or if you want a change of pace, + +A published adventure includes a pregenerated scenario +with the maps, NPCs, monsters, and treasures you need +to run It, An example of a published adventure appears +in the D&D Starter Set. + +You can make adjustments to a published adventure +so that it better suits your campaign and appeals to +your players. For example, you can replace the villain +of an adventure with one the players have already +encountered in your campaign, or add something to +the background of the adventure so that it involves your +players" characters in ways that the adventure’s designer +never cou Id have ima gi ned. + +A published adventure can't account lor every +action the characters might take. The nice thing +about published adventures is that they allow you to +focus your game preparation time on highlighting plot +developments in your campaign that the adventure +can’t address. + +Published adventures also provide inspiration. You +might not use an adventure as written, but it might spur +ideas, or you can pul! out one part of it and repurpose +that part for your needs, for example, you might use a +map of a temple but re populate it with monsters of your +choice, or you might use a chase sequence as a model +for a pursuit scene in your campaign. + +Adventure Structure + +Like every story, a typical adventure has a beginning, a +middle, and an end. + +Beginning _ + +An adventure starts with a book to get the players +interested, A good adventure hook piques the interest +of the players and provides a compelling reason for +their characters to become involved in the adventure. +Maybe the adventurers stumble onto something they're +not meant to see, monsters attack them on the road, an +assassin makes an attempt on their lives, ora dragon +shows up at the city gates. Adventure hooks such as +these can instantly draw players into your story, + +tH A l J !ER 5 j U RE ATI N G A IA E N 71 RE? + + +The beginning of a good adventure should be exciting +and focused. You want the players to go home looking +forward to the next session, so give them a clear sense +of where the story is headed, as well as something to +look forward to. + +Middle _ + +The middle of an adventure is where the bulk of l he +story unfolds. With each new challenge, the adventurers +make important choices that have a clear effect on the +conclusion of the adventure. + +Over the course of the adventure, the characters might +discover secrets that reveal new goals or change their +original goal. Their understanding of what’s going on +around them might change. Maybe rumors of treasure +were a trick to lure them into a death trap. Perhaps +the so-called spy in the queen’s court is actually a +scheme concocted by the monarch herself to seize even +more power. + +At the same time the adventurers are working to +thwart their adversaries, those adversaries are trying +to carry out their nefarious plans. Such enemies +might also work to hide their deeds, mislead potential +adversaries, or confront problems directly, perhaps by +trying to kill meddlers. + +Remember that the characters are the heroes of the +story. Never let them become mere spectators, watching +as events unfold around them that they can't influence. + +Ending _ + +The ending encompasses the climax the scene or +encounter in which the tension building throughout the +adventure reaches its peak. A strong climax should have +the players on edge, with the fate of the characters and +much more hanging in the balance. The outcome, which +hinges on the characters’ actions and decisions, should +never be a forgone conclusion. + +An ending needn’t tie everything up in a neat bow. +Story threads can be left hanging, waiting to be resolved +in a later adventure, A little bit of unfinished business is +an easy way to transition from one adventure to the next. + +Adventure Types + +An adventure can be location-based or event-based, as +discussed in the sections that follow. + +Location-Based Adventures + +Adventures set in crumbling dungeons and remote +wilderness locations are the cornerstone of countless +campaigns. Many of the greatest D&D adventures of all +time are location-based. + +Creating a location-based adventure can be broken +down into a number of steps. Each step provides tables +from which you can select the basic elements of your +adventure. Alternatively, roll on the tables and see how +the random results inspire you. You can mix up the +order of the steps. + +1, Identify the Party’s Goals + +The Dungeon Goals table provides common goals +that drive or lure adventurers into dungeons. The + + + + + + + + + + + + + + + +v j ernes s Goals table provides similar inspiration for +dventure focused on outdoor exploration. The Other +As table suggests beat ion-based adventures that +n'i fit neatly into the first two categories. + +Dungeon Coals +d2G Coal + +Stop the dungeon's monstrous inhabitants from +raiding the surface world, + +2 Foil a villain’s evil scheme, + +3 Destroy a magical threat inside the dungeon. + +4 Acquire treasure, + +5 Find a particular item for a specific purpose, + +6 Retrieve a stolen item hidden in the dungeon. + +Find information needed for a special purpose, + +S Rescue a captive, + +9 Discover the fate of a previous adventuring party, + +10 Find an NPC who disappeared in the area, + +11 Slay a dragon or some other challenging monster, + +12 Discover the nature and origin of a strange location +or phenomenon. + +13 Pursue fleeing foes taking refuge in the dungeon, + +14 Escape from captivity in the dungeon, + +15 Clear a ruin so it can be rebuilt and reoccupied, + +16 Discover why a villain is interested in the dungeon. + +17 Win a bet or complete a rite of passage by surviving +in the dungeon for a certain amount of time. + +IS Parley with a villain in the dungeon, + +19 Hide from a threat outside the dungeon. + +20 Rolf twice, ignoring results of 20, + +Wilderness Coals + +d20 Goal + +1 Locate a dungeon or other site of interest (roll on +the Dungeon Goals table to find out why), + +2 Assess the scope of a natural or unnatural disaster. + +3 Escort an NPC to a destination, + +4 Arrive at a destination without being seen by the +villain's forces, + +5 Stop monsters from raiding caravans and farms. + +6 Establish trade with a distant town. + +7 Protect a caravan traveling to a distant town. + +8 Map a new land, + +9 Find a place to establish a colony, + +10' Find a natural resource. + +11 Hunt a specific monster. + +12 Return home from a distant place, + +13 Obtain information from a reclusive hermit. + +14 Find an object that was lost in the wilds, + +15 Discover the fate of a missing group of explorers, + +16 Pursue fleeing foes. + +17 Assess the size of an approaching army, + +18 Escape the reign of a tyrant, + +1 9 Protect a wilderness site from attackers. + +20 Roll twice, ignoring results of 20. + + + +CHAPTER 3 ! CREATING ADVENTURES + + + + + + + + + + + + + + + + + + + + +OlVi'E'ft oOAVS + + +d 12 + +Coal + +1 + +Seize control of a fortified location such as a + +fortress, town, or ship. + +2 + +Defend a location from attackers. + +3 + +Retrieve an object from inside a secure location in + +a settlement. + +4 + +Retrieve an object from a caravan. + +5 + +Salvage an object or goods from a lost vessel or + +caravan. + +6 + +Break a prisoner out of a jail or prison camp. + +7 + +Escape from a jail or prison camp. + +8 + +Successfully travel through an obstacle course to +gain recognition or reward. + +9 + +infiltrate a fortified location. + +10 + +Find the source of strange occurrences in a +haunted house or other location. + +11 + +Interfere with the operation of a business. + +12 + +Rescue a character, monster, or object from a +natural or unnatural disaster. + +2. Identify Important MFCs + +Use the Adventure Villains, Adventure Allies, and +Adventure Patrons tables to help you identify these +NPCs. Chapter 4 can help you bring these NPCs to life* + +Adventure Villains + +d20 + +Villain + +1 + +Beast or monstrosity with no particular agenda + +2 + +Aberration bent on corruption or domination + +3 + +Fiend bent on corruption or destruction + +4 + +5 + +Dragon bent on domination and plunder + +Giant bent on plunder + +6-7 + +Undead with any agenda + + +8 Fey with a mysterious goal + +9-10 Humanoid cuitist + +11-12 Humanoid conqueror + +13 Humanoid seeking revenge + +14-15 Humanoid schemer seeking to rule + +16 Humanoid criminal mastermind + +17-18 Humanoid raider or ravager + +19 Humanoid under a curse + +20 Misguided humanoid zealot + +Adventure Allies + +dl2 Ally + +1 Skilled adventurer + +2 Inexperienced +adventurer + +3 Enthusiastic +commoner + +4 Soldier + +5 Priest + +6 Sage + + +e ! i A PT FIR 3 I C RE AT i N O AD\ E NI V R ES + + +Adventure ?aieone + + +d20 + +Patron + +d20 + +Patron + +D2 + +Retired adventurer + +15 + +Old friend + +3-4 + +Local ruler + +16 + +Former teacher + +5-6 + +Military officer + +17 + +Parent or other + +7-8 + +Temple official + + +family member + +9-10 + +Sage + +IS + +Desperate + +11-12 + +Respected elder + + +commoner + +13 + +Deity or celestial + +19 + +Embattled + +14 + +Mysterious fey + +20 + +merchant + +Villain posing as a +patron + + +3, Flesh Out the Location Details + +Chapter 5 offers suggestions for creating and fleshing +out an adventure location, including tables that can +help you establish the important elements of a dungeon* +wilderness area* or urban setting, + +4, Find the Ideal Introduction + +An adventure can begin with a social interaction +encounter in which the adventurers find out what they +must do and why, Tt can start with a surprise attack, +or with the adventurers coming across information by +accident* The best introductions arise naturally from the +goals and setting of the adventure. Let the entries in the +Ad ve n t u re 1 n t rod action table inspire y o u. + +Adventure Introduction + +d 12 Introduction + +1 While traveling in the wilderness, the characters +fall into a sinkhole that opens beneath their feet, +dropping them into the adventure location. + +2 While traveling in the wilderness, the characters +notice the entrance to the adventure location, + +3 While traveling on a road, the characters are +attacked by monsters that flee into the nearby +adventure location. + +4 The adventurers find a map on a dead body. In +addition to the map setting up the adventure, the +adventure’s villain wants the map, + +5 A mysterious magic item or a cruel villain teleports +the characters to the adventure location. + +6 A stranger approaches the characters in a tavern +and urges them toward the adventure location, + +7 A town or village needs volunteers to go to the +adventure location. + +8 An NPC the characters care about needs them to +go to the adventure location, + +9 An NPC the characters must obey orders them to +go to the adventure location. + +10 An NPC the characters respect asks them to go to +the adventure location, + +11 One night, the characters ali dream about entering +the adventure location, + +12 A ghost appears and terrorizes a village. Research +reveals that it can be put to rest only by entering the +adventure location. + + +d!2 + +Ally + +7 + +Revenge seeker + +8 + +Raving lunatic + +9 + +Celestial ally + +10 + +Fey ally + +11 + +Disguised + + +monster + +12 + +Villain posing as + + +an ally + + +4 + +T + + + + + + + + + + + + + +r Consider the Ideal Climax +.t climactic ending of an adventure fulfills the promise +f all ihat came before. Although the climax must hinge +;he successes and failures of the characters up to +at moment, the Adventure Climax table can provide +. ggestions to help you shape the end of your adventure. + +-□venture Climax + +dl 2 Climax + +The adventurers confront the main villain and a +group of minions in a bloody battle to the finish. + +2 The adventurers chase the villain while dodging +obstacles designed to thwart them, leading to a final +confrontation in or outside the villain’s refuge. + +3 The actions of the adventurers or the villain result +in a cataclysmic event that the adventurers must +escape. + +4 The adventurers race to the site where the villain is +bringing a master plan to its conclusion arriving +just as that plan is about to be completed. + +5 The villain and two or three lieutenants perform +separate rites in a large room. The adventurers +must disrupt all the rites at the same time. + +6 An ally betrays the adventurers as they’re about to +achieve their goal. (Use this climax carefully, and +don't overuse it.) + +7 A portal opens to another plane of existence. +Creatures on the other side spill out, forcing the +adventurers to dose the portal and deal with the +villain at the same time. + +8 Traps, hazards, or animated objects turn against +the adventurers while the main villain attacks. + +9 The dungeon begins to collapse while the +adventurers face the main villain, who attempts to +escape in the chaos. + +10 A threat more powerful than the adventurers +appears, destroys the main villain, and then turns +its attention on the characters. + +11 The adventurers must choose whether to pursue +the fleeing main villain or save an NPC they care +about or a group of innocents, + +12 The adventurers must discover the main villain’s +secret weakness before they can hope to defeat that +villain. + +6. Plan Encounters + +After youVe created the location and the overall story of +ihe adventure, it's time to plan out the encounters that +make up that adventure. In a location-based adventure, +most cncou nters are keyed to specific locations on +a map. For each room or wilderness area on the +adventure map, your key describes whats in that area: +its physical features, as well as any encounter that plays +out there. The adventure key turns a simple sketch +of numbered areas on graph paper into encounters +designed to entertain and intrigue your players. + +See “Creating Encounters" later in this chapter for +guidance on crafting individual encounters. + + +Event-Based Adventures + +In an event-based adventure, the focus is on what the +characters and villains do arid what happens as a +result. The question of where those things happen is of +secondary importance. + +Building an event-based adventure is more work than +building a location-based one, but the process can be +si mpli lie d by fo 11 ow i n g a nu mbe r of st ra i g h L forwa r d +steps. Several steps include tables from which you +can choose adventure elements or roll randomly for +inspiration. As with location-based adventures, you don't +necessarily have to follow these steps in order. + +L Start with a Villain + +Putting care into creating your villain will pay off later, +since the villain plays such a pivotal role, in advancing +the story. Use the Adventure Villains table in the +previous section to get started, and use the information +in chapter 4 to help flesh out the villain. + +For example, your villain might be an undead creature +seeking to avenge a past imprisonment or injury. An +interesting aspect of an undead villain is that this past +injury might have occurred centuries ago, inspiring +revenge against the descendants of those that harmed +it. Imagine a vampire imprisoned by the members of a +religious order of knights, and who now seeks revenge +against the current members of that order. + +2, Determine the Villain's Actions + +Once you have a villain, it s time to determine what +steps the villain takes to achieve its goals. Create a +timeline showing what the villain does and when, +assuming no interference from the adventurers. + +Building on the previous example, you might decide +that your vampire villain murders several knights. By +slipping past locked doors in gaseous form, the vampire +is able to make the deaths appear natural at first, but +it soon becomes clear that a depraved killer is behind +the murders. + +If you need additional inspiration, consider a few +different options for how the vilIain’s actions unfold over +the course of the adventure. + + +Event-Based Villain + +d€ Type of Actions + +1 Big event + +2 Crime spree + +3 Growing +corruption + + +Actions + + +d6 + +Type of Actions + +4 + +One and done + +5 + +Serial crimes + +6 + +Step by step + + +Big Event . The villain’s plans come to fruition during +a festival, an astrological event, a holy (or unholy) rite, a +royal wedding, the birth of a child, or some similar fixed +time. The villain’s activities up to that point are geared +toward preparation for this event. + +Crime Spree „ The villain commits acts that become +bolder and more heinous over time, A killer might start +out by targeting the destitute in the city slums before +moving up to a massacre in the marketplace, increasing +the horror and the body count each time. + + + + + + + + + + +Growing Corruption, As time passes, the villain's +power and influence grow, affecting more victims +across a larger area. This might take the form of armies +conquering new territory, an evil cult recruiting new +members, or a spreading plague, A pretender to the +throne might attempt to secure the support of the +kingdom s nobility in the days or weeks leading up to a +coup* or a guild leader could corrupt the members of a +town council or bribe officers of the watch. + +One and Done, The villain commits a single crime +and then tries to avoid the consequences. Instead of an + + +ongoing plan to commit more crimes, the villain's goal is +to lie low or flee the scene. + +Serial Crimes, The villain commits crimes one after +the other, but these acts are repetitive in nature, rather +than escalating to greater heights of depravity. The +trick to catching such a villain lies in determining the +pattern underlying the crimes. Though serial killers are +a common example of this type of villain, your villain +could be a serial arsonist favoring a certain type of +building, a magical sickness that affects spellcasters +who cast a specific spell, a thief that targets a certain +kind of merchant, or a doppelganger kidnapping and +impersonating one noble after another. + +Sfep by Step, In pursuit of its goal* the villain carries +out a specific set of actions in a particular sequence. + +A wizard might steal the items needed to create a +phylactery and become a lich, ora cultisi might kidnap +the priests of seven good^aligned gods as a sacrifice* +Alternatively, the villain could be following a trail to find +the object of its revenge, killing one victim after another +while moving ever closer to the real target* + +3* Determine the Party's Goals +You can use the Event-Based Goals table to set the +party's goal. A goal can also suggest ways in which the +adventurers become caught up in the villain's plans, and +what exactly they must do to foil those plans. + + +Event-Based Goals + + +d20 + +Coal + +1 + +Bring the villain to justice. + +2 + +Clear the name of an innocent NPC. + +3 + +Protect or hide an NPC. + +4 + +Protect an object. + +5 + +Discover the nature and origin of a strange +phenomenon that might be the villain's doing. + +6 + +Find a wanted fugitive. + +7 + +Overthrow a tyrant. + +£ + +Uncover a conspiracy to overthrow a ruler. + +9 + +Negotiate peace between enemy nations or feuding +families. + +10 + +Secure aid from a ruler or council. + +n + +Help a villain find redemption. + +12 + +Parley with a villain. + +13 + +Smuggle weapons to rebel forces. + +14 + +Stop a band of smugglers. + +15 + +Gather intelligence on an enemy force. + +16 + +Win a tournament. + +17 + +Determine the villain’s identity. + +IS + +Locate a stolen item. + +19 + +Make sure a wedding goes off without a hitch. + +20 + +Roll twice, ignoring results of 20, + + +For example, you roll a 10 on the table, indicating that +the party's goal is to secure aid from a ruler or council +You decide to connect that to the leadership of the order +t a rge te d by yo u r va m p ire villain, M ay be t he o rd er' s +leaders have a chest of jewels stolen from the vampire +centuries ago, and the characters can use the chest as +bait to trap the villain. + + +AFTER 3 ! CREATING At + + + + + + + + + + + + + + + + + +- Identify Important NPCs + +. ny event-based adventures require a well-detailed +of NPCs. Some of these NPCs fall neatly into the +regories of allies and patrons* but most are likely to +: characters or creatures whose attitudes toward the +i venturers remain undecided until the adventurers +ract with them. (See chapter 4 for more information +creating NPCs.) + +The elements of the adventure you've determined +~ far should provide a clear idea of what supporting +racters you need to create, as well as how much +d you need to generate for each one, NPCs unlikely +become involved in combat don't need full combat +sties, for example, just as characters heavily + +■ volved in negotiation could have Ideals, bonds, and +f vs. If it's helpful, roll on the Adventure Allies or + +■ :venture Patrons tables (in the "Location-Based +Adventures" section, earlier in this chapter)* + +:. Anticipate the Villain's Reactions + +- the adventurers pursue their goals and foil the +/Plain’s plans, how does the villain respond? Does it + +-h out in violence or send dire warnings? Does it +: k for simple solutions to its problems or create more +"i plica ted schemes to route around interference? + +Look over the villain’s actions that you outlined in + +- p 2. For each event arising from those actions, think +■ tU how the adventurers are likely to react. If they + +in prevent an action or hamper its success* what effect +cs that have on the villain’s overall plan? What can +villain do to compensate? + +One way to track a villain’s reactions is by using a +w chart. This might grow out of the timeline that +scribes the villain’s plans, outlining liovv the villain +_ is back on track after the adventurers thwart its plans. + +r the flowchart could be separate from the timeline, +-sowing the various actions the adventurers might take +md the villain’s response to those actions. + +o* Detail Key Locations + +A nee locations aren’t the focus of the adventure, they +an be simpler and smaller than a dungeon complex +: r an expanse of wilderness. 1 hey might be sped lie +j cat ions in a city, or even individual rooms in locations +here combat is likely to break out or significant +xploration is needed, such as a throne room, a guild +headquarters* a vampire's crumbling manor, or a +nights' chapterhouse. + +7. Choose an Introduction and a Climax +he Adventure Introduction table in the "Location- +Based Adventures" section offers fun possibilities +: or hooking the characters into the events of your +adventure, including dreams, hauntings* and a simple +lea for help. The Adventure Climax table in that same +section includes adventure endings that work just as +well for event-based adventures. + +For example* the Adventure Introduction tabic helps +you decide that an ally the adventurers care about needs +'heir help* Perhaps the NFC is a knight who believes +mat a vampire is trying to kill him, or a friend or relative + + +hoping to find the knight's murderer. This NFC brings +the vampire’s crimes to the characters' attention. + +Looking over the Adventure Climax table, you might +decide to have the adventurers bait the vampire with a +chest of jewels stolen from its lair. As an added twist, +you decide that the vampire's true goal is to retrieve a +necklace among the jewels* The necklace is set with +nine gems, and with these gems the vampire can open +a gate to the Nine Hells, Should the vampire succeed, +the adventurers will have a more pressing threat to deal +with, as a powerful devil steps through the gate and +honors some ancient pact it made with the vampire. + +8. Plan Encounters + +After you’ve created the overall story of the adventure, +it’s time to plan out the encounters on which the +events of that adventure will hang. In an event-based +adventure, encounters occur when the villain’s agenda +intersects the path of the characters. You can’t always +anticipate exactly when or where that will happen, but +you can create a list of possible encounters that the +adventurers might experience. This can take the form of +general descriptions of the villain’s forces, details of its +lieutenants and minions* as well as encounters tied to +the key locations of the adventure* + +Sec "Creating Encounters' 1 later in this chapter for +guidance on crafting individual encounters. + +Mysteries _ + +A mystery is a form of event-based adventure that +usually focuses on the adventurers’ efforts to solve a +crime, usually a robbery or murder. Unlike the writer of +a mystery novel, a Dungeon Master can t always predict +what the characters will do in a mystery adventure. + +A villain whose actions are crime spree,’ "one and +done." or "serial crimes ' might inspire you to craft +a mystery adventure around that villain's crimes. +Similarly, if the adventurers’ goals include determining +the villain's identity, that might be part of a mystery. + +To build a mystery adventure, follow the steps for +creating any event-based adventure* Then consider +three additional elements for the adventure: the victim, +the suspects, and the clues. + +Victim + +Think about the victim’s relationship to the villain. +Though you can create a strong scenario with no such +relationship, part of what makes a mystery exciting is +the discovery of the twisted connections between NPCs +and how those connections led to the crime* A random +killing might be just as mysterious, but it lacks that +emotional connection. + +Also look for a connection between the victim and one +or more of the adventurers. One surefire way to draw +adventurers into a mystery- including making them +suspects- is to make the victim someone with whom the +characters are acquainted. + +Suspects + +Your cast of characters should include an assortment +of other NPCs who didn't commit the crime, but who +had the motive, the means, or the opportunity to do so. + +C HAP T£R 3 j CREAT I NC AD\ ENTU RE5 + + + + + + + + + + + + +Suspects might he obvious or could come to light during +the investigation. One technique often used in detective +fiction is to create a closed circle of suspects—a finite +number of individuals whose circumstances make them +the only possible suspects. + +One tip for keeping the players and the adventurers +guessing as to the identity of the villain is to ensure that +more than one suspect has a secret. When questioned +by the adventurers, a suspect might appear nervous or +attempt to lie. despite being innocent of the crime. A +secret business deal, an illicit affair, a dark past, or an +uncontrolled vice are flaws that make suspects more +interesting than NPCs with nothing to hide. + +Clues + +Clues point to the identity of the villain. Some clues are +verbal, including the statements of the suspects and +witnesses that help the adventurers develop a picture +of what happened. Other clues are physical, such as an +unfinished message written in the victim's blood, a piece +of jewelry left behind by the villain, or a weapon found +hidden in a suspect s room. + +A clue should connect a suspect to the crime, typically +by shedding light on the suspect's motive, means, or +opportunity. Some clues connect the wrong suspect +to the crime, leading the adventurers in the wrong +direction. Eventually, they must find other clues pointing +in a different direction, or come across evidence that +absolves the suspect. + +It’s better to populate your adventure with too many +clues than too few. If the adventurers solve the mystery +too quickly, you might feel some disappointment but +the players will feel a sense of accomplishment. If the +mystery is too hard, though, the players w ill become +frustrated. Since you have to account for the possibility +that the adventu rers wi ] 1 o verlooksome clues, usc +redundant clues to ensure that the players have the +knowledge needed to catch the villain. + +Intrigue _ + +Intrigue adventures are event-based adventures that +revolve around power struggles. Intrigues are common +in the courts of the nobility, but power struggles can +play out just as easily in merchants' guilds, crime +syndicates, and temple hierarchies. + +Rather than dark events and villainous plots, an +intrigue adventure typically revolves around the +exchange of favors, the rise and fall of individuals +in power and influence, and the honeyed words of +diplomacy. A prince's efforts to be named heir to the +throne, a courtier's ambition to sit at the queen’s right +hand, and a merchant's desire to open a trade route +through enemy lands are the stuff of intrigue. + +Like all adventures, an intrigue adventure works only +if the players and their characters are invested in the +outcome. If no one cares who the king's chamberlain is +or who has logging rights in the clven woods, throwing +the characters into an adventure centered on those +issues will fall fiat. However, if having the ear of the +king s chamberlain means the characters can use royal +soldiers to help them defend their own stronghold on the +borderlands, players will he invested in the scenario. + + +Adventurers usually become embroiled in intrigue +when they need a favor from a powerful creature and +have to perform a favor in exchange, or when the plots +of powerful NPCs get in the way of the characters +achieving their goals. Some of the event-based goals +discussed earlier in this section lend themselves to +intrigue adv entures. For example, if the adventurers +must uncover a conspiracy, negotiate a peace treaty, or +secure aid from a ruler or council, you might be looking +at an intrigue adventure. + +The process of creating an intrigue adventure is +similar to creating any other event-based adventure, +with two main differences; how villains are handled and +how the characters cat] gain influence. + +Villains + +Some intrigue adventures are driven by the actions of a +single villain, such as a noble plotting the assassination +of a monarch. However, an intrigue adventure can have +multiple villains or no villain at all. + +No Villain . Some intrigue adventures revolve around +the exchange of favors in the absence of a villain. For +this type of adventure, skip steps 1 and 2 of the event- +based adventure creation process (the villain and the +villain’s actions) and move straight to the adventurers’ +goals in step 3, Figure out why the adventurers become +involved in the intrigue, then spend the bulk of your time +creating the NPCs they interact with. + +Many Villains, Some intrigue adventures feature +a whole cast of villains, each with its own goals, +motivations, and methods. The adventurers might be +drawn into the struggle of a court full of nobles vying +for the throne in the wake of the king’s sudden death, +or could find themselves negotiating the end to a deadly +turf war among thieves’ guilds. In this scenario, youTl +spend a lot of time on steps 1 and 2, developing each of +the major NPCs as a distinct villain with an agenda. + +In step 5, you’ll need to develop each villain's reactions +to the potential setbacks they face during the adventure. +However, you don’t need to put equal effort into detailing +the reactions of every villain, since many will likely +echo each other or cancel each other out. Whenever +the adventurers foil one villain’s plans, it might let +another villains schemes move forward, advancing the +adventure whether the foiled villain reacts or not. + +Influence + +Depending on the scenario, you might want to track +the party’s influence with different NPCs or factions, or +even track influence separately for each character. + +One way to handle influence is to treat it like +inspiration. A character gains influence in a certain +situation only if you grant it , and bringing influence +into play requires spending it. Characters can gain +influence by doing favors for NPCs. advancing the +cause of an organization, or demonstrating their power +arid heroism, at your discretion. As with inspiration, +a character can choose to spend influence to gain +advantage on a roll relevant to that influence. + +Another way to handle influence is to treat it tike +renown (see chapter 1), allowing characters to gain +renown at court and within various key factions. + + + + + + +Framing Events + + +:>u can base an entire adventure on a framing event +r use such an event to grab the players’ interest. The +- ~aming Events table presents several ideas, or you can +-se it to inspire your own framing event. + +Framing Events + +dlOO Event + +01-02 Anniversary of a monarch’s reign + +03-04 Anniversary of an important event + +D5-06 Arena event + +07-08 Arrival of a caravan or ship + +09-10 Arrival of a circus + +11-12 Arrival of an important NPC + +13-14 Arrival of marching modrons + +15-16 Artistic performance + +17-18 Athletic event + +^9-20 Birth of a child + +21-22 Birthday of an important NPC + +23-24 Civic festival + +25-26 Comet appearance + +27-28 Commemoration of a past tragedy + +29-30 Consecration of a new temple + +31-32 Coronation + +33-34 Council meeting + +35-36 Equinox or solstice + +37-38 Execution + +39-40 Fertility festival + +41-42 Full moon + +43-44 Funeral + +45-46 Graduation of cadets or wizards +47-48 Harvest festival +49-50 Holy day + +51-52 Investiture of a knight or other noble +53-54 Lunar eclipse +55-58 Midsummer festival +59-60 Midwinter festival +61-62 Migration of monsters +63-64 Monarch’s ball +65-66 New moon +67-68 New year +69-70 Pardoning of a prisoner +71-72 Planar conjunction +73-74 Planetary alignment +75-76 Priestly investiture +77-78 Procession of ghosts +79-80 Remembrance for soldiers lost in war +81-82 Royal address or proclamation +83-84 Royal audience day +85-86 Signing of a treaty +87-88 Solar eclipse +89-91 Tournament +92-94 Trial +95-96 Violent uprising +97-98 Wedding or wedding anniversary +99-00 Concurrence of two events (roll twice, ignoring +results of 99 or 100) + + + +i’. ■ + + +Complications + +Sometimes an adventure isn’t as straightforward as it +might seem. + + +Moral Quandaries + + +If you want to give the characters a crisis that no amount +of spellcasting or swordplay can resolve, add a moral +quandary to the adventure. A moral quandary is a +problem of conscience for which the adventurers must + + +make a single choice—but never a simple one. + + +Moral + +Quandaries + + + +d20 + +Quandary + +d20 + +Quandary + +1-3 + +Ally quandary + +13-16 + +Rescue quandary + +4-6 + +7-12 + +Friend quandary +Honor quandary + +17-20 + +Respect quandary + + +CHAPTER 3 I CREATING ADVENTURES + + +79 + + + + + + + + + + + + + + + + + + + + + + + +Twists + + +A twist can complicate a story and make it harder for +the characters to complete their goals. + + +Twists + + +on the characters, A love interest might demand that +a character turn away from a dangerous quest. A +dear friend might plead with the characters to spare +the villain's life, to prove that they are better than the +villain. A weak NFC might beg for a chance to win favor +from the characters by undertaking a dangerous but +essential mission. + +Honor Quandary. A character is forced to choose +between victory and a personal oath or code of honor, + +A paladin who has sworn the Oath of Virtue might +realize that the clearest path to success lies in deceit +and subterfuge. A loyal cleric might be tempted to +disobey the orders of his or her faith. If you present +this quandary, be sure to provide an opportunity for a +character to atone for violating his or her oath. + +Rescue Quandary * The adventurers must choose +between catching or hurting the villain and saving +innocent lives. For example, the adventurers might +learn that the villain is camped nearby, but they also +learn that another part of the villain's forces is about +to march into a village and burn it to the ground. The +characters must choose between taking out the villain +or protecting innocent villagers, some of whom might be +friends or family members. + +Respect Quandary, I wo i important a I lies give +conflicting directions or advice to the adventurers. +Perhaps the high priest counsels the characters to +negotiate peace with militaristic elves in the nearby +forest, while a veteran warrior urges them to prove their +strength with a decisive first strike. The adventurers +can't follow both courses, and whichever ally they +choose, the other loses respect for them and might no +longer aid them. + + +dlO Twist + +1 The adventurers are racing against other creatures +with the same or opposite goaf, + +2 The adventurers become responsible for the safety +of a noncombatant NPC + +3 The adventurers are prohibited from killing the +villain, but the villain has no compunctions about +killing them, + +4 The adventurers have a time limit, + +5 The adventurers have received false or extraneous +information. + +6 Completing an adventure goal fulfills a prophecy or +prevents the fulfillment of a prophecy. + +7 The adventurers have two different goals, but they +can complete only one, + +8 Completing the goal secretly helps the villain, + +9 The adventurers must cooperate with a known +enemy to achieve the goal. + +10 The adventurers are under magical compulsion +(such as a geos spell) to complete their goal.. + + +Ally Quandary* The adventurers have a better chance +of achieving Lheir goal with the help of two individuals +whose expertise is all but essential. However, these +two NPCs hate each other and refuse to work together +even if the fate of the world hangs in the balance. The +adventurers must choose the NPC that is most likely to +help them accomplish their goal. + +Friend Quandary . An NPC that one or more of the +characters cares about makes an impossible demand + + +GiH + + +DVI + + +1 AFTER 3 + + +] + + +T + + + + + + + + + + + + + + +Side Q uests _ + +ru can also add :r “ ^ to your + +ii venture. xaW.r.L - -- “ main story path + +ienned by local: r - 5:it j- jests are peripheral + +“ the characters' primar;. goal* but successfully +: spitting a side quest might provide a benefit toward +npleting the primary goal. + +Side Quests + +dS Side Quest + +1 Find a specific item rumored to be in the area, + +2 Retrieve a stolen item in the villain’s possession. + +3 Receive information from an NPC in the area. + +4 Rescue a captive. + +5 Discover the fate of a missing NPC, + +6 Slay a specific monster, + +7 Discover the nature and origin of a strange +phenomenon in the area, + +8 Secure the aid of a character or creature in the area. + +Creating Encounters + +Encounters are the individual scenes in the larger story +:■your adventure. + +First and foremost, an encounter should be fun for +he players. Second, it shouldn’t be burden for you to +run* Beyond that, a well-crafted encounter usually has +: straightforward objective as well as some connection +:> the overarching story of your campaign, building on +he encounters that precede it while foreshadowing +ncounters yet to come. + +An encounter has one of three possible outcomes: +he characters succeed, the characters partly succeed, +jr the characters fail. The encounter needs to account +or all three possibilities, and the outcome needs to +have consequences so that the players feel like their +successes and failures matter. + +Character Objectives + +When players don't know what they're supposed to do +in a given encounter, anticipation and excitement can +quickly turn to boredom and frustration, A transparent +•objective alleviates the risk of players losing interest. + +For example t if the overall story of your adventure +involves a quest to deliver a priceless relic to a remote +monastery, each encounter along the way is an +opportunity to introduce a smaller objective that moves +the quest forward. Encounters during the trip might +see the adventurers accosted by enemies determined +to steal the relic, or by monsters that are constantly +threatening the monastery. + +Some players create their own objectives, which is to +be expected and encouraged, it is, after all. as much the +players’ campaign as yours. For example, a character +might try to bribe enemies rather than fight them, +or chase after a fleeing enemy to sec where it goes. +Players who ignore objectives will have to deal with +the consequences, which is another important facet of +encounter design. + + +Sample Objectives + +If,: following obie; rives ran be used as foundations +f: r encounters. Although these objectives focus on a +single encounter during an adventure, using the same +objective in multiple encounters allows you to combine +those encounters into a larger obstacle or problem the +adventurers must overcome. + +Make Peace* The characters must convince two +opposing groups (or their leaders) to end the conflict +that embroils them. As a complication, the characters +might have enemies on one or both of the opposing +sides t or some other group or individual might be +instigating the conflict to further its own ends* + +Protect an NPC or Object , The characters must act +as bodyguards or protect some object in their custody. + +As a complication, the NPC under the party’s protection +might be cursed, diseased, prone to panic attacks, too +young or too old to fight, or apt to risk the lives of the +adventurers through dubious decisions. The object the +adventurers have sworn to protect might be sentient, +cursed, or difficult to transport. + +Retrieve an Object The adventurers must gain +possession of a specific object in the area of the +encounter, preferably before combat finishes. As a +complication, enemies might desire the object as much +as the adventurers do f forcing both parties to fight for it* + +Run a Gauntlet The adventurers must pass through +a dangerous area. This objective is similar to retrieving +an object insofar as reaching the exit is a higher priority +than killing opponents in the area. A time limit adds a +complication, as does a decision point that might lead +characters astray. Other complications include traps, +hazards, and monsters. + +Sneak In, The adventurers need to move through the +encounter area without making their enemies aware +of their presence. Complications might ensue if they +are detected. + +Stop a Ritual. The plots of evil cult leaders, +malevolent warlocks, and powerful fiends often involve +rituals that must be foiled. Characters engaged in +stopping a ritual must typically fight their way through +evil minions before attempting to disrupt the ritual's +powerful magic. As a complication, the ritual might +be close to completion when the characters arrive, +imposing a time limit. Depending on the ritual, its +completion might have immediate consequences as well. + +Take Out a Single Target The villain is surrounded +by minions powerful enough to kill the adventurers. + +The characters can flee and hope to confront the villain +another day, or they can try to fight their way through +the minions to take out their target. As a complication, +the minions might be innocent creatures under the +villain’s control. Killing the villain means breaking that +control, but the adventurers must endure the minions’ +attacks until they do. + +Creating a Combat Encounter + +When creating a combat encounter, let your imagination +run wild and build something your players will enjoy. +Once you have the details figured out, use this section to +adjust the difficulty of the encounter. + + +CSEAT!NG J + + +CHAPTER 3 + + +Adventures + + + + + + + + + + + + + + + +Combat Encounter Difficulty + +There are four categories of encounter difficulty. + +Easy. An easy encounter doesn't tax the characters 1 +resources or put them in serious peril. They might lose +a few hit points, but victory is pretty much guaranteed. + +Medium. A medium encounter usually lias one or +two scary moments for the players, but the characters +should emerge victorious with no casualties. One or +more of them might need to use healing resources. + +Hard. A hard encounter could go badly for the +adventurers. Weaker characters might get taken out +of the fight, and there's a slim chance that one or more +characters might die. + +Deadly . A deadly encounter could be lethal for one or +more player characters. Survival often requires good +tactics and quick thinking, and the party risks defeat, + +XP Thresholds by Character Level + + +Evaluating Encounter Difficulty + +Use the following method to gauge the difficulty of any +combat encounter. + +1. Determine XP Thresholds. First, determine the +experience point (XP) thresholds for each character in +the party. The XP Thresholds by Character Level table +below has four XP thresholds for each character level, +one for each category of encounter difficulty. Use a +character s level to determine his or her XP thresholds. +Repeat this process for every character in the party. + +2* Determine the Party f s XP Threshold. For each +category of encounter difficulty, add up the characters’ +XP thresholds. This determines the party’s XP +threshold. You 1 11 end up with four totals, one for each +category of encounter difficulty* + +For example, if your party includes three 3rd-level +characters and one 2nd-level character, the party's +totaled XP thresholds would be as follows: + + +Character + +Level + +Easy + +— Encounter Difficulty — + +Medium Hard + +Deadly + +1st + +25 + +50 + +75 + +100 + +2nd + +50 + +100 + +150 + +200 + +3rd + +75 + +150 + +225 + +400 + +4th + +125 + +250 + +375 + +500 + + + + + + +5tfl + +250 + +500 + +750 + +1.100 + +6 th + +300 + +600 + +900 + +1,400 + +7th + +350 + +750 + +1,100 + +1,700 + +8th + +450 + +900 + +1,400 + +2,100 + +9th + +550 + +1,100 + +1,600 + +2,400 + +10th + +600 + +1,200 + +1,900 + +2,300 + +11th + +mo + +1,600 + +2.400 + +3,600 + +12th + +1,000 + +2,000 + +3,000 + +4,500 + +13th + +1,100 + +2,200 + +3,400 + +5,100 + +14th + +1,250 + +2,500 + +3,300 + +5,700 + +15th + +1,400 + +2,300 + +4,300 + +6,400 + +16th + +1,600 + +3,200 + +4,300 + +7,200 + +17th + +2,000 + +3,900 + +5,900 + +3,300 + +18th + +2,100 + +4,200 + +6,300 + +9,500 + +19th + +2,400 + +4,900 + +7,300 + +10,900 + +20th + +2,300 + +5,700 + +3,500 + +12,700 + + +Challenge Rating + +When putting together an encounter or adventure, especially +at lower levels, exercise caution when using monsters whose +challenge rating is higher than the party's average level. Such +a creature might deal enough damage with a single action to +take out adventurers of a lower level. For example, an ogre +has a challenge rating of 2, but it can kill a lst-level wizard +with a single blow. + +In addition, some monsters have features that might be +difficult or impossible for lower-level characters to overcome. +For example, a rakshasa has a challenge rating of 13 and is +immune to spells of 6th level and lower. Spellcasters of 12th +level or lower have no spells higher than 6th level, meaning +that they won't be able to affect the rakshasa with their +magic, putting the adventurers at a serious disadvantage. +Such an encounter would be significantly tougher for the +party than the monster’s challenge rating might suggest. + + +Easy: 275 XP (75 + 75 + 75 + 50) + +Medium: 550 XP (150+ 150+ 150 + 100) + +Hard: 325 XP (225 + 225 + 225 + 150) + +Deadly: 1,400 XP (400 + 400 + 400 + 200) + +Record the totals, because you can use them for every +encounter in your adventure. + +3 . Total the Monsters 7 XP, Add up the XP for all of +the monsters in the encounter. Every monster has an XP +value in its stat block. + +4. Modify Total XP for Multiple Monsters. If the + +encounter includes more than one monster, apply +a multiplier to the monsters’ total XP. The. more +monsters there are* the more attack rolls you're making +against the characters in a given round, and the more +dangerous the encounter becomes. To correctly gauge +an encounter s difficulty, multiply the total XP of all +the monsters in the encounter by the value given in the +Encounter Multipliers table. + +For example, if an encounter includes four monsters +worth a total of 500 XP, you would multiply the total XP +of the monsters by 2. for an adjusted value of 1,000 XP. +This adjusted value is not what the monsters are worth +in terms of XP: the adjusted value s only purpose is to +help you accurately assess the encounter’s difficulty* + +When making this calculation, don’t count any +monsters whose challenge rating is significantly below +the average challenge rating of the other monsters in the +group unless you think the weak monsters significantly +contribute to the difficulty of the encounter. + +Encounter Multipliers + +Number of Number of + +Monsters Multiplier Monsters Multiplier + + +1 + + +7-10 + + +x 1 + +x 2.5 + +2 + +x 1.5 + +11-14 + +x 3 + +-6 + +x 2 + +15 or more + +x 4 + + +5• Compare XP* Compare the monsters’ adjusted XP +value to the party’s XP thresholds. The closest threshold +that is lower than the adjusted XP value of the monsters +determines the encounters difficulty. + + +C 11A PTE R 3 | G RE AI’] N G AD V E > + + + + + + + + + +r example, an encounter with one bugbear and +rree hobgoblins has an adjusted XP value of 1.000. + +- ming it a hard encounter for a party of three 3rd4evel +meters and one 2nd-leveJ character (which has +-d encounter threshold of 825 XP and a deadly +- rounter threshold of 1,400 XP)* + +: rty Size + +” preceding guidelines assume that you have a party +-fisting of three to live adventurers, +the party contains fewer than three characters, +a: ply the next highest multiplier on the Encounter +fit[pliers table. For example* apply a multiplier of +z when the characters fight a single monster, and a +ikiplier of 5 for groups of fifteen or more monsters. + +If the party contains six or more characters, use the +: lowest multiplier on the table. Use a multiplier of +J 5 for a single monster* + +Multipart Encounters + +me times an encounter features multiple enemies that +party doesn’t face all at once. For example, +asters might come at the party in waves. + + +For such encounters, treat each discrete part or wave as +a separate encounter for the purpose of determining its +difficulty. + +A party can t benefit from a short rest between parts +of a multipart encounter, so they won't be able to spend +Hit Dice to regain hit points or recover any abilities that +require a short rest to regain* As a rule, if the adjusted +XP value for the monsters in a multipart encounter is +higher than one-third of the party’s expected XP total +for the adventuring day (see ‘The Adventuring Day." +below), the encounter is going to be tougher than ihe +sum of its parts* + +Building Encounters on a Budget + +You can build an encounter if you know its desired +difficulty. The party’s XP thresholds give you an XP +budget that you can spend on monsters to build easy. + + + + + + +V + + +. m.Mr my.-;-— ' + +— rrt "* v ■ ■ • + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +I + + + +medium, hard, and deadly encounters. Just remember +that groups of monsters eat up more of that budget than +their base XP values would indicate (see step 4), + +For example, using the party from step 2. you can +build a medium encounter by making sure that the +adjusted XP value of the monsters is at least 550 XP +(the party's threshold for a medium encounter) and +no more than 825 XP (the party's threshold for a hard +encounter), A single monster of challenge rating 3 (such +as a manticore or owl bear) is worth 700 XP, so that's +one possibility. If you want a pair of monsters, each +one will count for 1.5 times its base XP value. A pair of +dire wolves (worth 200 XP each) have an adjusted XP +value of 600, making them a medium encounter for the +party as well. + +To assist with this approach, appendix B presents a +list of all monsters in the Monster Manual organized by +challenge rating. + +The Adventuring Day + +Assuming typical adventuring conditions and average +luck, most adventuring parties can handle about six +to eight medium or hard encounters in a day. If the +adventure has more easy encounters, the adventurers +can get through more. If it has more deadly encounters, +t h cy c a n handle fcwe r. + +In the same way you figure out the difficulty of an +encounter, you can use the XP values of monsters and +other opponents in an adventure as a guideline lor how +far the party is likely to progress. + +For each character in the party, use the Adventuring +Day XP table to estimate how much XP that character is +expected to earn in a day. Add together the values of all +party members to get a total for the party's adventuring +day. This provides a rough estimate of the adjusted XP +value for encounters the party can handle before the +characters will need to take a long rest. + +Adventuring Day XP + + + +Adjusted XP per Day + +Adjusted XP per Day + +Level + +per Character + +Level + +per Character + +1st + +300 + +11th + +10,500 + +2nd + +600 + +12th + +11,500 + +3rd + +1,200 + +13th + +13,500 + +4th + +1,700 + +14th + +15,000 + +5th + +3,500 + +15th + +13,000 + +6th + +4,000 + +16th + +26,000 + +7th + +5,000 + +17th + +25,000 + +Sth + +6,000 + +18th + +27,000 + +9th + +7,500 + +19th + +30,000 + +10th + +9,000 + +20th + +40,000 + + +Short Rests + +In general, over the course of a full adventuring day, the +party will likely need to take two short rests, about one- +third and two-thirds of the way through the day. + +Modifying Encounter Difficulty + +An encounter can be made easier or harder based on +the choice of location and the situation. + + + + + + + + + + + + + + + + + + + + + + + +rease the difficulty of the encounter by one step + +- m easy to medium, for example) if the characters + +a drawback that their enemies don’t. Reduce the +; mculty by one step if the characters have a benefit that +r enemies don’t. Any additional benefit or drawback +_-r.es the encounter one step in the appropriate +: lion. If the characters have both a benefit and a + +: . v. back* the two cancel each other out* + +"d [national drawbacks include the following: + +The whole party is surprised, and the enemy isn't. + +- 7 he enemy has cover, and the party doesn't. + +The characters are unable to see the enemy. + +- T he characters are taking damage every rou nd from + +s me environmental effect or magical source* and the +rnemy isn’t* + +* The characters are hanging from a rope, in the midst + +f scaling a sheer wall or cliff, stuck to the floor, or oth¬ +erwise in a situation that greatly hinders their mobility +r makes them sitting ducks. + +Situational benefits are similar to drawbacks except + +■ _ii they benefit the characters instead of the enemy* + +Fun Combat Encounters _ + +T ~ following features can add more fun and suspense +a combat encounter: + +Terrain features that pose inherent risks to both the + +characters and their enemies, such as a frayed rope + +bridge and pools of green slime + +Terrain features that provide a change of elevation, + +mch as pits, stacks of empty crates, ledges, + +and balconies + +* features that either inspire or force c h a racters and +:heir enemies to move around, such as chandeliers* +kegs of gunpowder or oil, and whirling blade traps + +- Enemies in hard-to-reach locations or defensive +positions, so that characters who normally attack at +range are forced to move around the battlefield +Different types of monsters working together + +Random Encounters + +- characters explore a wilderness area or dungeon +mplex, they are bound to encounter the unexpected, + +Random encounters are a way to deliver the unexpected* +They are usually presented in the form of a table* When +random encounter occurs, you roll a die and consult +he table to determine what the party encounters, + +5ome players and DMs view random encounters in an +dventure as time-wasters, yet well-designed random +encounters can serve a variety of useful purposes: + +* Create urgency* Adventurers don’t tend to dawdle +if ihe threat of random encounters is hanging over +their heads* Wanting to avoid wandering monsters +creates a strong incentive to look for a safe place to +rest. (Rolling dice behind the DM screen can often +accomplish this even without an actual encounter.) + +■ Establish atmosphere. The appearance of +thematically linked creatures as random encounters +helps to create a consistent tone and atmosphere +for an adventure. For example, an encounter table + + +filled with bats, wraiths, giant spiders, and zombies +creates a sense of horror* and tells the adventurers to +prepare for battle with even more powerful creatures +of the night. + +* Drain character resources. Random encounters can +drain the party’s hit points and spell slots, leaving the +adventurers feeling underpowered and vulnerable. +This creates tension, as players are forced to make +decisions based on the fact that their characters aren't +at full strength* + +* Provide assistance. Some random encounters can +benefit the characters instead of hindering or harming +them. Helpful creatures or NPCs might provide the +adventurers with useful information or assistance +when they need it most. + +* Add interest. Random encounters can reveal details +about your world. They can foreshadow danger or +provide hints that will help the adventurers prepare +for the encounters to come. + +* Reinforce campaign themes. Random encounters +can remind the players of the major themes of the +campaign* For example, if your campaign features an +ongoing war between two nations, you might design +random encounter tables to reinforce the ever-present +nature of the conflict* In friendly territory, your tables +might include bedraggled troops returning from bat¬ +tle, refugees fleeing invading forces, heavily guarded +caravans full of weapons, and lone messengers on +horseback riding for the front lines* While charac¬ +ters are in hostile territory, the tables might include +battlefields littered with the recently slain, armies of +evil humanoids on the march, and improvised gib¬ +bets holding the bodies of deserters who tried to flee +the conflict. + +Random encounters should never be tiresome to you +or your players. You don’t want the players to feel as if +they aren't making progress because another random +encounter brings their progress to a halt whenever they +try to move forward. Likewise, you don’t want to spend +time distracted by random encounters that add nothing +to the adventure narrative or that interfere with the +overall pace you’re trying to set. + +Not every DM likes to use random encounters. You +might find that they distract from your game or arc +otherwise causing more trouble than you want. If +random encounters don't work for you. don't use them. + +Triggering Random Encounters + +Because you w ant random encounters to build on the +intended narrative of a game session, not compete with +it, you should choose the placement of those encounters +carefully. Think about a random encounter under any of +the following circumstances: + +* The players are getting off track and slowing +down the game. + +* The characters stop for a short or long rest. + +- The characters are undertaking a long, + +uneventful journey. + +* T he c ha rac ter s d r a w atte n t ion to t h ems el ve s w r he n +they should be keeping a low profile. + + +C H A PTEE 3 I CRE \TI N G ADV F.NTU R F.S + + + + + + + + + + + + + +Checking for Random Encounters + +You decide when a random encounter happens, or you +roll Consider checking for a random encounter once +every hour, once every 4 to 8 hours, or once during the +day and once during a long rest—whatever makes the +most sense based on how active the area is* + +If you roll, do so with a d20, If the result is 18 or +higher, a random encounter occurs. You then roll on an +appropriate random encounter table to determine what +the adventurers meet, rerolling if the die result doesn't +make sense given the dreuinstances. + +Random encounter tables might be provided as part +of the adventure you're running, or you can use the +information in this chapter to build your own. Creating +your own tables is the best way to reinforce the themes +and flavor of your home campaign. + +Not every run-in with another creature counts as +a random encounter. Encounter tables don't usually +include rabbits hopping through the undergrowth, +harmless rats scurrying through dungeon halls, or +average citizens walking through the streets of a city. +Random encounter tables present obstacles and events +that advance the plot, foreshadow important elements or +themes of the adventure, and provide fun distractions. + + +Creating Random Encounter Tables + +Creating your own random encounter tables is +straightforward. Determine what sort of encounters +might occur in a given dungeon area, figure out the +likelihood of a particular encounter occurring, then +arrange the results. An '‘encounter" in this case could be +a single monster or NFC, a group of monsters or N PCs. +a random event (such as an earth tremor or a parade), +or a random discovery (such as a charred corpse or a +message scrawled on a wall). + +Assemble Your Encounters* Once you've established +a location through which the adventurers are likely to +pass, be it a wilderness area or dungeon complex, make +a list of creatures that might be found wandering there. +If you're not sure which creatures to include, appendix B +has lists of monsters organized by terrain type. + +For a sylvan woodland, you might create a table +that includes centaurs, faerie dragons, pixies, sprites, +dryads* satyrs, blink dogs, elks* owlhears, treants, giant +owls, and a unicorn. If elves inhabit the forest, the table +might also include elf druids and elf scouts. Perhaps +gnolis are threatening the woods, so adding gnolls and +hyenas to the table would be a fun surprise for players. +Another fun surprise would be a wandering predator* +such as a displacer beast that likes to hunt blink dogs. +The table could also use a few random encounters of +a less monstrous nature, such as a grove of burned +trees (the handiwork of the gnolls)* an ivy* cove red +elven statue, and a plant with glowing berries that turn +creatures invisible when ingested. + +When choosing monsters for a random encounter +table, try to imagine why the monsters would be +encountered outside their lairs. What is each monster +up to? Is it on patrol? Hunting for food? Searching for +something? Also consider whether a creature is moving +stealthily as it travels through the area. + +As with planned encounters, random encounters +arc more interesting when they happen in memorable +locations. Outdoors the adventurers might be crossing +a forest clearing when they encounter a unicorn or +be pushing through a dense section of forest wdien +they come across a nest of spiders. Crossing a desert, +characters might discover an oasis haunted by wights or +a rocky outcropping on which a blue dragon perches. + +Probabilities* A random encounter table can be +created in a number of ways* ranging from simple (roll +ld6 for one of six possible encounters) to complicated +(roll percentile dice, modify for time of day, and cross* +index the modified number with the dungeon level). The +sample encounter table presented here uses a range of +2 to 20 (nineteen entries total), generated using 1 d 12 ++ ld8. The probability curve ensures that encounters +appearing in the middle of the tabic arc more likely to +occur than encounters placed at the beginning or end +of the table, A roll of 2 or 20 is rare (about a 1 percent +chance of either), while each of the rolls from 9 to 13 +occurs a little over 8 percent of the time* + +The Sylvan Forest Encounters table is an example +of a random encounter table that implements the ideas +mentioned above. Creature names in bold refer to slat +blocks that appear in the Monster Manual. + + + + + + + + + + + + +*• + +t + + +Random Encounter Challenge + +Random encounters need not be level-appropriate +challenges for the adventurers, but it's considered bad +form to slaughter a party using a random encounter, +since most players consider this ending to be an +unsatisfying one. + +Not all random encounters with monsters need +to be resolved through combat, A Ist-level party of +adventurers could have a random encounter with a +young dragon circling above a forest canopy in search +of a quick meal, but the characters should have the +option to hide or bargain for their lives if the dragon +spots them. Similarly, the party might encounter a stone +giant roaming the hills, but it might have no intention +of harming anyone. In fact, it might shy away from the +party because of its reclusive nature, he giant might +attack only characters who annoy it. + +That said, a random encounter table usually includes +hostile (though not necessarily evil) monsters that +are meant to be fought. The following monsters are +considered appropriate combat challenges: + +* A single monster with a challenge rating equal to or +lower than the party's level. + +* A group of monsters whose adjusted XP value consti¬ +tutes an easy, medium, or hard challenge for the party, +as determined using the encounter-building guide¬ +lines earlier in this chapter. + + + + +d!2 + d8 +12 + +13 + +14 + +15 + + +16 + +17 + +IS + + +19 + + +20 + + +Encounter +1 owEbear + +ld4 elks (75%) or 1 giant elk (25%) +ld4 blink dogs + +A magical plant with 2d4 glowing berries. A +creature that ingests a berry becomes invisible +for 1 hour, or until it attacks or casts a spell. +Once picked, a berry loses its magic after +12 hours. Berries regrow at midnight, but if +all its berries are picked, the plant becomes +nonmagical and grows no more berries. + +An elven tune carried on a gentle breeze +ld4 orange (75%) or blue (25%) faerie dragons +1 druid (elf). The druid is initially indifferent +toward the party but becomes friendly if the +characters agree to rid the forest of its gnoll +infestation. + +1 treant. The treant is friendly if the party +includes one or more elves or is accompanied by +a visible fey creature. The treant is hostile if the +characters are carrying open flames. Otherwise, +it is indifferent and doesn’t announce its +presence as the characters pass by, + +1 unicorn + + + + +Sylvan Forest Encounters + +dl2 + d8 Encounter + +2 1 displacer beast + +3 1 gnoll pack lord and 2d4 gnolls + +4 ld4 gnolls and 2d4 hyenas + +5 A grove of burned trees. Characters searching +the area and succeeding on a DC 10 Wisdom +(Survival) check find gnoll tracks. Following the +tracks for ld4 hours leads to an encounter with +gnolls, or the discovery of dead gnolls with elven +arrows sticking out of their flea-ridden corpses. + +6 1 giant owl + +7 An ivy-covered statue of an elven deity or hero. + +S 1 dryad (50%) or ld4 satyrs (50%) + +9 ld4 centaurs + +10 2d.4 scouts (elves). One scout carries a horn +and can use its action to blow it. If the horn is +blown within the forest, roll on this table again. + +If the result indicates a monster encounter, the +indicated monster or monsters arrive in ld4 +minutes. New arrivals other than gnolls, hyenas, +owlbears, and displacer beasts are friendly +toward the scouts. + +11 2d4 pixies (50%) or2d4 sprites (50%) + + + +C: RI AT 1X 1 G A D V E N T U R ES + + +CHAPTER 3 + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +Chapter 4: Creating Nonplayer Characters + + +NON P LAY Rft CH A R ACT ERISA N Y C H A R ACT E R + +controlled by the Dungeon Master. NPCs can +be enemies or allies, regular folk or named +monsters. They include the local innkeeper, +the old wizard who lives in the tower on the +outskirts of town, the death knight out to +destroy the kingdom, and the dragon counting gold in its +cavernous lair. + +This chapter shows you how to flesh out nonplayer +characters for your game. For guidelines on generating +monster-like stat blocks for an NFC, see chapter 9, +"Dungeon Master's Workshop.” + +Designing NPCs + +Nothing brings your adventures and campaigns to life +better than a cast of we IF developed NPCs. That said, +PCs in your game rarely need as much complexity +ts a well-crafted character in a novel or movie. Most +NPCs are bit players in the campaign, whereas the +□venturers are the stars. + +Quick NPCs + +\n NPC doesn’t need combat statistics unless it poses +threat. Moreover, most NPCs need only one or two +Qualities to make them memorable. For example, + +■, ;mr players will have no trouble remembering the +no-nonsense blacksmith with the tattoo of the black rose +n his right shoulder or the badly dressed bard with the +broken nose. + +Detailed^ NPCs __ + +F:>r NPCs who play larger roles in your adventures, +allow more time to flesh out their histories and +ersonalities. As you'll see, ten sentences can sum up +the main elements of a memorable NPC, one sentence +for each of the following: + +- Occupation and history + +* Appearance + +* Abilities + +* Talent + +* Mannerism + +* Interactions with others + +* Useful knowledge +I ■ Ideal + +- Bond + +* Flaw or secret + +Although the material here focuses on humanoid +NPCs. you can adjust details to create monstrous +NPCs as well. + +Occupation and History + +In one sentence, describe the NPC s occupation +-nd provide a brief historical note that hints at the +haracteFs past. For example, the NPC might have +served in an army, been imprisoned for a crime, or +adventured years ago. + + +Appearance + +In one sentence, describe the NPC s most distinctive +physical features. You can roll on the NPC Appearance +table or choose a feature that suits the character. + +NPC Appearance + +d20 Feature + +1 Distinctive jewelry: earrings, necklace, circlet, +bracelets + +2 Piercings + +3 Flamboyant or outlan d i sh doth es + +4 Formal, dean clothes + +5 Ragged, dirty clothes + +6 Pronounced scar + + +7 + +Missing teeth + +S + +Missing fingers + +9 + +Unusual eye color (or two different colors) + +ID + +Tattoos + +11 + +Birthmark + +12 + +Unusual skin color + +13 + +Bald + +14 + +Braided beard or hair + +15 + +Unusual hair color + +16 + +Nervous eye twitch + +17 + +Distinctive nose + +18 + +Distinctive posture (crooked or rigid) + +19 + +Exceptionally beautiful + +20 + +Exceptionally ugly + +Abilities + +You don't need to roil ability scores for the NPC + + +note abilities that are above or below average—great +strength or monumental stupidity, for example—and use +them to inform the NPCs qualities. + +NPC Abilities + +d6 Nigh Ability + +1 Strength—powerful, brawny, strong as an ok + +2 Dexterity—-lithe, agile, graceful + +3 Constitution—hardy, hale, healthy + +4 Intelligence—studious, learned. Inquisitive + +5 Wisdom—perceptive, spiritual, insightful + +6 Charisma—persuasive, forceful, born leader + +d6 Low Ability + +1 Strength—feeble, scrawny + +2 Dexterity—clumsy, fumbling + +3 Constitution—sickly, pale + +4 Intelligence—dim-witted, slow + +5 Wisdom—oblivious, absentminded + +6 Charisma—dull, boring + + + +C H A PT E R 4 I C RI AT IN G N O N P LAY E R C H A R A CT E RS + + + + + + + + + + + + + + +1 ALENT + +In one sentence, describe something that your NPC can +do that is special, if anything. Roll on the MFC Talents +table or use it to spur your own ideas, + +NPC Talents + +d2G Talent + +1 Plays a musical instrument + +2 Speaks several languages fluently + +3 Unbelievably lucky + +4 Perfect memory + +5 Great with animals + +6 Great with children + +7 Great at solving puzzles + +8 Great at one game + +9 Great at impersonations + +10 Draws beautifully + +11 Paints beautifully + +12 Sings beautifully + +13 Drinks everyone under the table + +14 Expert carpenter + +15 Expert cook + +16 Expert dart thrower and rock skipper + +17 Expert juggler + +IS Skilled actor and master of disguise + +19 Skilled dancer + +20 Knows thieves' cant + +Mannerism + +In one sentence, describe one mannerism that will +help players remember the NPC, Roll on the NPC +Mannerisms and Quirks table or use it to generate your +own ideas. + +NPC Mannerisms + +d2G Mannerism + +1 Prone to singing, whistling, or humming quietly + +2 Speaks in rhyme or some other peculiar way + +3 Particularly low or high voice + +4 Slurs words, lisps, or stutters + +5 Enunciates overly dearly + +6 Speaks loudly + +7 Whispers + +8 Uses flowery speech or long words + +9 Frequently uses the wrong word + +10 Uses colorful oaths and exclamations + +11 Makes constant jokes or puns + +12 Prone to predictions of doom + +13 Fidgets + +14 Squints + +15 Stares into the distance + +16 Chews something + +17 Paces + +13 Taps fingers + +19 Bites fingernails + +20 Twirl s h ai r o r tugs bea rd + + +Interactions with Others + +In one sentence, describe how the NPC interacts +with others, using the NPC Interaction Traits table if +necessary. An NFC's behavior can change depending +on who he or she is interacting with. For example, an +innkeeper might be friendly toward guests and rude to +her staff. + + +NPC Interaction Traits + + +d 12 Trait dl2 + +1 Argumentative 7 + +2 Arrogant S + +3 Blustering 9 + +4 Rude 10 + +5 Curious II + +6 Friendly 12 + + +Trait + +Honest + +Hot tempered + +irritable + +Ponderous + +Quiet + +Suspicious + + +Useful Knowledge + +In a sentence, describe one bit of knowledge the NPC +possesses that might be of use to the player characters. +The N PC might know something as banal as the +best inn in town or as important as a clue needed to +solve a murder. + +Ideal + +In a sentence, describe one ideal that the NPC holds +dear and which governs his or her greater actions. +Player characters who uncover an NPC s ideal can +use what they've learned to influence the NPC in a +social interaction (as discussed in chapter 8, “Running +the Game 1 ). + +Ideals can connect to alignment, as shown on the +NPC Ideals table. The alignment connections here are +suggestions only; an evil character could have beauty as + +an ideal, for instance. + ++; + +NPC Ideals + + +d6 + +Good Ideal + +Evil Ideal + +2 + +■> + +Beauty + +Charity + +D o m i n at i o n + +Greed + +3 + +4 + +Greater good + +Life + +Might + +Pain + + + + +5 + +Respect + +Retribution + +6 + +Self-sacrifice + +Slaughter + +d6 + +Lawful Ideal + +Chaotic Ideal + +I + +Community + +Change + +2 + +Fairness + +Creativity + +3 + +Honor + +Freedom + +4 + +Logic + +independence + +5 + +Responsibility + +No limits + +6 + +Tradition + +Whimsy + +d6 + +Neutral Ideal + +Other Ideals + +1 + +Balance + +Aspiration + +2 + +Knowledge + +Discovery + + + + +3 + +4 + +Live ana iei live + +Moderation + +kjJGry + +Nation + +5 + +Neutrality + +Redemption + +6 + +People + +Self-knowledge + + +so + + +CHAFTER 4 | CRE ATINC NONPLAVER CH ARACTEJR3 + + + + + +Flaw or Secret + +In one sentence, describe the NPCs flaw—some +element of the characters personality or history that +could potentially undermine the character—or a secret +that the NPC is trying to hide. + +The NPC Flaws and Secrets table provides several +ideas. The backgrounds in the Player's Handbook +can be used to create more detailed flaws. Player +characters who uncover an NPCs flaw or secret can use +what they’ve learned to influence the NPC in a social +interaction (as discussed in chapter 8). + +NPC Flaws and Secrets + +dl2 Flaw or Secret + +1 Forbidden love or susceptibility to romance + +2 Enjoys decadent pleasures + +3 Arrogance + +4 Envies another creature's possessions or station + +5 Overpowering greed + +6 Prone to rage + +7 Has a powerful enemy + +8 Specific phobia + +9 Shameful or scandalous history + +10 Secret crime or misdeed + +11 Possession of forbidden lore + +12 Foolhardy bravery + +Monsters as NPCs + +Named monsters that play a significant role in an +adventure deserve the same attention you would give to +a humanoid NPC, with mannerisms as well as ideals, +bonds, flaws, and secrets. If a beholder mastermind +is behind the criminal activities in a city, don’t rely +solely on the entry in the Monster Manual to describe +the creature’s appearance and personality. Take the + + +Bond 1 + +In a sentence, summarize the people, places, or things +that are especially important to the NPC. The NPC +Bonds table offers suggestions in broad categories. + +The character backgrounds in the Player's Handbook +explore bonds in more detail, and player characters who +uncover an NPC’s bond can use what they’ve learned to +influence the NPC in a social interaction (as discussed +in chapter 8). + +NPC Bonds + + +dlO + +1 + +2 + +3 + +4 + +5 + +6 + +7 + +8 + +9 + +10 + + +Bond + +Dedicated to fulfilling a personal life goal +Protective of close family members +Protective of colleagues or compatriots +Loyal to a benefactor, patron, or employer +Captivated by a romantic interest +Drawn to a special place +Protective of a sentimental keepsake +Protective of a valuable possession +Out for revenge + +Roll twice, ignoring results of 10 + + + + + + + + + + + + + + + + + + + + +time to give it a bit of background, a distinctive quirk of +appearance, and especially an ideal, a bond, and a flaw* + +As an example, consider the Xanathar. a beholder +that runs extensive criminal operations in the city of +Waterdeep. The Xanathar s spherical body is covered in +leathery flesh with a texture similar to cobblestones. Its +eyestalks are jointed like the legs of an insect, and some +of the stalks have magic rings on them. The Xanathar's +speech is slow and deliberate, and it prefers to turn its +central eye away from creatures it speaks to* Like all +beholders, it sees other creatures as inferiors, though +it understands the usefulness of its humanoid minions. +The Xanathar uses the sewers beneath Waterdeep to +access virtually any location within or under the city. + +The Xanathar s ideal is greed. It craves powerful +magic items and surrounds itself with gold, platinum, +and precious gems, its bond is to its lair—an elaborate +cavern complex carved out between the twisting sewers +of Waterdeep, which it inherited from its predecessors +and cherishes above all else. Its flaw is a weakness for +exotic pleasures: finely prepared foods, scented oils, and +rare spices and herbs. + +Establishing this information allows you to play the +Xanathar as more than an ordinary beholder. The +complexities of the creature’s characterization create +more memorable interaction and interesting story +possibilities, + +NPC Sta tistics ___ + +When you give an NPC game statistics, you have three +main options: giving the NPC only the few statistics it +needs, give the NPC a monster stat block, or give the +N PC a class and levels. The latter two options require a +bit of explanation. + +Using a Monster Stat Block + +Appendix B of the Monster Manual contains statistics + +for many generic NPCs that you can customize as you + + + +Using Classes and Levels + +You can create an NPC just as you would a player +character, using the rules in the Players Handbook . + +You can even use a character sheet to keep track of the +NFC's vital information. + +Class Options - In addition to the class options in the +Player's Handbook, two additional class options are +available for evil player characters and NPCs; the Dea- i +domain for clerics and the oathbreaker for paladins. +Both options are detailed at the end of this chapter. + +Equipment. Most NPCs don t need an exhaustive lis: +of equipment. An enemy meant to be faced in combat +requires weapons and armor, plus any treasure the +NFC carries (including magic items that might be use : +against the adventurers). + +Challenge Rating. An NPC built for combat needs a +challenge rating. Use the rules in chapter 9 to determine +the NFC's challenge rating, just as you would for a +monster you designed. + +NPC Party Members + +NPCs might join the adventuring party because they +want a share of the loot and are willing to accept +an equal share of the risk t or they might follow the +adventurers because of a bond of loyalty, gratitude, +or love. Such NPCs are controlled by you, or you +can transfer control to the players. Even if a player +controls an NPC, it’s up to you to make sure the NPC L +portrayed as a character in his or her own right, not jus* +as a servant that the players can manipulate for their +own benefit. + +Any NPC that accompanies the adventurers acts as +a party member and earns a full share of experience +points. When determining the difficulty of a combat +encounter (see chapter 3), make sure to include all NPC +party members. + +Low-Level F ollowers _ + +Your campaign might allow player characters to take on +lower-level NPCs as followers. For example, a paladin +might have a 1 st-level paladin as a squire, a wizard +might accept a 2nd-IeveI wizard as an apprentice, a +cleric might choose (or be assigned) a 3rd-Ievel cleric as +an acolyte, and a bard might take on a 4th-level bard as +an understudy. + +One advantage of allowing lower-level characters to +join the party is that players have backup characters if +their main characters take time off. retire, or die. One +disadvantage is that you and your players have more +party members to account for. + +Since lower-level NPC party members receive equal +party shares of XP, they will gain levels more quickly +tha n the adventurers (the benefit of studying under such +experienced masters), and might eventually catch up to +them. It also means the adventurers’ advancement is +slowed somewhat, as they must share their XP with an +NPC shouldering only part of the adventuring burden. + +Powerful monsters that are an appropriate challenge +for higher-level characters can deal enough damage to +instantly kill or incapacitate a low-level follower. The +adventurers should expect to spend effort and resources + + +92 + + +CHAPTER 4 i CREATING + + +I R CH ARACTERS + + + + + + + + + + + +protecting lower-level NFC party members and to +provide healing when this protection fails. + +Ad venture r NPCs _ + +If yon don't have enough players to form a full party, +iu can use NPCs to fill out the ranks. These NPCs +should be the same level as the lowest-level adventurer +in the party and built (either by you or your players) +ising the character creation and advancement rules in +the Player’s Handbook. Its easiest on you if you let the +players create and run these supporting characters. + +Encourage players to role play supporting characters +as true to the NPCs' personality traits, ideals, bonds, + +..lid flaws as possible, so that they don’t come across +as automatons. If you don't feel that an NPC is being +: w far an NPC party member will go to protect or +assist the other members of the party (even those he or +she doesn't particularly like). An NPC party member +who is abused or ignored is likely to abandon or betray +the party, whereas an NPC who owes a life debt to the +Characters or shares their goals might fight to the death +r them. Loyalty can be role played or represented by +his rule. + +Loyalty Score + +n N PC s loyalty is measured on a numerical scale from +Oto 20, The NPC s maximum loyalty score is equal +he highest Charisma score among all adventurers +- the party, and its starting loyalty score is half that +number. If the highest Charisma score changes— +erhaps a character dies or leaves the group—adjust the +\ PC’s loyalty score accordingly. + +Tracking Loyalty + +Keep track of an NPCs loyalty score in secret so that +e players won’t know for sure whether an NPC party +member is loyal or disloyal (even if the NPC is currently +a. her a player's control), + +An NPC’s loyalty score increases by ld4 if other party +embers help the NPC achieve a goal tied to its bond. + +1 kewise, an NPCs loyalty score increases by ld4 if +NPC is treated particularly well (for example, given += magic weapon as a gift) or rescued by another party +mber. An NPCs loyalty score can never be raised +hove its maximum. + +When other party members act in a manner that +runs counter to the NFC's alignment or bond t reduce +NPCs loyalty score by ld4. Reduce the NPCs +yalty score by 2d4 if the character is abused, misled, +r endangered by other party members for purely +selfish reasons. + + +An NPC whose loyalty score drops to 0 is no longer +loyal to the party and might part ways with them. A +loyalty score can never drop below 0. + +An NPC with a loyalty score of 10 or higher risks life +and limb to help fellow party members. If the NPC s +loyalty score is between 1 and 10, its loyalty is tenuous. +An NPC whose loyalty drops to 0 no longer acts in the +party’s best interests. The disloyal NPC either leaves the +party (attacking characters who attempt to intervene) or +works in secret to bring about the party's downfall. + +Contacts + +Contacts are NPCs with close ties to one or more of +the player characters. They don't go on adventures. + + +but they can provide information, rumors, supplies, or +professional advice, either for free or at a cost. Some +of the backgrounds in the Player’s Handbook suggest + + + +93 + + + + + + + + + + + + + + + + + + + + + + + + + +contacts for beginning adventurers, and characters are +likely to secure more helpful contacts over the course of +their adventuring careers. + +A name and a few choice details are all you need +for casual contacts, but take the time to flesh out a +recurring contact, especially one who might become an +ally or enemy at some point. At the very least, give some +thought to a contact's goals and how those goals are +likely to come into play. + +Patrons + +A patron is a contact who employs the adventurers, +providing help or rewards as well as quests and +adventure hooks. Most of the time, a patron has a vested +interest in the adventurers' success and doesn’t need to +be persuaded to help them. + +A patron might be a retired adventurer who seeks +younger heroes to deal with rising threats, or a mayor +who knows that the town guard can t handle a dragon +demanding tribute, A sheriff becomes a patron by +offering a bounty for kobold raiders terrorizing the local +countryside, as does a noble who wants an abandoned +estate cleared of monsters. + +Hirelings + +Adventurers can pay NPCs to provide services +in a variety of circumstances. Information on +hirelings appears in chapter 5, “Equipment." of the +Player s Ha n dhook. + +Hireling NPCs rarely become important in an +adventure, and most require little development. When +adventurers hire a coach to carry them across town +or need a letter delivered, the driver or messenger +is a hireling, and the adventurers might never even +converse with that NPC or learn his or her name, A +ship captain carrying the adventurers across the sea is +also a hireling, but such a character has the potential +to turn into an ally, a patron, or even an enemy as the +adventure unfolds. + +When the adventurers hire an NPC for long-term +work, add the cost of that NPCs services to the +characters' lifestyle expenses. See the “Additional +Expenses’' section of chapter 6. “Between Adventures/' +for more information. + +Extras + +Extras are the characters and creatures in the +background that the main characters rarely, if ever, +interact with. + +Extras might be elevated to more important roles by +virtue of adventurers singling them out. I'or instance, a +player might be hooked by a passing reference you make +to a street urchin and try to strike up a conversation +with the youngster. Suddenly, an extra on whom you +placed no importance becomes a centra! figure in an +improvised roleplaying scene. + +Whenever extras arc present, be prepared to come up +with names and mannerisms on the fly. In a pinch, you +can plunder the race-specific character names found in +chapter 2, “Races." of the Players Handbook . + + +Villains + +By their actions, villains provide job security for heroes +Chapter 3 helps you determine suitable villains for your +adventures, while this section helps you flesh out their +evil schemes, methods, and weaknesses. Let the tables +that follow inspire you. + +Villain’s Scheme + +dS Objective and Scheme + +1 Immortality (d4) + + + +1 + +Acquire a legendary item to prolong life + + +2 + +Ascend to godhood + + +3 + +Become undead or obtain a younger body + + +4 + +Steal a planar creature's essence + +2 + +Influ + +'ence (d4) + + +1 + +Seize a position of power or title + + +2 + +Win a contest or tournament + + +3 + +Win favor with a powerful individual + + +4 + +Place a pawn in a position of power + +3 + +Mtfg/c (d6) + + +I + +Obtain an ancient artifact + + +2 + +Buiid a construct or magical device + + +3 + +Carry out a deity's wishes + + +4 + +Offer sacrifices to a deity + + +S + +Contact a lost deity or power + + +6 + +Open a gate to another world + +4 + +Mayhem (d6) + + +1 + +Fulfill an apocalyptic prophecy + + +2 + +Enact the vengeful will of a god or patron + + +3 + +Spread a vile contagion + + +4 + +Overthrow a government + + +5 + +Trigger a natural disaster + + +6 + +Utterly destroy a bloodline or dan + +5 + +Passion (d4) + + +1 + +Prolong the life of a loved one + + +2 + +Prove worthy of another person’s love + + +3 + +Raise or restore a dead loved one + + +4 + +Destroy rivals for another person's affection + +6 + +Power (d4) + + +1 + +Conquer a region or incite a rebellion + + +2 + +Seize control of an army + + +3 + +Become the power behind the throne + + +4 + +Cain the favor of a ruler + +7 + +Revenge (d4) + + +1 + +Avenge a past humiliation or insult + + +2 + +Avenge a past imprisonment or injury + + +3 + +Avenge the death of a loved one + + +4 + +Retrieve stolen property and punish the thief + +S + +Wealth {d4) + + +1 + +Control natural resources or trade + + +2 + +Marry into wealth + + +3 + +Plunder ancient ruins + + +4 + +Steal land, goods, or money + + +CHAPTER 4 ! CREATING MON PLAYER CHARACTERS + + + + + + + + + + + + +W _la i n J s Methods + +d20 Methods + + + +1 + +Agricultural devastation (d4) + + + +1 + +Blight + +B + + +2 + +Crop failure + + + +3 + +Drought + + + +4 + +Famine + + +2 + +Assault or beatings + + +3 + +Bounty hunting or assassination + + +4 + +Captivity or coercion (dlO) + +■ + + +1 + +Bribery + + + +2 + +Enticement + +1 + + +3 + +Eviction + + + +4 + +Imprisonment + +t + + +5 + +Kidnapping + + + +6 + +Legal intimidation + +B + + +7 + +Press gangs + + + +S + +Shackling + +E + + +9 + +Slavery + + + +10 + +Threats or harassment + + +5 + +Confidence scams (d6) + + + +1 + +Breach of contract + + + +2 + +Cheating + + + +3 + +Fast talking + + + +4 + +Fine print + + + +5 + +Fraud or swindling + + + +6 + +Quackery or tricks + + +6 + +Defamation (d4) + + + +1 + +Framing + + + +2 + +Gossiping or slander + + + +3 + +Humiliation + + + +4 + +Libel or insults + + +7 + +Dueling + + +8 + +Execution (dS) + + + +1 + +Beheading + + + +2 + +Burning at the stake + + + +3 + +Burying alive + + + +4 + +Crucifixion + + + +5 + +Drawing and quartering + + + +6 + +Hanging + + + +7 + +Impalement + + + +3 + +Sacrifice (living) + + +9 + +Impersonation or disguise + + +10 + +Lyi + +ng or perjury + + +11 + +Magical mayhem (dS) + + + +1 + +Hauntings + + + +2 + +Illusions + + + +3 + +Infernal bargains + + + +4 + +Mind control + + + +5 + +Petrification + + + +6 + +Raising or animating the dead + + + +7 + +Summoning monsters + + + +S + +Weather control + + +i + +d20 Methods + +12 Murder (dlO) + + + +1 + +Assassination + + +2 + +Cannibalism + + +3 + +Dismemberment + + +4 + +Drowning + + +5 + +Electrocution + + +6 + +Euthanasia (involuntary) + + +7 + +Disease + + +8 + +Poisoning + + +9 + +Stabbing + + +10 + +Strangulation or suffocation + +13 + +Neglect + +14 + +Politics (dGj + + +1 + +Betrayal or treason + + +2 + +Conspiracy + + +3 + +Espionage or spying + + +4 + +Genocide + + +5 + +Oppression + + +6 + +Raising taxes + +15 + +Religion (d4) + + +1 + +Curses + + +2 + +Desecration + + +3 + +False gods + + +4 + +Heresy or cults + +16 + +Stalking + +17 + +Theft or Property Crime (dlO) + + +1 + +Arson + + +2 + +Blackmail or extortion + + +3 + +Burglary + + +4 + +Counterfeiting + + +5 + +Highway robbery + + +6 + +Looting + + +7 + +Mugging + + +S + +Poaching + + +9 + +Seizing property + + +10 + +Smuggling + +18 + +Torture (dG) + + +1 + +Acid + + +2 + +Blinding + + +3 + +Branding + + +4 + +Racking + + +5 + +Thumbscrews + + +6 + +Whipping + +19 + +Vice (d4) + + +1 + +Adultery + + +2 + +Drugs or alcohol + + +3 + +Gambling + + +4 + +Seduction + +20 + +Warfare (d6) + + +1 + +Ambush + + +2 + +Invasion + + +3 + +Massacre + + +4 Mercenaries + +5 Rebellion + +6 Terrorism + + + +* C H A FT EE 1 ; CR EAT I N G NONE LAY E R C H A R ACTE RS + + +* + + + + + + + + + + + + + + +Villain's Weakness + + + +The Death domain is concerned with the forces that +cause death, as well as the negative energy that gives +rise to undead creatures. Deities such as Chemosh. +Myrkiil. and Wee Jas are patrons of necromancers, +death knights, Itches, mummy lords, and vampires. +Gods of the Death domain also embody murder (Amibis +Bhaah and Pyremius), pain (luz or Loviatar), disease +or poison (Incabulos, Talona, or Morgion), and the +underworld (Hades and Hel). + +Death Domain Spells + +Cleric Level Spells + +1st fahe life, ray of $ickness + +3rd blindness/deafness, my of enfeeblement + +5th animate dead, vampiric touch + +7th blight T death ward + +9th antilife shell , ctoudkilt + +Bonus Proficiency + +When the cleric chooses this domain at 1st level, he or +she gains proficiency with martial weapons. + +Reaper + +At 1st level, the cleric learns one necromancy cantrip +of his or her choice from any spell list. W hen the cleric +casts a necromancy cantrip that normally targets only +one creature, the spell can instead target two creatures +within range and within 5 feet of each other. + + +Villain s Secret Weakness + +Finding and exploiting a villain s weakness can be +very gratifying for players, although a smart villain +tries to conceal its weakness. A Hch. for example, has +a phylactery—a magical receptacle for its soul—that it +keeps well hidden. Only by destroying the phylactery +can the characters ensure the lich's destruction. + + +You can use the rules in the Players Handbook to create +NPCs with classes and levels, the same way you create +player characters* The class options below let you create +two specific villainous archetypes: the evil high priest +and the evil knight or antipaladin. + +The Death Domain is an additional domain choice for +evil clerics, and the Oathbreaker offers an alternative +path for paladins who fall from grace. A player can +choose one of these options with the your approval. + +Cleric: Death Domain + + +Villainous +Class Options + + + + +Weakness + +A hidden object holds the villain's soul. + +The villain's power is broken if the death of its true +love is avenged. + +The villain is weakened in the presence of a +particular artifact + +A special weapon deals extra damage when used +against the villain. + +The villain is destroyed if it speaks its true name. +An ancient prophecy or riddle reveals how the +villain can be overthrown. + +The villain falls when an ancient enemy forgives its +past actions. + +The villain loses its power if a mystic bargain it +struck long ago is completed. + + + +CHAPTER i 1 CREATING NON FLAYER CHARACTERS + + + + + + + +' hannel Divinity: Touch of Death + +" fling at 2nd level, the cleric can use Channel Divinity +-: destroy another creature's life force by touch. + +When the cleric hits a creature with a melee attack. + +- rleric can use Channel Divinity to deal extra +e rone damage to the target. The damage equals 5 + +rn :. e his or her cleric level. + +~ escapable Destruction + +- rting at 6th level, the cleric s ability to channel +negative energy becomes more potent. Necrotic damage +i ik by the characters cleric spells and Channel + +I mity options ignores resistance to necrotic damage. + +Divine Strike + +Sth level, the cleric gains the ability to infuse his or +her weapon strikes with necrotic energy. Once on each +_ : the cleric's turns when he or she hits a creature with a +i: -oon attack, the cleric can cause the attack to deal an +e rra id8 necrotic damage to the target. When the cleric +r aches 14th level, the extra damage increases to 2d8. + +Improved Reaper + +" rting at 17th level, when the cleric casts a +r : romancy spell of 1st through Sth level that targets +crjy one creature, the spell can instead target two + +- mires within range and within 5 feet of each other. If +spell consumes its material components, the cleric + +— jst provide them for each target. + +Paladin: Oathbreaker + +jAn Oathbreaker is a paladin who breaks his or her + +- red oaths to pursue some dark ambition or serve an + +1 power. Whatever light burned in the paladins heart +as been extinguished. Only darkness remains* + +A paladin must be evil and at least 3rd level to +:ome an Oathbreaker. The paladin replaces the +: lures specific to his or her Sacred Oath with +tihbreaker features. + +Oathbreaker Spells + +Oathbreaker paladin loses previously gained oath +;; ells and instead gains the following Oathbreaker +a I Is at the paladin levels listed. + + +Oathbreaker Spells + + +Paladin Level + +Spells + +3rd + +hellish rebuke , inflict wounds + +Sth + +crown of madness , darkness + +9th + +animate dead t bestow curse + +13th + +blight , confusion + +17th + +contagion , dominate person + + +Channel Divinity + +An Oathbreaker paladin of 3rd level or higher gains the +1 lowing two Channel Divinity options. + +Control Undead * As an action, the paladin targets one +jndead creature he or she can see within 30 feet of him +- her. The target must make a Wisdom saving throw. + +Jn a failed save, the target must obey the paladin's +■mmands for the next 24 hours, or until the paladin + + +uses this Channel Divinity option again. An undead +whose challenge rating is equal to or greater than the +paladin's level is immune to this effect. + +Dreadful Aspect. As an action, the paladin channels +the darkest emotions and focuses them into a burst of +magical menace. Each creature of the paladin s choice +within 30 feet of the paladin must make a Wisdom +saving throw if it can see the paladin. On a failed save, +the target is frightened of the paladin for 1 minute. If a +creature frightened by this effect ends its turn more than +30 feet away from the paladin, it can attempt another +Wisdom saving throw to end the effect on it. + +Aura of Hate + +Starting aL 7th level, the paladin, as well any fiends and +undead within 10 feet of the paladin* gains a bonus +to melee weapon damage rolls equal to the paladin’s +Charisma modifier (minimum of +1), A creature can +benefit from this feature from only one paladin at a time. + +At 18th level, the range of this aura increases to 30 feet. + +Supernatural Resistance + +At 15th level, the paladin gains resistance to +bludgeoning, piercings and slashing damage from +nonmagical weapons. + +Dread Lord + +At 2Qth-level, the paladin can, as an action, surround +himself or herself with an aura of gloom that lasts for 1 +minute. The aura reduces any bright light in a 30-foot +radius around the paladin to dim light* Whenever an +enemy that is frightened by the paladin starts its turn +in the aura, it takes 4dl0 psychic damage. Additionally, +the paladin and creatures he or she chooses in the aura +are draped in deeper shadow. Creatures that rely on +sight have disadvantage on attack rolls against creatures +draped in this shadow. + +While the aura lasts, the paladin can use a bonus +action on his or her turn to cause the shadows in the +aura to attack one creature. The paladin makes a +melee spell attack against the target. If the attack hits, +the target takes necrotic damage equal to 3d 10 + the +paladin's Charisma modifier* + +After activating the aura, the paladin can’t do so again +until he or she finishes a long rest. + + +Oathbreaker Atonement + +If you allow a player to choose the Oathbreaker option, +you can later allow the paladin to atone and become a true +paladin once more. + +The paladin who wishes to atone must first shed his or +her evil alignment and demonstrate this alignment change +through words and deeds. Having done so, the paladin +loses all Oathbreaker features and must choose a deity +and a sacred oath. (With your permission, the player can +select a different deity or sacred oath than the character +had previously.) However, the paladin doesn’t gain the +class features specific to that sacred oath until he or +she completes some kind of dangerous quest or trial, as +determined by the DM. + + +A paladin who breaks his or her sacred oath a second time +can become an oathbreaker once more, but can’t atone. + + + +CSE ATI N T G NO N PLAYEjR C El ARAC VE ELS + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +Chapter 5: Adventure Environments + + + +ANY D&D ADVENTURES REVOLVE +around a dungeon setting. Dungeons +in D&D include great halls and tombs, +subterranean monster lairs, labyrinths +riddled with death traps* natural +caverns extending for miles beneath the +surface of the world* and ruined castles. + +Not every adventure takes place in a dungeon* A +wilderness trek across the Desert of Desolation or a +I arrowing journey into the jungles of the Isle of Dread +ran be an exciting adventure in its own right. In the +great outdoors* dragons w heel across the sky in search +: prey, tribes of hobgoblins pour forth from their grim +fortresses to wage war against their neighbors, ogres +plunder farmsteads for food, and monstrous spiders +drop from the web-shrouded canopies of trees. + +Within a dungeon, adventurers are constrained by +w ails and doors around them* but in the wilderness, +adventurers can travel in almost any direction they +r lease* i herein lies the key difference between dungeon +_ rsd wilderness: it's much easier to predict where the +iventuring party might go in (he dungeon because the +i prions are limited less so in the wilderness. + +Villages, towns* and cities are cradles of civilization +in a dangerous world, but they too offer opportunities +adventure* Encounters with monsters might seem +ten likely within a city's walls* but urban settings have +- heir own villains and perils. Evil* after all, takes many +rms, and urban settings aren't always the safe havens +hey seem to be. + +This chapter provides an overview of these three +.iron merits plus a few unusual environments, taking +u through the process of creating an adventure +location, with plenty of random tables to inspire you* + + +Dungeon Location + + +Dungeons + + + +5 me dungeons are old strongholds abandoned by the +folk who built them. Others are natural caves or weird +birs carved out by foul monsters. They attract evil cults, +aster tribes, and reclusive creatures. Dungeons are +also home to ancient treasures: coins, gems, magic +kerns* and other valuables hidden away in the darkness, +*; hen guarded by traps or jealously kept by the monsters +that have collected them* + +Building a Dungeon_ + +V hen you set out to create a dungeon, think about its +distinctive qualities* For example, a dungeon that serves +ks a hobgoblin stronghold has a different quality from +an ancient temple inhabited by yuaiuti, This section +lays out a process for creating a dungeon and bringing +:r to life. + +Dungeon Location + +u can use the Dungeon Location table to determine +Tr.e locale of your dungeon. You can roll on the table or +i jose an entry that inspires you. + + +dlOO + +Location + +’<4- + +o + +1 + +o + +A building In a city + +05-0'S + +Catacombs or sewers beneath a city + +09-12 + +Beneath a farmhouse + +13-16 + +Beneath a graveyard + +17-22 + +Beneath a ruined castle + +23-26 + +Beneath a ruined city + +27-30 + +Beneath a temple + +31-34 + +In a chasm + +35-38 + +In a cliff face + +39-42 + +In a desert + +43-46 + +In a forest + +47-50 + +In a glacier + +51-54 + +In a gorge + +55-58 + +In a jungle + +59-62 + +In a mountain pass + +63-66 + +In a swamp + +67-70 + +Beneath or on top of a mesa + +71-74 + +In sea caves + +75-78 + +In several connected mesas + +79-82 + +On a mountain peak + +83-86 + +On a promontory + +S7-90 + +On an isiand + +91-95 + +Underwater + +96-00 + +Roll on the Exotic Location table + + +Exotic Location + +d20 Location + +1 Among the branches of a tree + +2 Around a geyser + +3 Behind a waterfall + +4 Buried in an avalanche + +5 Buried in a sandstorm + +6 Buried in volcanic ash + +7 Castle or structure sunken in a swamp + +S Castle or structure at the bottom of a sinkhole + +9 Floating on the sea + +10 In a meteorite + +11 On a demiplane or in a pocket dimension + +12 In an area devastated by a magical catastrophe + +13 On a cloud + +14 In the Feywild + +15 In the Shadow fell + +16 On an island in an underground sea + +17 In a volcano + +IS On the back of a Gargantuan living creature + +19 Sealed inside a magical dome of force + +20 I n s i de a Mordenkainen*s magnificent mansion + +Dungeon Creator + +A dungeon reflects its creators* A lost temple of the +yuan-ti, choked by overgrown jungle plants* might +feature ramps instead of stairs. Caverns carved by a + + + +t: fi APTE R 5 | A DV E NT U RE i : NVIRON M E NTS + + + + + + +beholder’s disintegration eye ray have walls that are +unnaturally smooth, and the beholders lair might +include vertical shafts connecting different levels. +Amphibious monsters such as kuo-toa and aboleths use +water to protect the innermost reaches of their lairs +from air-breathing intruders. + +Details bring a dungeon setting’s personality to life. +Great bearded faces might be carved on the doors of a +dwarven stronghold and might be defaced by the gnolls +who live there now. Spiderweb decorations, torture +chambers, and slave pens might be common features +in a vault built by drow, telling something about that +location and its occupants. + +The Dungeon Creator table includes creatures that +typically build dungeons. You can choose a creator +from the table or roll randomly, or choose some other +dungeon builder appropriate for your campaign. + + +Dungeon Creator + + +d20 + +Creator + +1 + +Beholder + +2-4 + +Cult or religious group (roll on the Cults and +Religious Groups table to determine specifics) + +5-8 + +Dwarves + +9 + +Elves (including drow) + +10 + +Giants + +11 + +Hobgoblins + +12-15 + +Humans (roll on the NPC Alignment and NPC +Class tables to determine specifics) + +16 + +Kuo-toa + +17 + +Lich + +18 + +Mind flayers + +19 + +Yuan-ti + +20 + +No creator (natural caverns) + +Cults and Relicious Croups + +d20 + +Cult or Religious Group + +1 + +Demon-worshiping cult + +2 + +Devil-worshiping cult + +3-4 + +Elemental Air cult + +5-6 + +Elemental Earth cult + +7-8 + +Elemental Fire cult + +9-10 + +Elemental Water cult + +11-15 + +Worshipers of an evil deity + +16-17 + +Worshipers of a good deity + +18-20 + +Worshipers of a neutral deity + + +NPC Alignment + + +d20 + +Alignment + +d20 + +Alignment + +1-2 + +Lawful good + +10-11 + +Neutral + +3-4 + +Neutral good + +12 + +Chaotic neutral + +5-6 + +Chaotic good + +13-15 + +Lawful evil + +7-9 + +Lawful neutral + +16-18 + +Neutral evil + + + +19-20 + +Chaotic evil + + + + + + + + + + + + + + + + + + + + + + + + +HP C Class + + +d2G + +Class + +d2G + +Class + +1 + +Barbarian + +9 + +Paladin + +2 + +Bard + +10 + +Ranger + +3-4 + +Cleric + +11—14 + +Rogue + +5 + +Druid + +IS + +Sorcerer + +6-7 + +Fighter + +16 + +Warlock + +S + +Monk + +17-20 + +Wizard + +Dungeon Purpose + +Except in the case of a natural cavern, a dungeon +is crafted and inhabited fora specific purpose that +influences its design and features* You can choose a +crpose from the Dungeon Purpose table, roll one at +random, or use your own ideas. + +Dungeon Purpose + + + +d20 + +Purpose + +d20 + +Purpose + +1 + +2-5 + +Death trap + +Lair + +11-14 + +15-17 + +Stronghold +Temple or shrine + +6 + +Maze + +18-19 + +Tomb + +7-9 + +Mine + +20 + +Treasure vault + +10 + +Planar gate + + + + +Death Trap, This dungeon is built to eliminate any +reature that dares to enter it. A death trap might guard +the treasure of an insane wizard, or it might he designed +lure adventurers to their demise for some nefarious +jrpose, such as to feed souls to a lich s phylactery. + +Lair * A lair is a place where monsters live. Typical +; rs include ruins and eaves. + +Maze, A maze is intended to deceive or confuse +those who enter it. Some mazes are elaborate obstacles +that protect treasure* while others are gauntlets for +prisoners banished there to be hunted and devoured by +the monsters within* + +Mine * An abandoned mine can quickly become +^tested with monsters, while miners who delve too +deep can break through into the Underdark. + +Planar Gate , Dungeons built around planar portals +re often transformed by the planar energy seeping out +:hrough those portals. + +Stronghold , A stronghold dungeon provides a secure +ise of operations for villains and monsters* It is +usually ruled by a powerful individual such as a wizard, +ampire t or dragon, and it is larger and more complex +than a simple lair. + +Temple or Shrine, This dungeon is consecrated to +deity or other planar entity. The entity's worshipers +ntrol the dungeon and conduct their rites there. + +Tomb. Tombs are magnets for treasure hunters* as +.veil as monsters that hunger for the bones of the dead. +Treasure Vault, Built to protect powerful magic items +and great material wealth, treasure vault dungeons are +- r avilv guarded by monsters and traps. + +History + +most cases, the original architects of a dungeon are +on g gone, and the question of what happened to them +an help shape the dungeon s current state. + + +The Dungeon History table notes key events that +can transform a site from its original purpose into a +dungeon for adventurers to explore. Particularly old +dungeons can have a history that consists of multiple +events, each of which transformed the site in some way. + + +Dungeon History + + +d2Q + +Key Event + +1-3 + +Abandoned by creators + +4 + +Abandoned due to plague + +5-8 + +Conquered by invaders + +9-10 + +Creators destroyed by attacking raiders + +11 + +Creators destroyed by discovery made withirr the +site + +12 + +Creators destroyed by internal conflict + +13 + +Creators destroyed by magical catastrophe + +14-15 + +Creators destroyed by natural disaster + +16 + +Location cursed by the gods and shunned + +17-18 + +Original creator still in control + +19 + +Overrun by planar creatures + +20 + +Site of a great miracle + + +Dungeon Inhabitants + +After a dungeon's creators depart, anyone or anything +might move in* Intelligent monsters* mindless dungeon +scavengers, predators and prey alike can be drawn +to dungeons. + +The monsters in a dungeon are more than a +collection of random creatures that happen to live +near one another. Fungi, vermin, scavengers, and +predators can coexist in a complex ecology, alongside +intelligent creatures who share living space through +elaborate combinations of domination, negotiation, and +bloodshed. + +Characters might be able to sneak into a dungeon, +ally with one faction* or play factions against each other +lo reduce the threat of the more powerful monsters. + +For example, in a dungeon inhabited by mind flayers +and their goblinoid thralls, the adventurers might try +to incite the goblins* hobgoblins, and bugbears to revolt +against their illithid masters. + +Dungeon Factions + +A dungeon is sometimes dominated by a single group +of intelligent humanoids, whether a tribe of ores +that have taken over a cavern complex or a gang of +trolls inhabiting an aboveground ruin. Other times, +particularly in larger dungeons, multiple groups of +creatures share space and compete for resources* + +For example* ores that dwell in the mines of a ruined +dwarf citadel might skirmish constantly against the +hobgoblins that hold the citadel s upper tiers* Mind +flayers that have established a colony in the lowest +levels of the mines could manipulate and dominate key +hobgoblins in an attempt to wipe out the ores. And all +the while* a hidden cell of drow scouts watches and +plots to slay the mind flayers, then enslave whatever +creatures are left + +It’s easy to think of a dungeon as a collection of +encounters, with the adventurers kicking down door + + +CHAPTER 5 + + +A DVENT URE E N VI RONMENTS + + + + + + + + + +after door and killing whatever lies beyond. But the +ebb and flow of power between groups in a dungeon +provides plenty of opportunities for more subtle +interaction. Dungeon denizens are used to striking +unlikely alliances, and adventurers are a wild card that +canny monsters seek to exploit. + +intelligent creatures in a dungeon have goals, whether +as simple as short-term survival or as ambitious +as claiming the entire dungeon as the first step in +founding an empire. Such creatures might approach +adventurers with an offer of alliance, hoping to prevent +the characters from laying v^aste to their lair and to +secure aid against their enemies. Bring the NFC leaders +of such groups to life as described in chapter 4, fleshing +out their personalities, goals, and ideals. Then use +those elements to shape a response to the arrival of +adventurers in their territory. + +Dungeon Ecology + +An inhabited dungeon has its own ecosystem. The +creatures that live there need to eat, drink, breathe, and +sleep, just as creatures in the wilderness do. Predators +need to be able to seek prey, and intelligent creatures +search for lairs offering the best combination of air, +food, water, and security. Keep these factors in mind +when designing a dungeon you want the players to +believe in. If a dungeon doesn't have some internal logic +to it, adventurers will find it difficult to make reasonable +decisions w ithin that environment. + +For example, characters who find a pool of fresh water +in a dungeon might make the logical assumption that +many of the creatures inhabiting the dungeon come to +that spot to drink. The adventurers might set an ambush +at the pool. Likewise, locked doors—or even doors that +require hands to open—can restrict the movement of +some creatures. If all the doors in a dungeon are closed, +the players might winder how the carrion crawlers or +stirges they repeatedly encounter manage to survive. + +Encounter Difficulty + +You might be inclined to increase the encounter +difficulty as the adventurers descend deeper into the +dungeon, as a way to keep the dungeon challenging as +the characters gain levels or to ratchet up the tension. +However, this approach can turn the dungeon into a +grind. A better approach is to include encounters of +varying difficulty throughout. The contrast between easy +and hard encounters, as well as simple and complex +encounters, encourages characters to vary their tactics +and keeps the encounters from seeming too similar. + +Mapping a Dungeon + +Every dungeon needs a map showing its layout. + +The dungeon’s location, creator, purpose, history, +anti inhabitants should give you a starting point for +designing your dungeon map. If you need further +inspiration, you can find maps that have been made +freely available for use on the Internet, or even use a +map of a real-world location. Alternatively, you can +borrow^ a map from a published adventure or randomly +generate a dungeon complex using the tables presented +in appendix A, + +CH APTEfc 5 ! ADVENT U RE ENVI RON MENTS + + +A dungeon can range in size from a few chambers +in a ruined temple to a huge complex of rooms and +passages extending hundreds of feet in all directions. +The adventurers’ goal often lies as far from the dungeon +entrance as possible, forcing characters to delve +deeper underground or push farther into the heart of +the complex, + +A dungeon is most easily mapped on graph paper, +w ith each square on the paper representing an area of +10 feet by 10 feet. (If you play with miniatures on a grid, +you might prefer a scale wdiere each square represents 5 +feet, or you can subdivide your 10-foot grid into a SToot +grid w hen you draw your maps for combat.) When you +draw your map, keep the following points in mind: + +* Asymmetrical rooms and map layouts make a +dungeon less predictable. + +* Think in three dimensions. Stairs, ramps, platforms, +ledges, balconies, pits, and other changes of elevation +make a dungeon more interesting and make combat +encounters in those areas more challenging, + +- Give the dungeon some wear and tear. Unless you +want to stress that the dungeons builders were +extraordinarily skillful, collapsed passages can be +commonplace, cutting off formerly connected sections +of the dungeon from each other. Past earthquakes +might have opened chasms within a dungeon, splitting +rooms and corridors to make interesting obstacles. + +* incorporate natural features into even a constructed +dungeon. An underground stream might run through +the middle of a dwarven stronghold, causing variation +in the shapes and sizes of rooms and necessitating +features such as bridges and drains. + +* Add multiple entrances and exits. Nothing gives the +players a stronger sense of making real decisions than +having multiple ways to enter a dungeon. + +■ Add secret doors and secret rooms to reward players +who take the time to search for them. + +If you need help creating a dungeon map from scratch, +see appendix A. + +Dungeon Features + +The atmosphere and physical characteristics of +dungeons vary as widely as their origins. An old crypt +might have stone walls and loose w ooden doors, an odor +of decay, and no light other than what adventurers bring +with them. A volcanic lair might have smooth stone +walls hollowed out by past eruptions, doors of magically +reinforced brass, a smell of sulfur, and light provided by +jets of flame in every hall and room. + +Walls + +Some dungeons have walls of masonry. Others have +walls of solid rock, hewn with tools to give them a +rough, chiseled look, or worn smooth by the passage of +water or lava. An aboveground dungeon might be made +of wood or composite materials. + +Walls are sometimes adorned with murals, frescoes, +bas-reliefs, and lighting fixtures such as sconces or +torch brackets. A few even have secret doors built +into them. + + + + + +CAIALOneb + + +CN£ flQD.AJRe t^LHLTi IL- + + + + + + +Doors + +?JS s d ?to Sit' f “' wi,hi " plal ” >rete + +gargoyles or Jeering f ^ esto °ned with carvings of +rereai clues as to Sa^'S’^Sd”’ SiS " S ' ha ' + +-£!3Si5St sr° ften bec °™ s “ + +a successful Strung* check. Chapter7 -rJ™' "T” + +guidelines for setting * e l£ + +- - *»■ + +» successful Strength cS sma/hT T ^ + +Piece, by dealing enough da,page ,oT„ r T “ + +spell or similar magic Chapter 5 n 3 knock + +* ic- '-napter 8 provides guidelines + + + +5ample Dungeon Map + + + +S + + + + + + +other objects" ^ ^ Statistic * t0 doors a + +can be opened normally from the barred ° r + +an action to lift the bar from its braced X USing + +Secret Doors + +surrounds it. t hf + +marks on the floor betrav the secret ° r SCU + +Detecting a Seem Door. Use thl rh * presence - +passive Wisdom (Percentiord e characters + +whether anyone in the party LtSsecmd "" + +without actively searching for it Tha ' door + +find a secret door hv a t 8 Cila meters can also + +"here ,h. door is + + +CHAPTER 5 + + +A D VI. KTURL EN Vi RQ N M E N TS + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +(Perception) check. To set an appropriate DC for the +check, see chapter 8. + +Opening a Secret Boon Once a secret door is +detected, a successful Intelligence (Investigation) check +might be required to determine how to open it if the +opening mechanism isn’t obvious. Set the DC according +to the difficulty guidelines in chapter 8. + +If adventurers can’t determine how to open a secret +door t breaking it down is always an option. Treat it +as a locked door made of the same material as the +surrounding wall, and use the guidelines in chapter 8 to +determine appropriate DCs or statistics. + +Concealed Doors + +A concealed door is a normal door that is hidden from +view, A secret door is ca refully crafted to blend into its +surrounding surface, whereas a concealed door is most +often hidden by mundane means. It might be covered +by a tapestry, covered with plaster, or (in the case of +a concealed trapdoor) hidden under a rug. Normally, +no ability check is required to find a concealed door, A +character need only look in the right place or take the +right steps to reveal the door. However, you can use +the characters' passive Wisdom (Perception) scores to + + +determine whether any of them notices tracks or signs +of a tapestry or rug having been recently disturbed. + +Portcullises + +A portcullis is a set of vertical bars made of wood or +iron, reinforced with one or more horizontal bands. It +blocks a passage or archway until it is raised up into +the ceiling by a winch and chain. The main benefit of a +portcullis is that it blocks a passage while still allowing +guards to watch the area beyond and make ranged +attacks or cast spells through it. + +Winching a portcullis up or down requires an action. + +If a character can’t reach the winch (usually because it is +on the other side of the portcullis), lifting the portcullis +or bending its bars far enough apart to pass through +them requires a successful Strength check. The DC +of the check depends on the size and weight of the +portcullis or the thickness of its bars. To determine an +appropriate DC. see chapter 8. + +Darkness and Light + +Darkness is the default condition inside an underground +complex or in the interior of aboveground ruins, but an +inhabited dungeon might have light sources. + + +r + + +f.: H A FT E R 5 I A D V E N T UKI E N V 1 i R O N M F NTS + + + + + + + + + + + + + + + + + +in subterranean settlements, even races that have +: rkvision use fire for warmth, cooking, and defense. + +But many creatures have no need of warmth or light. + +- iventurers must bring their own sources of light into +iusty tombs where only undead stand guard, abandoned +ruins teeming with predatory monsters and oozes, and +natural caverns where sightless creatures hunt. + +The light of a torch or lantern helps a character +see over a short distance, but other creatures can +see that light source from far away. Bright light in an +. ironment of total darkness can be visible for miles. +Though a clear line of sight over such a distance is rare +inderground. Even so, adventurers using light sources +:n a dungeon often attract monsters, just as dungeon +features that shed light (from phosphorescent fungi +t i he glow of magical portals) can draw adventurers' +attention. + +Air Quality + +Subterranean tunnels and aboveground ruins are often +enclosed spaces with little airflow. Though it’s rare for +a dungeon to be sealed so tightly that adventurers have +:n uble breathing, the atmosphere is often stifling and +: pressive. What’s more, odors linger in a dungeon and +n be magnified by the stillness of the atmosphere. + +Sounds + +- dungeon’s enclosed geography helps channel sound. +The groaning creak of an opening door can echo down + +end reds of feet of passageway. Louder noises such +as the clanging hammers of a forge or the din of battle +an reverberate through an entire dungeon. Many +re at u res that live underground use such sounds as a +way of locating prey, or go on alert at any sound of an +.vi venturing party’s intrusion. + +Dungeon Hazards _ + +The hazards described here are but a few examples of +:he environmental dangers found underground and in +ther dark places. Dungeon hazards are functionally +similar to traps, which are described at the end of +:his chapter. + +Detecting a Hazard. No ability check is required +:o spot a hazard unless it is hidden, A hazard that +resembles something benign, such as a patch of slime +r mold, can be correctly identified with a successful +Intelligence (Nature) check. Use the guidelines in +hap ter 8 to set an appropriate DC for any check made +to spot or recognize a hazard. + +Hazard Severity* To determine a hazard’s deadliness +relative to the characters, think of the hazard as a trap +and compare the damage it deals with the party’s level +using the Damage Severity by Level table later in the +chapter (the table also appears in chapter 8). + +Brown Mold + +Brown mold feeds on warmth, drawing heat from +anything around it, A patch of brown mold typically +covers a 10-foot square, and the temperature within 30 +feet of it is always frigid. + + +When a creature moves to within 5 feet of the mold +for the first time on a turn or starts its turn there, it +must make a DC 12 Constitution saving throw, taking +22 (4dl0) cold damage on a failed save, or half as much +damage on a successful one. + +Brown mold is immune to fire, and any source of fire +brought within 5 feet of a patch causes it to instantly +expand outward in the direction of the fire, covering a +10-foot-square area (with the source of the fire at the +center of that area), A patch of brown mold exposed to +an effect that deals cold damage is instantly destroyed. + +Green Slime + +This acidic slime devours flesh, organic material, and +metal on contact. Bright green, wet, and sticky, it clings +to walls, floors, and ceilings in patches. + +A patch of green slime covers a 5-foot square, has +blind sight out to a range of 30 feet, and drops from +walls and ceilings when it detects movement below it. +Beyond that, it has no ability to move. A creature aware +of the slime's presence can avoid being struck by it with +a successful DC 10 Dexterity saving throw. Otherwise, +the slime can't be avoided as it drops, + +A creature that comes into contact with green slime +takes 5 (Id 10) acid damage. The creature takes the +damage again at the start of each of its turns until the +slime is scraped off or destroyed. Against wood or +metal, green slime deals 11 (2d 10) acid damage each +round, and any non magical wood or metal weapon or +tool used to scrape off the slime is effectively destroyed. + +Sunlight, any effect that cures disease, and any effect +that deals cold, fire, or radiant damage destroys a patch +of green slime. + +Webs + +Giant spiders weave thick, sticky webs across passages +and at the bottom of pits to snare prey. These web-filled +areas are difficult terrain. Moreover, a creature entering +a webbed area for the first time on a turn or starting its +turn there must succeed on a DC 12 Dexterity saving +throw or become restrained by the webs, A restrained +creature can use its action to try to escape, doing +so with a successful DC 12 Strength (Athletics) or +Dexterity (Acrobatics) check. + +Each 10-foot cube of giant webs has AC 10, 15 +hit points, vulnerability to fire, and immunity to +bludgeoning, piercing, and psychic damage. + +Yellow Mold + +Yellow mold growrs in dark places, and one patch covers +a 5-foot square. If touched, the mold ejects a cloud of +spores that fills a 10-foot cube originating from the +mold. Any creature in the area must succeed on a DC +15 Constitution saving throw or take 11 (2d 10) poison +damage and become poisoned for 1 minute. While +poisoned in this way, the creature takes 5 (Id 10) poison +damage at the start of each of its turns. The creature +can repeat the saving throw at the end of each of its +turns, ending the effect on itself on a successful save. + +Sunlight or any amount of fire damage instantly +destroys one patch of yellow mold. + + +CHAPTER 5 + + +ADVE NTU RE EKVI RON M E NTS + + + + + + +Wilderness + +Between the dungeons and settlements of your +campaign world He meadows, forests, deserts, mountain +ranges, oceans, and other tracts of wilderness waiting +to he traversed. Bringing wilderness areas to life can he +a fun part of your game, both for you and your players. +The following two approaches work particularly well, + +Travel-Montage Approach + +Sometimes the destination is more important than the +journey. If the purpose of a wilderness trek is to get +the characters to where the real adventure happens, +gloss over the wilderness trek without checking for +encounters along the way. Just as movies use travel +montages to convey long and arduous journeys in a +matter of seconds, you can use a few sentences of +descriptive text to paint a picture of a wilderness trek in +your players’ minds before moving on. + +Describe the journey as vividly as you like, but keep +the forward momentum. "You walk for several miles +and encounter nothing of interest’' is okay, but far less +evocative and memorable than, "A light rain dampens +the rolling plains as you travel north. Around midday, +you break for lunch under a lonely tree. There, the rogue +finds a small rock that looks like a grinning face, but +otherwise you encounter nothing out of the ordinary." +The trick is to focus on a few details that reinforce the +desired mood rather than describe everything down to +the last blade of grass. + +Call attention to unusual terrain features: a waterfall, +a rocky outcropping that offers a breathtaking view over +the tops of the surrounding trees, an area where the +forest has burned or been cut down, and so on. Also +describe notable smells and sounds, such as the roar of +a faraway monster, the stench of burned wood, or the +sweet aroma of flowers in an elven forest. + +In addition to evocative language, visual aids can help +set the scene for the characters’ travels. Image searches +on the Internet can lead you to breathtaking landscapes +(in fact, that’s a good phrase to search for) both real and +fantastical. As striking as real-world scenery can be. +wilderness travel can be used to remind the players that +their characters are in a fantasy world. Once in a while, +spice up your descriptions with some truly magical +element. A forest might be home to tiny dragonets +instead of birds, or its trees might be festooned with +giant webs or have eerie, green-glowing sap. Use these +elements sparingly; landscapes that are too alien can +break your players’ sense of immersion in the world. A +single fantastic element within an otherwise realistic +and memorable landscape is enough. + +Use the landscape to set the mood and tone for your +adventure. In one forest, close-set trees shroud all +light and seem to watch the adventurers as they pass. + +In another, sunlight streams through the leaves above +and flower-laden vines twine up every trunk. Signs +of corruption—rotting wood, foul-smelling water, and +rocks covered with slimy brown moss—can be a signal +that the adventurers are drawing close to the site of evil +power that is their destination or can provide clues to +the nature of the threats to be found there. + + +Specific wilderness locations might have their own +special features. For example, the Spirit Forest and +the Spiderhaunt Woods might feature different kinds +of trees, different kinds of flora and fauna, different +weather, and different random encounter tables. + +Finally, a wilderness trek can be enhanced by calling +attention to the weather. “You spend the next three +days crossing the swamp" sounds less harrowing than. +"You spend the next three days trudging through knee- +deep mud--the first two days and nights in the pouring +rain, and then another day under the beating sun, with +swarms of hungry insects feasting on your blood." + +Hour-by-Hour Approach_I + +Sometimes the journey deserves as much time and +attention as the destination. If wilderness travel features +prominently in your adventure and isn’t something you +want to gloss over, you will need more than a descriptive +overview to bring a long and harrowing journey to life; +you’ll need to know f the party’s marching order and have +encounters at the ready. + +Let your players determine the party’s marching +order (see the Players Handbook for more information). +Characters in the front rank are likely to be the first to +notice landmarks and terrain features, as well as the +ones responsible for navigating. Characters in the back +rank are usually responsible for making sure that the +party isn’t being followed. Encourage characters in the +middle ranks to do something other than blindly trudge +along behind the front-rank characters. The Player's +Handbook suggests activities such as mapmaking and +foraging for food. + +Wilderness journeys typically feature a combination of +planned encounters (encounters that you prepare ahead +of time) and random encounters (encounters determined +by rolling on a table). A planned encounter might need a +map of the location wdiere the encounter is set to occur, +such as a ruin, a bridge spanning a gorge, or some other +memorable location. Random encounters tend to be +less location-specific. The fewer planned encounters +you have, the more you’ll need to rely on random +encounters to keep the journey interesting. See chapter +3 for guidelines on creating your own random encounter +tables and when to check for random encounters, + +A good way to keep wilderness encounters from +becoming stale is to make sure they don’t all start and +end the same way. In other words, if the wilderness +is your stage and your adventure is the play or movie, +think of each wilderness encounter as its own scene, +and try to stage each one in a slightly different way to +keep your players’ interest. If one encounter comes +at the adventurers from the front, the next one might +come at them from above or behind. If an encounter +features stealthy monsters, a character tending to the +party’s pack animals might get the first indication that +monsters are near when a pony whickers nervously. I f +an encounter features loud monsters, the party might +have the option to hide or set an ambush. One group of +monsters might attack the party on sight, and another +might allow safe passage for food. + +Reward characters for searching while they travel by +providing things for them to find. Broken statues, tracks. + + +CHAPI ER 5 | AD VENTl RE EN V E RON ME NTS + + + + + + + + + +--z + + + + +1 , + + +£1 + + + + + + + + + + + + + + +abandoned campsites, and other finds can add flavor to +vour world, foreshadow future encounters or events, or +provide hooks for further adventures. + +A wilderness journey might take multiple sessions to +play out. That said, if the wilderness journey includes +long periods with no encounters, use the travel-montage +approach to bridge gaps between encounters. + +Mapping a Wilderness + +In contrast to a dungeon, an outdoor setting presents +seemingly limitless options. The adventurers can move +in any direction over a trackless desert or an open +grassland, so how r do you as the DM deal with all the +possible locations and events that might make up a +wilderness campaign? What if you design an encounter +in a desert oasis, but the characters miss the oasis +because they wander off course? How do you avoid +creating a boring play session of uninterrupted slogging +across a rocky wasteland? + +One solution is to think of an outdoor setting in the +same way you think about a dungeon. Even the most +wide-open terrain presents clear pathways. Roads +seldom run straight because they follow' the contours +of the land, finding the most level or otherwise easiest +routes across uneven ground. Valleys and ridges +channel travel in certain directions. Mountain ranges +present forbidding barriers traversed only by remote +passes. Even the most trackless desert reveals favored +routes, where explorers and caravan drivers have +discovered areas of wind-blasted rock that are easier to +traverse than shifting sand. + +If the party veers off track, you might be able to +relocate one or more of your planned encounters +elsewhere on the map to ensure that the time spent +preparing those encounters doesn't go to waste. + +Chapter 1 discusses the basics of creating a +wilderness map at three different scales to help +you design your world and the starting area of your +campaign. Especially when you get down to province +scale (1 hex = 1 mile), think about paths of travel—roads, +passes, ridges and valleys, and so on—that can guide +character movement across your map. + +Movement on the Map + +Narrate wilderness travel at a level of detail appropriate +to the map you Ye using. If you're tracking hour-by-hour +movement on a province-scale map (1 hex = 1 mile), +you can describe each hamlet the adventurers pass. + +At this scale, you can assume that the characters find +a noteworthy location when they enter its hex unless +the site is specifically hidden. The characters might not +walk directly up to the front door of a ruined castle when +they enter a hex, but they can find old paths, outlying +ruins, and other signs of its presence in the area. + +If you’re tracking a journey of several days on a +kingdom-scale map (1 hex = 6 miles)* don't bother with +details too small to appear on your map. It’s enough +for the players to know that on the third day of their +journey, they cross a river and the land starts rising +before them, and that they reach the mountain pass two +days later. + + +WlLDERNESS FEATURES + +No wilderness map is complete without a few +settlements, strongholds, ruins, and other sites worthy +of discovery, A dozen such locations scattered over an +area roughly 50 miles across is a good start. + +Monster Lairs + +A wilderness area approximately 50 miles across can +support roughly a half-dozen monster lairs, but probably +no more than one apex predator such as a dragon. + +If you expect the characters to explore a monster’s +lair, you'll need to find or create an appropriate map for +the lair and stock the lair as you would a dungeon. + +Monuments + +In places where civilization rules or once ruled, +adventurers might find monuments built to honor great +leaders, gods, and cultures. Use the Monuments table +for inspiration, or randomly roll to determine what +monument the adventurers stumble upon. + +Monuments + +d2G Monument + +1 Sealed burial mound or pyramid + +2 Plundered burial mound or pyramid + +3 Faces carved into a mountainside or cliff + +4 Giant statues carved out of a mountainside or cliff + +5-6 Intact obelisk etched with a warning, historical + +lore, dedication, or religious iconography +7-8 Ruined or toppled obelisk + +9-10 Intact statue of a person or deity + +11-13 Ruined or toppled statue of a person or deity + +14 Great stone wall, intact, with tower fortifications +spaced at one^mile intervals + +15 Great stone wall in ruins + +16 Great stone arch + +17 Fountain + +18 Intact circle of standing stones + +19 Ruined or toppled circle of standing stones + +20 Totem pole + +Ruins + +Crumbling towers, ancient temples, and razed cities +are perfect sites for adventures. Additionally, noting the +existence of an old, crumbling wall that runs alongside a +road, a saggi ng stone windmill on a hilltop, or a jumble +of standing stones can add texture to your wilderness. + +Settlements + +Settlements exist in places where food, water, farmland, +and building materials are abundant. A civilized +province roughly 50 miles across might have one city, a +few rural towns, and a scattering of villages and trading +posts. An uncivilized area might have a single trading +post that stands at the edge of a wild frontier, but no +larger settlements. + +In addition to settlements, a province might contain +ruined villages and towns that are either abandoned or +serve as lairs for marauding bandits and monsters. + + +C H AFTLR 5 AD VENTURE EN VI RON MENTS + + + + + + + + + +Strongholds + +Strongholds provide the local population with protection +in times of trouble. The number of strongholds in an +area depends on the dominant society, the population, +[he strategic importance or vulnerability of the region, +and the wealth of the land. + +Weird Locales + +Weird locales make the fantastic and the supernatural +an intrinsic part of vour wilderness adventures. + +Weird Locales + +d20 Locale + +I -2 Dead magic zone (similar to an antimagic field) + +3 Wild magic zone (roll on the Wild Magic Surge +table in the Player's Handbook whenever a spell is +cast within the zone) + +4 Boulder carved with talking faces + +5 Crystal cave that mystically answers questions + +6 Ancient tree containing a trapped spirit +7-8 Battlefield where lingering fog occasionally + +assumes humanoid forms + +9-10 Permanent portal to another plane of existence + +II Wishing well + +12 Giant crystal shard protruding from the ground + +13 Wrecked ship, which might be nowhere near water + +14- 15 Haunted hill or barrow mound + +16 River ferry guided by a skeletal captain + +17 Field of petrified soldiers or other creatures + +18 Forest of petrified or awakened trees + +19 Canyon containing a dragons’ graveyard + +20 Floating earth mote with a tower on it + +Wilderness Survival + +Adventuring in the wilderness presents a. host of +perils beyond the threats of monstrous predators and +savage raiders. + +Weather + +You can pick weather to fit your campaign or roll on the +Weather table to determine the weather for a given day, +adjusting for the terrain and season as appropriate. + +Weather + +d20 Temperature + +1-14 Normal for the season + +15- 17 ld4 x 10 degrees Fahrenheit colder than normal +18-20 ld4 x 10 degrees Fahrenheit hotter than normal + +d20 Wind + +1-12 None +13-17 Light +18-20 Strong + +d20 Precipitation + +1-12 None + +13-17 Light rain or light snowfall +1S—20 Heavy rain or heavy snowfall + + + + + + + + + + + + + + + + + + +Extreme Gold + +Whenever the temperature is at or below 0 degrees +Fahrenheit, a creature exposed to the cold must succeed +on a DC 10 Constitution saving throw at the end of each +hour or gain one level of exhaustion. Creatures with +resistance or immunity to cold damage automatically +succeed on the saving thrown as do creatures wearing +cold weather gear (thick coats, gloves, and the like) and +creatures naturally adapted to cold climates. + +Extreme Heat + +When the temperature is at or above 100 degrees +Fahrenheit, a creature exposed to the heat and +w ithout access to drinkable water must succeed on +a Constitution saving throw at the end of each hour +or gain one level of exhaustion. The DC is 5 for the +first hour and increases by 1 for each additional hour. +Creatures wearing medium or heavy armor, or who are +clad in heavy clothing, have disadvantage on the saving +throw. Creatures with resistance or immunity to fire +damage automatically succeed on the saving throw, as +do creatures naturally adapted to hot climates. + +Strong Wind + +A strong wind imposes disadvantage on ranged weapon +attack rolls and Wisdom (Perception) checks that rely on +hearing, A strong wind also extinguishes open flames, +disperses fog, and makes flying by non magi cal means +nearly impossible. A flying creature in a strong wind +must land at the end of its turn or fall. + +A strong wand in a desert can create a sandstorm that +imposes disadvantage on Wisdom (Perception) checks +that rely on sight. + +Heavy Precipitation + +Everything within an area of heavy rain or heavy +snowfall is lightly obscured, and creatures in the area +have disadvantage on Wisdom (Perception) checks that +rely on sight. Heavy rain also extinguishes open flames +and imposes disadvantage on Wisdom (Perception) +checks that rely on hearing. + +High Altitude + +Traveling at altitudes of 10,000 feet or higher above +sea level is taxing for a creature that needs to breathe, +because of the reduced amount of oxygen in the +air. Each hour such a creature spends traveling at +high altitude counts as 2 hours for the purpose of +determining how long that creature can travel. + +Breathing creatures can become acclimated to a high +altitude by spending 30 days or more at this elevation. +Breathing creatures can’t become acclimated to +elevations above 20,000 feet unless they are native to +such environments. + +Wilderness Hazards + +l his section describes a few examples of hazards that +adventurers might encounter in the wilderness. + +Some hazards, such as slippery ice and razor vine, +require no ability check to spot. Others, such as +defiled ground, are undetectable by normal senses. + + +The other hazards presented here can be identified +with a successful Intelligence (Nature) check. Use the +guidelines in chapter 8 to set an appropriate DC for any +check made to spot or recognize a hazard. + +Desecrated Ground + +Some cemeteries and catacombs are imbued with the +unseen traces of ancient evil. An area of desecrated +ground can be any size, and a defect evil and good spell +cast within range reveals its presence. + +Undead standing on desecrated ground have +advantage on all saving throws, + +A vial of holy water purifies a 10-foot-square area of +desecrated ground when sprinkled on it, and a hallow +spell purifies desecrated ground within its area. + +Frigid Water + +A creature can be immersed in frigid water for a +number of minutes equal to its Constitution score before +suffering any ill effects, Each additional minute spent +in frigid water requires the creature to succeed on a +DC 10 Constitution saving throw or gain one level of +exhaustion. Creatures with resistance or immunity to +cold damage automatically succeed on the saving throw +as do creatures that are naturally adapted to living in +ice-cold w^ater. + +Quicksand + +A quicksand pit covers the ground in roughly a 10-foot- +square area and is usually 10 feet deep. When a creature +enters the area, it sinks 1d4 + 1 feet into the quicksand +and becomes restrained. At the start of each of the +creature's turns, it sinks another ld4 feet. As long as +the creature isn’t completely submerged in quicksand, +it can escape by using its action and succeeding on a +Strength check. The DC is 10 plus the number of feet +the creature has sunk into the quicksand. A creature +that is completely submerged in quicksand can’t breathe +(se e the su ffo cat ion r u 1 e s in the Player s Ha ndbo ok ), + +A creature can pull another creature within its reach +out of a quicksand pit by using its action and succeeding +on a Strength check. The DC is 5 plus the number of +feet the target creature has sunk into the quicksand. + +RAZORVINE + +Razorvine is a plant that growls in wild tangles and +hedges. It also clings to the sides of buildings and +other surfaces as ivy does, A IQ-foot-high, 10-foot-wide, +SToot-thick wall or hedge of razorvine has AC 11,25 +hit points, and immunity to bludgeoning, piercing, and +psychic damage. + +When a creature comes into direct contact with +razorvine for the first time on a turn, the creature +must succeed on a DC 10 Dexterity saving throw or +take 5 (1 d 10) slashing damage from the razorvme's +bladciike thorns. + +Slippery Ice + +Slippery ice is difficult terrain. When a creature moves +onto slippery ice for the first time on a turn, it must +succeed on a DC 10 Dexterity (Acrobatics) check or +fall prone. + + +c. H A PTE k 5 ! ADVENTURE hNV i RON M ENTS + + + + + + + + + + + + + + + + + + + + + + + + + + +Thin Ice + +Thin ice has a weight tolerance of 3d 10 * 10 pounds per +10-foot-scjuare area. Whenever the total weight on an +area of thin ice exceeds its tolerance, the ice in that area +breaks. All creatures on broken ice fall through. + +Foraging + +Characters can gather food and water as the party +travels at a normal or slow pace. A foraging character +makes a Wisdom (Survival) check whenever you call for +it, with the DC determined by the abundance of food and +water in the region. + + +Foraging DCs + +Food and Water Availability DC + +Abundant food and water sources 10 + +Limited food and water sources 15 + +Very little, if any; food and water sources 20 + + +If multiple characters forage, each character makes +a separate check. A foraging character finds nothing +on a failed check. On a successful check, roll ld6 + the +haracter’s Wisdom modifier to determine how much +food (in pounds) the character finds, then repeat the roll +for water (in gallons). + + +Food and Water + +The food and water requirements noted in the Player's +Handbook are for characters. Horses and other +creatures require different quantities of food and water +per day based on their size. Water needs are doubled if +the weather is hot. + + +Food and Water Needs + + +Creature Size + +Tiny + +Small + +Medium + +Large + +Huge + +Gargantuan + + +Food per Day +1/4 pound +1 pound +1 pound +4 pounds +16 pounds +64 pounds + + +Water per Day +1/4 gallon +1 gallon +1 gallon +4 gallons +16 gallons +64 gallons + + +Becoming Lost _ + +Unless they are following a path, or something like it, +adventurers traveling in the wilderness run the risk of +becoming lost. The party's navigator makes a Wisdom +(Survival) check when you decide it s appropriate, +against a DC determined by the prevailing terrain, as +shown on the Wilderness Navigation table. If the party +is moving at a slow' pace, the navigator gains a +5 bonus +to the check, and a fast pace imposes a 5 penalty. If the +party has an accurate map of the region or can see the +sun or stars, the navigator has advantage on the check. + + +C K A PTE R 5 I AD V E N T U R £ ENVIRONMENTS + +11 r + + + + + + + + + + + + + + + + + + + + + + + +If the Wisdom (Survival) check succeeds, the party +travels in the desired direction without becoming lost. + +If the check fails, the party inadvertently travels in the +wrong direction and becomes lost. The party’s navigator +can repeat the check after the party spends ld6 hours +trying to get back on course. + + +Wilderness Navigation + +Terrain DC + +Forest, jungle, swamp, mountains, or open sea 15 + +with overcast skies and no land in sight +Arctic, desert, hills, or open sea with clear skies 10 + +and no land in sight + +Grassland, meadow, farmland 5 + + +Settlements + +A village, town, or city makes an excellent backdrop for +an adventure. The adventurers might be called on to +track down a criminal who’s gone into hiding, solve a +murder, take out a gang of wererats or doppelgangers, +or protect a settlement under siege. + +When creating a settlement for your campaign, focus +on the locations that are most relevant to the adventure. +Don’t worry about naming every street and identifying +the inhabitants of every building; that way lies madness. + +Rando m Settle ments _ + +The following tables allow you to quickly create a +settlement. They assume that you've already determined +its size and its basic form of government. + +Race Relations + +d20 Result + +I- 10 Harmony + +II- 14 Tension or rivalry + +15-16 Racial majority are conquerors + +17 Racial minority are rulers + +IS Racial minority are refugees + +19 Racial majority oppresses minority + +20 Racial minority oppresses majority + +Ruler’s Status + +d20 Ruler + +1-5 Respected, fair, and just + +6-S Feared tyrant + +9 Weakling manipulated by others + +10 Illegitimate ruler, simmering civil war + +11 Ruled or controlled by a powerful monster + +12 Mysterious, anonymous cabal + +13 Contested leadership, open fighting + +14 Cabal seized power openly + +15 Doltish lout + +16 On deathbed, claimants compete for power +17-18 Iron-wilied but respected + +19-20 Religious leader + + + +Notable Traits + +d20 Trait + +1 Canals in place of streets + +2 Massive statue or monument + +3 Grand temple + +4 Large fortress + +5 Verdant parks and orchards + +6 River divides town + +7 Major trade center + +8 Headquarters of a powerful family or guild + +9 Population mostly wealthy + +10 Destitute, rundown + +11 Awful smell (tanneries, open sewers) + +12 Center of trade for one specific good + +13 Site of many battles + +14 Site of a mythic or magical event + +15 Important library or archive + +16 Worship of all gods banned + +17 Sinister reputation + +18 Notable library or academy + +19 Site of important tomb or graveyard + +20 Built atop ancient ruins + +Known For Its ... + + +d2Q + +Feature + +d20 + +Feature + +1 + +Delicious cuisine + +11 + +Piety + +2 + +Rude people + +j—— i ’i + +12 + +Gambling + +3 + +Greedy merchants + +13 + +Godlessness + +4 + +Artists and writers + +14 + +Education + +5 + +Great hero/savior + +15 + +Wines + +6 + +Flowers + +16 + +High fashion + +7 + +Hordes of beggars + +17 + +Political intrigue + +S + +Tough warriors + +IS + +Powerful guilds + +9 + +Dark magic + +19 + +Strong drink + +10 + +Decadence + +20 + +Patriotism + +Current Calamity + + + +d2Q + +Calamity + + + +1 + +Suspected vampire + +infestation + + +2 + +New cult seeks converts + + + +3 Important figure died (murder suspected) + +4 War between rival thieves' guilds + +5-6 Plague or famine (sparks riots) + +7 Corrupt officials + +8-9 Marauding monsters + +10 Powerful wizard has moved into town + +11 Economic depression (trade disrupted) + +12 Flooding + +13 Undead stirring in cemeteries + +14 Prophecy of doo m + +15 Brink of war + +16 Internal strife (leads to anarchy) + +17 Besieged by enemies + +IS Scandal threatens powerful families + +19 Dungeon discovered (adventurers flock to town) + +20 Religious sects struggle for power + + +112 + + +CHAPTER 5 I ADVENTURE ENVIRONMENTS + + + + + + + + + + + + + +Random Buildings + + +Pulse-pounding chases and harrowing escapes within +ihe confines of a town or city can sometimes force +characters to dash into buildings* When you need to +flesh out a building quickly, roll on the Building Type +table* Then roll on the table corresponding to that +building to add further detail. + +If a roll makes no sense considering where the +characters are (such as a lavish mansion in a rundown +part of town), you can always roll again or simply choose +another result However, such unexpected results can +prompt creativity and memorable locations that help +make your urban encounters distinct. + +Building Type + +d2G Type + +I- 10 Residence [roll once on the Residence table) + +II- 12 Religious (roil once on the Religious Building table) +13-15 Tavern (roll once on the Tavern table and twice on + +the Tavern Name Generator table) + +16-17 Warehouse (roll once on the Warehouse table) + +18-20 Shop (roll once on the Shop table] + +Residence + +d20 Type + +1-2 Abandoned squat + +3-8 Middle-class home + +9—10 Upper-class home + +11-15 Crowded tenement + +"6-17 Orphanage + +IS Hidden slavers' den + +19 Front for a secret cult + +20 Lavish, guarded mansion + +Religious Building + +d2Q Type + +1-10 Temple to a good or neutral deity + +"1-12 Temple to a false deity (run by charlatan priests) + +13 Home of ascetics + +‘4-15 Abandoned shrine + +6-17 Library dedicated to religious study +‘8-20 Hidden shrine to a fiend or an evil deity + + + +Type + +Quiet, low-key bar +Raucous dive +Thieves' guild hangout +Gathering place for a secret society +Upper-class dining club +Gambling den + +Caters to specific race or guild +Members-only dub +Brothel + + +Tavern Name Generator + + +620 + +First Part + +Second Part + +1 + +The Silver + +Eel + +2 + +The Golden + +Dolphin + +3 + +The Staggering + +Dwarf + +4 + +The Laughing + +Pegasus + +5 + +The Prancing + +Pony + +6 + +The Gilded + +Rose + +7 + +The Running + +Stag + +S + +The Howling + +Wolf + +9 + +The Slaughtered + +Lamb + +10 + +The Leering + +Demon + +11 + +The Drunken + +Goat + +12 + +The Leaping + +Spirit + +13 + +The Roaring + +Horde + +14 + +The Frowning + +Jester + +15 + +The Lonely + +Mountain + +16 + +The Wandering + +Eagle + +17 + +The Mysterious + +Satyr + +IS + +The Barking + +Dog + +19 + +The Black + +Spider + +20 + +The Gleaming + +Star + +Warehouse + + +d20 + +Type + + +1-4 + +Empty or abandoned + +5-6 + +Heavily guarded, expensive goods + +7-10 + +Cheap goods + + +11-14 + +Bulk goods + + +15 + +Live animals + + +16-17 + +Weapons/arm or + + +18-19 + +Goods from a distant land + +20 + +Secrei smuggler's den + + +; H-\PTER 5 + +1 ADVENTURE LX + + +X M E; + + +A + + + + + + + + + + + + + + + + + + + + + +Shop + + +d20 + +Type + +d20 + +Type + +1 + +Pawnshop + +11 + +Smithy + +2 + +Herbs/incense + +12 + +Carpenter + +3 + +Fruits/vegetables + +13 + +Weaver + +4 + +Dried meats + +14 + +Jeweler + +5 + +Pottery + +IS + +Baker + +6 + +Undertaker + +16 + +Mapmaker + +7 + +Books + +17 + +Tailor + +8 + +Moneylender + +18 + +Ropemaker + +9 + +Weapons/armor + +19 + +Mason + +10 + +Chandler + +20 + +Scribe + + +Mapping a Settlement + +When you draw a map for a settlement in your game, +donh worry about the placement of every building, and +concentrate instead on the major features. + +For a village* sketch out the roads, including trade +routes leading beyond the village and roads that connect +outlying farms to the village center* Note the location of +the village center. If the adventurers visit specific places +in the village* mark those spots on your map* + +For towns and cities* note major roads and waterways +as well as surrounding terrain. Outline the wails +and mark the locations of features you know will be +important: the lord's keep, significant temples* and +the like. For cities, add internal walls and think about +the personality of each ward. Give the wards names +reflecting their personalities, which also identify +the kinds of trades that dominate the neighborhood +(Tannery Square, Temple Row), a geographical +characteristic (Hilltop, Riverside), or a dominant site +(the Lords' Quarter), + +Urban Encounters + +Although they hold the promise of safety, cities and +towns can be just as dangerous as the darkest dungeon. +Evil hides in plain sight or in dark corners. Sewers, +shadowy alleys, slums, smoke-filled taverns, dilapidated +tenements, and crowded marketplaces can quickly turn +into battlegrounds. On top of that, adventurers must +learn to behave themselves* lest they attract unwanted +attention from local authorities. + +That said, characters who don't go looking for trouble +can take advantage of all the benefits that a settlement +has to offer. + +Law and Order + +Whether a settlement has a police force depends on its +size and nature. A lawful* orderly city might have a city +watch to maintain order and a trained militia to defend +its walls, and a frontier town might rely on adventurers +or its citizenry to apprehend criminals and fend off +attackers. + +Trials + +In most settlements, trials are overseen by magistrates +or local lords. Some trials are argued, with the +conflicting parties or their advocates presenting + + +precedent and evidence until the judge makes +a decision, with or without the aid of spells or +interrogation* Others are decided %vith a trial by ordeal +or trial by combat* If the evidence against the accused +is overwhelming* a magistrate or local lord can forgo a +trial and skip right to the sentencing. + +Sentences + +A settlement might have a jail to hold accused criminals +awaiting trial, but few settlements have prisons to +incarcerate convicted criminals* A person found guilty +of a crime is usually fined, condemned to forced labor +for a period of several months or years, exiled, or +executed, depending on the magnitude of the crime. + +Random Urban Encounters + +The Random Urban Encounters table is useful for +city- and town-based adventures. Check for a random +encounter at least once per day, and once at night if +the characters are out and about. Reroll the result if it +doesn't make sense given the time of day. + + +Random Urban Encounters + + +dl2 + d8 + +Encounter + +2 + +Animals on the loose + +3 + +Announcement + +4 + +Brawl + +5 + +Bullies + +6 + +Companion + +7 + +Contest + +S + +Corpse + +9 + +Draft + +10 Drunk + +11 + +Fire + +12 + +Found trinket + +13 + +Guard harassment + +14 + +Pickpocket + +15 + +Procession + +16 + +Protest + +17 + +Runaway cart + +18 + +Shady transaction + +19 + +Spectacle + +20 + +Urchin + + +Animals on the Loose . The characters see one or +more unexpected animals loose in the street. This +challenge could be anything from a pack of baboons to +an escaped circus bear, tiger* or elephant* +Announcement. A herald, town crier, mad person, +or other individual makes an announcement on a +street corner for all to hear. The announcement might +foreshadow some upcoming event (such as a public +execution)* communicate important information to the +general masses (such as a new royal decree)* or convey a +dire omen or warning. + +Brawl . A brawl erupts near the adventurers. It could +be a tavern brawl: a battle between rival factions, +families, or gangs in the city; or a struggle between +city guards and criminals. The characters could be + + +CHAPTER 5 l adventure environments + + + + + + + + + +* .\+- 1 + + +■■i T , *1 j - Tfl + + +* + +• t"? >iV.v A /Ti + +-ix# " i *vfr-.£ ; j + +# V' • ■ J - I Li + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +witnesses, hit by stray arrow fire, or mistaken for +members of one group and attacked by the other. + +Bullies* The characters witness ld4 + 2 bullies +harassing an out-of-towner (use the commoner statistics +in the Monster Manual for all of them). A bully flees as +soon as he or she takes any amount of damage. + +Companion . One or more characters are approached +by a local who takes a friendly interest in the partys +activities. As a twist, the would-be companion might be +a spy sent to gather information on the adventurers. + +Contest The adventurers are drawn into an +impromptu contest—anything from an intellectual test +to a drinking competition—or witness a dud. + +Corpse ■ The adventurers find a humanoid corpse. + +Draft The characters are drafted by a member of the +city or town watch, who needs their help to deal with an +immediate problem. As a twist, the member of the watch +might be a disguised criminal trying to lure the party +into an ambush (use the thug statistics in the Monster +Manual for the criminal and his or her cohorts). + +Drunk . A tipsy drunk staggers toward a random party +member, mistaking him or her for someone else. + +Fire . A fire breaks out. and the characters have a +chance to help put out the flames before it spreads. + +Found Trinket The characters find a random trinket. +You can determine the trinket by rolling on the Trinkets +table in the Players Handbook. + +Guard Harassment The adventurers are cornered +by ld4 + I guards eager to throw their weight around. If +threatened, the guards call out for help and might attract +the attention of other guards or citizens nearby. + +Pickpocket A thief (use the spy statistics in the +Monster Manual) tries to steal from a random character. +Characters whose passive Wisdom (Perception) scores +are equal to or greater than the thief’s Dexterity (Sleight +of Hand) check total catch the theft in progress. + +Procession . The adventurers encounter a group of +citizens either parading in celebration or forming a +funeral procession. + +Protest The adventurers see a group of citizens +peacefully protesting a new law or decree. A handful of +guards maintain order. + +Runaway Cart A team of horses pulling a wagon +races through the city streets. The adventurers must +avoid the horses. If they stop the wagon, the owner (who +is running behind the cart) is grateful. + +Shady Transaction* The characters witness a shady +transaction between two cloaked figures. + +Spectacle* The characters witness a form of public +entertainment, such as a talented bard's impersonation +of a royal personage, a street circus, a puppet show, +a flashy magic act, a royal visit, or a public execution. + +Urchin* A street urchin glams onto the adventurers +and follows them around until frightened off. + +Unusual Environments + +Traveling through the wilderness doesn't always mean +an overland trek. Adventurers might ply the open sea in +a caravel or an elemental-powered galleon, soar through +the air on hippogriffs or a carpet of flying* or ride giant +sea horses to coral palaces deep beneath the sea. + + +ADVENTU RE EN VI RONMENTS + + +Underwater + +See chapter 9 of the Players Handbook for rules on +underwater combat. + +Random Undersea Encounters + +You can check for random undersea encounters as ofter +as you would check for them on land (see chapter 3), Th +Random Undersea Encounters table presents several +intriguing options. You can either roll on the table for a +random result or choose whichever one works best. + +Random Undersea Encounters + +dl2 + d8 Encounter + +2 Sunken ship covered in barnacles (25 percent +chance that the ship contains treasure; roll +randomly on the treasure tables in chapter 7) + +3 Sunken ship with reef sharks (shallow waters) or +hunter sharks (deep waters) circling around it (50 +percent chance that the ship contains treasure; +roll randomly on the treasure tables in chapter 7) + +4 Bed of giant oysters (each oyster has a 1 percent +chance of having a giant 5,000 gp pearl inside) + +5 Underwater steam vent (25 percent chance that +the vent is a portal to the Elemental Plane of Fire) + +6 Sunken ruin (uninhabited) + +7 Sunken ruin (inhabited or haunted) + +8 Sunken statue or monolith + +9 Friendly and curious giant sea horse + +10 Patrol of friendly merfolk + +11 Patrol of hostile merrow (coastal waters) or +sahuagin (deep waters) + +12 Enormous kelp bed (roll again on the table to +determine what's hidden in the kelp bed) + +13 Undersea cave (empty) + +14 Undersea cave (sea hag lair) + +15 Undersea cave (merfolk lair) + +16 Undersea cave (giant octopus lair) + +17 Undersea cave (dragon turtle lair) + +18 8 ronze dragon search i ng for trea s ure + +19 Storm giant walking on the ocean floor + +20 Sunken treasure chest (25 percent chance that +it contains something of value; roll treasure +randomly using the tables in chapter 7) + +Swimming + +Unless aided by magic, a character can t swim for a +full 8 hours per day. After each hour of swimming, a +character must succeed on a DC 10 Constitution saving +throw r or gain one level of exhaustion. + +A creature that has a swimming speed-including a +character with a ring of swimming or similar magic- +can swim all day without penalty and uses the normal +forced march rules in the Players Handbook . + +Swimming through deep water is similar to traveling +at high altitudes, because of the water’s pressure and +cold temperature. For a creature without a swimming +speed, each hour spent swimming at a depth greater +than 100 feet counts as 2 hours for the purpose of + + +CHAPTER 5 + + + + + + + + + + + +determining exhaustion. Swimming for an hour at a +depth greater than 200 feet counts as 4 hours. + + +Underwater Visibility + +\ isibility underwater depends on water clarity and the +available light. Unless the characters have light sources, +use the Underwater Encounter Distance table to +determine the distance at which characters underwater +become aware of a possible encounter. + + +Underwater Encounter Distance + + +Creature Size +C ear water, bright light + + +Encounter Distance +60 ft. + +30 ft. + + +The Sea + + +Characters can row a boat for 8 hours per day. or can +row longer at the risk of exhaustion (as per the rules for +a forced march in chapter 8 of the Players Handbook ). A +fully crewed sailing vessel can sail all day, assuming its +sailors work in shifts. + +Navigation + +Seagoing vessels stay dose to shore when they can. +because navigation is easier when landmarks are +visible. As long as a ship is within sight of land, there +is no chance of the vessel becoming lost. Otherwise, a +ships navigator must rely on dead reckoning (tracking + + +m + + + + + + + + +V + + +N * + + +0 + + +the direction and distance of the ship s travel) or the sun +and the stars* + +Use the Wilderness Navigation table earlier in this +chapter to determine whether a ship veers off course* + +Random Encounters at Sea +You can check for random encounters at sea as often +as you would check for them on land (see chapter 3 for +more information). The Random Encounters at Sea +table presents a number of options and ideas. + +^-W + +Shipwrecks + +A shipwreck is a plot device that cart be used sparingly to +great effect, particularly if you want the characters to be +washed ashore on some monster-infested island or (in the +case of an airship) dropped in the middle of some exotic +land. There aren’t rules for determining when a shipwreck +happens; it happens when you want or need it to happen. + +Even the strongest seafaring ship can founder in a storm, +run aground on rocks or reefs t sink during a pirate attack, or +be dragged underwater by a sea monster. A storm or hungry +dragon can lay waste to an airship just as easily. A shipwreck +has the potential to change the direction of a campaign, it +isn’t however, a particularly good way to kill off characters or +end a campaign. + +If you and your campaign conspire to wreck a ship on +which the characters are traveling, it is assumed that the +characters survive with the equipment they were wearing or +carrying still in their possession. The fate of any MPCs and +cargo aboard the wrecked ship is entirely up to you. + + +Random Encounters at Sea + +d!2 + d8 Encounter + +2 Ghost ship + +3 Friendiy and curious bronze dragon + +4 Whirlpool (25 percent chance that the whirlpool +a portal to the Elemental Plane of Water) + +5 Merfolk traders + +6 Passing warship (friendly or hostile) + +7-8 Pirate ship (hostile) + +9-10 Passing merchant ship (galley or sailing ship) +Killer whale sighting +Floating debris + +15 Longship crewed by hostile berserkers + +16 Hostile griffons or harpies + +17 Iceberg (easily avoided if seen from a distance) + +18 Sahuagin boarding party + +19 IMPC in the water (dinging to floating debris) + +20 Sea monster {such as a dragon turtle or kraken) + +Weather at Sea + +Use the Weather table earlier in this chapter when +checking for weather at sea. + +If weather conditions indicate both a strong wind +and heavy rain, they combine to create a storm with +high waves. A crew caught in a storm loses sight of all +landmarks (unless there s a lighthouse or other bright +feature), and ability checks made to navigate during the +storm have disadvantage. + + +CHAPTER 5 I ADVENTURE ENVIRONMENTS + + + + + + + + + + + + + +Airborne and Waterborne Vehicles + + +Ship + +Airship + +Cost + +Speed + +Crew + +Passengers + +Cargo (tons) + +AC + +13 + +HP + +Damage Threshold + +20.000 gp + +S mph + +10 + +20 + +1 + +300 + +’—- + +Galley + +30,000 gp + +4 mph + +SO + +-— + +150 + +15 + +500 + +20 + +-,eelboat + +3,000 gp + +1 mph + +1 + +6 + +1/2 + +15 + +100 + +10 + +.ongship + +10 t 000 gp + +3 mph + +40 + +150 + +10 + +15 + +300 + +15 + +towboat + +50 gp + +IV 2 mph + +1 + +3 + +— + +11 + +50 + +— + +Sailing ship + +10,000 gp + +2 mph + +20 + +20 + +100 + +15 + +300 + +15 + +. L , arship + +25,000 gp + +2 V 2 mph + +SO + +60 + +200 + +15 + +500 + +20 + + +In a dead calm (no wind), ships can't move under sail +and must be rowed. A ship sailing against a strong wind +moves at half speed. + +Visibility + +A relatively calm sea offers great visibility. From a +row's nest, a lookout can spot another ship or a +coastline up to 10 miles away, assuming clear skies. +Overcast skies reduce that distance by half. Rain and +fog reduce visibility just as they do on land. + +Owning a Ship + +At some point in your campaign, the adventurers +light gain custody of a ship. They might purchase or +apture one or receive one to carry out a mission. It's +ap to you whether a ship is available for purchase, and +you have the power to deprive the adventurers of a +ship at any time should it become a nuisance (see the +Shipwrecks'' sidebar). + +Crew . A ship needs a crew of skilled hirelings to +function. As per the Players Handbook , one skilled +ireling costs at least 2 gp per day. The minimum +number of skilled hirelings needed to crew a ship +depends on the type of vessel, as shown in the Airborne +and Waterborne Vehicles table. + +You can track the loyalty of individual crew members +r the crew as a whole using the optional loyalty rules +in chapter 4. If at least half the crew becomes disloyal +during a voyage, the crew turns hostile and stages a +mutiny. If the ship is berthed, disloyal crew members +ieave the ship and never return. + +Passengers ■ The table indicates the number of Small +and Medium passengers the ship can accommodate. +Accommodations consist of shared hammocks in tight +quarters. A ship outfitted with private accommodations +:an carry one-fifth as many passengers, + +A passenger is usually expected to pay 5 sp per day +: -r a hammock, but prices can vary from ship to ship. A +-mall private cabin usually costs 2 gp per day. + +Cargo. The table indicates the maximum tonnage +ich kind of ship can carry. + +Damage Threshold . A ship has Immunity to all +iamage unless it takes an amount of damage equal to or +. eater than its damage threshold, in which case it takes +damage as normal Any damage that fails to meet or +exceed the damage threshold is considered superficial +and doesn't reduce the ships hit points. + +Ship Repair ; Repairs to a damaged ship can be made +hiie the vessel is berthed. Repairing 1 hit point of +damage requires 1 day and costs 20 gp for materials +jnd labor. + + +The Sky + +Flying characters can move from one place to another in +a relatively straight line, ignoring terrain and monsters +that can’t fly or that lack ranged attacks. + +Flying by spell or magic item works the same as +travel on foot, as described in the Players Handbook . A +creature that serves as a flying mount must rest 1 hour +for every 3 hours it flies, and it can't fly for more than +9 hours per day. Thus, characters mounted on griffons +(which have a flying speed of 80 feet) can travel at S +miles per hour, covering 72 miles over 9 hours with two +1-hour-long rests over the course of the day. Mounts that +don't tire (such as a flying construct) aren't subject to +this limitation. + + + + + + + + + + + + +As adventurers travel through the air, check for +random encounters as you normally would. Ignore any +result that indicates a non-flying monster, unless the +characters are flying close enough to the ground to be +targeted by non-flying creatures making ranged attacks. +Characters have normal chances to spot creatures on +the ground and can decide whether to engage them. + +Traps + +Traps can be found almost anywhere. One wrong step +in an ancient tomb might trigger a series of scything +blades, which cleave through armor and bone. The +seemingly innocuous vines that hang over a cave +entrance might grasp and choke anyone who pushes +through them, A net hidden among the trees might drop +on travelers who pass underneath. In the D&D game, +unwary adventurers can fall to their deaths, be burned +alive, or fall under a fusillade of poisoned darts. + +A trap can be either mechanical or magical in +nature. Mechanical traps include pits, arrow' +traps, falling blocks, water-filled rooms, whirling +blades, and anything else that depends on +a mechanism to operate. Magic traps are either +magical device traps or spell traps. Magical device +traps initiate spell effects when activated. Spell traps +are spells such as glyph of warding and symbol that +function as traps. + + +Traps in Play _ + +When adventurers come across a trap, you need to know +how f the trap is triggered and what it does, as well as the +possibility for the characters to detect the trap and to +disable or avoid it. + +Triggering a Trap + +Most traps are triggered when a creature goes +somewhere or touches something that the trap's creator +wanted to protect. Common triggers include stepping or, +a pressure plate or a false section of floor, pulling a trip +wire, turning a doorknob, and using the wrong key in a +lock. Magic traps are often set to go off when a creature +enters an area or touches an object. Some magic +traps (such as the glyph of warding spell) have more +complicated trigger conditions, including a password +that prevents the trap from activating. + +Detecting and Disabling a Trap + +Usually, some element of a trap is visible to careful +inspection. Characters might notice an uneven flagstone +that conceals a pressure plate, spot the gleam of light off +a trip wire, notice small holes in the walls from which +jets of flame will erupt, or otherw ise detect something +that points to a trap’s presence. + +A traps description specifies the checks and DCs +needed to detect it, disable it, or both, A character + + +H! -►* + + +i £0 + + +CHAPTER 5 1 ADVENTUREENVIP.ONMENTS + + + + + + + + + + + + + + + + +actively looking for a trap can attempt a Wisdom +(Perception) check against the trap's DC, You can +also compare the DC to detect the trap with each +character's passive Wisdom (Perception) score to +determine whether anyone in the party notices the +trap in passing. If the adventurers detect a trap before +triggering it, they might be able to disarm it, either +permanently or long enough to move past it. You might +call for an Intelligence (Investigation) check for a +character to deduce what needs to be done, followed +by a Dexterity check using thieves’ tools to perform the +necessary sabotage. + +Any character can attempt an Intelligence (Arcana) +check to detect or disarm a magic trap, in addition to +any other checks noted in the trap’s description. The +DCs are the same regardless of the check used* In +addition, dispel magic has a chance of disabling most +magic traps. A magic trap’s description provides the DC +for the ability check made when you use dispel magic. + +In most cases, a trap's description is clear enough +that you can adjudicate whether a character’s actions +locate or foil the trap. As with many situations, you +shouldn't allow die rolling to override clever play and +good planning. Use your common sense, drawing on the +trap's description to determine what happens. No trap’s +design can anticipate every possible action that the +characters might attempt. + +You should allow a character to discover a trap +without making an ability check if an action would +clearly reveal the trap’s presence. For example, if a +character lifts a rug that conceals a pressure plate, +die character has found the trigger and no check +is required. + +Foiling traps can be a little more complicated* +Consider a trapped treasure chest* If the chest is opened +without first pulling on the two handles set in its sides, a +mechanism inside fires a hail of poison needles toward +anyone in front of it* After inspecting the chest and +making a few checks, the characters are still unsure +if it's trapped. Rather than simply open the chest, they +prop a shield in front of it and push the chest open at +a distance with an iron rod. In this case* the trap still +triggers, but the hail of needles fires harmlessly into +the shield* + +Traps are often designed with mechanisms that allow +them to be disarmed or bypassed. Intelligent monsters +that place traps in or around their lairs need ways +:o get past those traps without harming themselves* +Such traps might have hidden levers that disable their +riggers, or a secret door might conceal a passage that +goes around the trap* + +Trap Effects + +The effects of traps can range from inconvenient to +deadly, making use of elements such as arrows, +spikes, blades, poison, toxic gas, blasts of lire. + + +and deep pits. The deadliest traps combine multiple +elements to kill, injure, contain, or drive off any creature +unfortunate enough to trigger them, A trap's description +specifies what happens when it is triggered. + +The attack bonus of a trap, the save DC to resist its +effects* and the damage it deals can vary depending on +the trap s severity. Use the Trap Save DCs and Attack +Bonuses table and the Damage Severity by Level table +for suggestions based on three levels of trap severity. + +A trap intended to be a setback is unlikely to kill +or seriously harm characters of the indicated levels, +whereas a dangerous trap is likely to seriously injure +(and potentially kill) characters of the indicated +levels* A deadly trap is likely to kill characters of the +indicated levels. + +Trap Save DCs and Attack Bonuses + +Trap Danger Save DC Attack Bonus + + +Setback + +Dangerous + +Deadly + + +10-11 + +12-15 + +16-20 + + ++3 to +5 ++6 to +8 ++9 to +12 + + +Damage Severity by Level + + +Character Level + +Setback + +Dangerous + +Deadly + +1st-4th + +IdlO + +2dl0 + +4dl0 + +5 th—10 th + +2d10 + +4dl0 + +lOdlO + +nth-ieth + +/4dl0 + +lOdlO + +ISdlO + +17th—20th + +lOdlO + +18dl0 + +24dl0 + + +Complex Traps + +Complex traps work like standard traps, except once +activated they execute a series of actions each round* A +complex trap turns the process of dealing w ith a trap +into something more like a combat encounter. + +When a complex trap activates, it rolls initiative. The +trap’s description includes an initiative bonus. On its +turn* the trap activates again, often taking an action* It +might make successive attacks against intruders, create + + + +R 5 | ADVENTURE ENVIRONMENTS + + + + + + + + + + +an efiect that changes ox er time, or otherwise produce a +dynamic challenge. Otherwise, the complex trap can be +detected and disabled or bypassed in the usual ways. + +For example, a trap that causes a room to slowly +flood works best as a complex trap. On the trap s turn, +the water level rises. After several rounds, the room is +completely flooded. + +Sample Traps _ + +The magical and mechanical traps presented here vary +in dcadliness and are presented in alphabetical order. + +Collapsing Roof + +Mechanics! trap + +This trap uses a trip wire to collapse the supports +keeping an unstable section of a ceiling in place. + +The trip wire is 3 inches off the ground and stretches +between two support beams. The DC to spot the trip +wire is 10. A successful DC 15 Dexterity check using +thieves' tools disables the trip wire harmlessly. A +character without thieves 1 tools can attempt this check +with disadvantage using any edged weapon or edged +tool On a failed check, the trap triggers. + +Anyone who inspects the beams can easily determine +that they are merely wedged in place. As an action, +a character can knock over a beam, causing the trap +to trigger. + +The ceiling above the trip wire is in bad repair, +and anyone who can see it can tell that it's in danger +of collapse. + +When the trap is triggered, the unstable ceiling +collapses. Any creature in the area beneath the unstable +section must succeed on a DC 15 Dexterity saving +throw, taking 22 (4dl0) bludgeoning damage on a failed +save, or half as much damage on a successful one. Once +the trap is triggered T the floor of the area is filled with +rubble and becomes difficult terrain. + +Falling Net +Mechanical trap + +This trap uses a trip wire to release a net suspended +from the ceiling. + +The trip wire is 3 inches off the ground and stretches +between two columns or trees. The net is hidden by +cobwebs or foliage, ‘ he DC to spot the trip wire and net +is 10. A successful DC 15 Dexterity check using thieves' +tools breaks the trip wire harmlessly. A character +without thieves' tools can attempt this check with +disadvantage using any edged weapon or edged tool. On +a failed check, the trap triggers. + +When the trap is triggered, the net is released, +covering a 10-foot-square area. Those in the area are +trapped under the net and restrained, and those that fail +a DC 10 Strength saving throw are also knocked prone. +A creature can use its action to make a DC 10 Strength +check, freeing itself or another creature within its reach +on a success. The net has AC 10 and 20 hit points. +Dealing 5 slashing damage to the net (AC 10) destroys a +5-foot-square section of it, freeing any creature trapped +in that section. + + +Fire-Breathing Statu : + +Magic trap + +This trap is activated when an intniz :r -:eps on a +hidden pressure plate, releasn _ a ma; :al gout of flam +from a nearby statue. The statue can be of anything, +including a dragon or a wizard casting a spell. + +The DC is 15 to spot the pressure plate, as %vell as +faint scorch marks on the floor and walls. A spell or +other effect that can sense the presence of magic, such +as detect magic , reveals an aura of evocation magic +around the statue. + +The trap activates when more than 20 pounds of +weight is placed on the pressure plate, causing the +statue to release a 30-foot cone of Are, Faeh creature +in the fire must make a DC 13 Dexterity saving throw, +taking 22 (4dl0) Are damage on a failed save, or half as +much damage on a successful one. + +Wedging an iron spike or other object under the +pressure plate prevents the trap from activating. A +successful dispel magic (DC 13) cast on the statue +destroys the trap. + +Pits + +Mechanical trap + +Four basic pit traps are presented here. + +Simple Pit A simple pit trap is a hole dug in the +ground. The hole is covered by a large cloth anchored on +the pit’s edge and camouflaged with dirt anti debris. + +The DC to spot the pit is 10, Anyone stepping on the +cloth falls through and pulls the cloth down into the pit. +taking damage based on the pit s depth (usually 10 feet, +but some pits are deeper). + +Hidden Pit This pit has a cover constructed from +material identical to the floor around it. + +A successful DC 15 Wisdom (Perception) check +discerns an absence of foot traffic over the section +of floor that forms the pit's cover, A successful DC +15 Intelligence (Investigation) check is necessary to +confirm that the trapped section of floor is actually the +cover of a pit. + +When a creature steps on the cover, it swings open +like a trapdoor, causing the intruder to spill into the +pit below. The pit is usually 10 or 20 feet deep but can +be deeper. + +Once the pit trap is detected, an iron spike or similar +object can be wedged between the pits cover and the +surrounding floor in such a way as to prevent the cover +from opening, thereby making it safe to cross. The cover +can also be magically held shut using the arcane lock +spell or similar magic. + +Locking Pit This pit trap is identical to a hidden pit +trap, with one key exception: the trap door that covers +the pit is spring-loaded. After a creature falls into the pit. +the cover snaps shut to trap its victim inside, + +A successful DC 20 Strength check is necessary to +pry the cover open. The cover can also be smashed open +(determine the cover's statistics using the guidelines +in chapter 8). A character in the pit can also attempt to +disable the spring mechanism from the inside with a DC + + +CHAPTER 5 ! ADVENTURE ENVIRONMENTS + + + + + + + + +15 Dexterity check using thieves' tools, provided that the +mechanism can be reached and the character can see. + +In some cases, a mechanism (usually hidden behind a +secret door nearby) opens the pit* + +Spiked Pit This pit trap is a simple, hidden, or +locking pit trap with sharpened wooden or iron spikes +at the bottom. A creature falling into the pit takes 11 +(2d 10) piercing damage from the spikes, in addition to +any falling damage. Even nastier versions have poison +smeared on the spikes. In that case, anyone taking +piercing damage from the spikes must also make a +DC 13 Constitution saving throw, taking an 22 (4d30) +poison damage on a failed save, or half as much damage +on a successful one. + +Poison Darts + +Mechanical trap + +When a creature steps on a hidden pressure plate, +poison-tipped darts shoot from spring-loaded or +pressurized tubes cleverly embedded in the surrounding +walls* An area might include multiple pressure plates, +each one rigged to its own set of darts. + +The tiny holes in the walls arc obscured by dust and +cobwebs, or cleverly hidden amid bas-reliefs, murals, or +frescoes that adorn the walls. The DC to spot them is +15, With a successful DC 15 Intelligence (Investigation) +check, a character can deduce the presence of the +pressure plate from variations in the mortar and +stone used to create it. compared to the surrounding +door. Wedging an iron spike or other object under the +pressure plate prevents the trap from activating. Stuffing +ihe holes with cloth or wax prevents the darts contained +within from launching* + +The trap activates when more than 20 pounds of +weight is placed on the pressure plate, releasing four +darts. Each dart makes a ranged attack with a +8 bonus +against a random target within 10 feet of the pressure +plate (vision is irrelevant to this attack roll). (If there are +no targets in the area, the darts don't hit anything.) A +mrget that is hit takes 2 (ld4) piercing damage and must +succeed on a DC 15 Constitution saving throw, taking +1 (2d 10) poison damage on a failed save, or half as +much damage on a successful one. + +PorsoN Needle + +Mechanical trap + +\ poisoned needle is hidden within a treasure chest's +ck, or in something else that a creature might open. +Opening the chest without the proper key causes the +needle to spring out, delivering a dose of poison* + +When the trap is triggered, the needle extends 3 +inches straight out from the lock. A creature within +nge takes 1 piercing damage and 11 (2d 10) poison +image, and must succeed on a DC 15 Constitution +ssvipg throw or be poisoned for 1 hour, + +\ successful DC 20 Intelligence (Investigation) check +Cows a character to deduce the trap's presence from +r ations made to the lock to accommodate the needle* +successful DC 15 Dexterity check using thieves' + + +tools disarms the trap, removing the needle from +the lock. Unsuccessfully attempting to pick the lock +triggers the trap. + +Rolling Sphere + +Mechanical trap + +When 20 or more pounds of pressure are placed on this +trap's pressure plate, a hidden trapdoor in the ceiling +opens, releasing a 10-foot-diameter rolling sphere of +solid stone. + +With a successful DC 15 Wisdom (Perception) check, +a character can spot the trapdoor and pressure plate* + +A search of the floor accompanied by a successful DC +15 Intelligence (Investigation) check reveals variations +in the mortar and stone that betray the pressure plate's +presence. The same check made while inspecting the +ceiling notes variations in the stonework that reveal the +trapdoor. Wedging an iron spike or other object under +the pressure plate prevents the trap from activating. + +Activation of the sphere requires all creatures present +to roll initiative. The sphere rolls initiative with a -f 8 +bonus. On its turn, it moves 60 feet in a straight line. + +The sphere can move through creatures' spaces, and +creatures can move through its space, treating it as +difficult terra i n. W h e n e ve r t he s ph e re e nters a c re a t u re s +space or a creature enters its space while it's rolling, +that creature must succeed on a DC 15 Dexterity saving +throw or take 55 (lOdlO) bludgeoning damage and be +knocked prone. + +The sphere stops when it hits a wall or similar barrier. +If can’t go around corners, but smart dungeon builders +incorporate gentle, curving turns into nearby passages +that allow the sphere to keep moving. + +As an action, a creature within 5 feel of the sphere can +attempt to slow it down with a DC 20 Strength check. + +On a successful check, the sphere's speed is reduced by +15 feet. If the sphere's speed drops to 0, it stops moving +and is no longer a threat. + +Sphere of Annihilation +Magic trap + +Magical, impenetrable darkness fills the gaping mouth +of a stone face carved into a wall. The mouth is 2 feet in +diameter and roughly circular. No sound issues from it, +no light can illuminate the inside of it, and any matter +that enters it is instantly obliterated. + +A successful DC 20 Intelligence (Arcana) check +reveals that the mouth contains a sphere of annihilation +that can't be controlled or moved. It is otherwise +identical to a normal sphere of annihilation, as +described in chapter 7, "Treasure," + +Some versions of the trap include an enchantment +placed on the stone face, such that specified creatures +feel an overwhelming urge to approach it and crawl +inside its mouth* This effect is otherwise like the +sympathy aspect of the antipathy/sympathy spell, + +A successful dispel magic (DC 18) removes this +enchantment* + + + + + + + + + + + + + + + + + + + + + + + + + +r + + +Chapter 6: Between Adventures + + +CAMPAIGN IS MUCH MORE THAN A SERIES OF + +adventures. It also includes the moments +between them—the various distractions and +side pursuits that engage the characters +when they Ye not exploring the wilderness, +plundering dungeons, and gallivanting +around the multiverse on some epic quest* + +The natural pace of a campaign offers lulls between +adventures, time for the characters to spend their +treasure and pursue their goals. This downtime gives +the characters an opportunity to sink their roots a little +deeper into the world, building a personal investment +in what happens to the people and places around them, +which can t in turn, draw them into further adventures. + +Chapter 5, "Equipment/' of the Player's Handbook +details the expenses that a character incurs for +basic necessities, depending on the lifestyle the +character chooses, from poverty to luxury. Chapter +8. “Adventuring,” of that book describes some of +the downtime activities they can pursue between +adventures. This chapter fills in the gaps, describing +ihe expenses of owning property and hiring NPCs, and +a variety of additional downtime activities characters +can pursue. The beginning of the chapter also offers +suggestions for linking adventures together and keeping +track of events in your campaign. + +Linking Adventures + +A campaign in the style of an episodic television show +rarely needs story links between its adventures. Each +adventure features its own villains, and once the +characters complete the adventure, there are typically +no loose plot threads. The next adventure presents +an altogether different challenge having nothing to do +with the adventure that preceded it. As the characters +gain experience points, they become more powerful, +as do the threats they must overcome. This kind of +campaign is easy to run, since it requires little effort +beyond finding or creating adventures appropriate for +the party’s level. + +A campaign with a narrative lets the players feel as +though their actions have far-reaching consequences. +They're not just racking up experience points. A few- +simple modifications can help you overlay overarching +elements to create a serialized campaign in which early +adventures help set up later ones. + +Using a n Overarching Story + +This section presents a couple of examples of +overarching stories which have, over the years, fueled +many classic D&D campaigns. + +The adventurers’ goal in the first example is to amass +the power they need to defeat a powerful enemy that +threatens the world. Their goal in the second example +is to defend something they care about by destroying +whatever threatens it The two examples are, in effect, +the same story (variations of the battle between good +and evil) told in different ways. + + +Example 1: The Quest of Many Parts + +You can tie adventures together using an overarching +goal that can be fulfilled only by firs! completing a series +of related quests. For example, you could create a villain +who can t be defeated until the characters explore nine +dungeons in which the Nine Dread Princes reside, with +each of these dungeons stocked with enough monsters +and hazards to advance the adventurers two or three +levels. The adventurers spend their whole careers +fighting the Nine Dread Princes before finally pursuing +an epic quest to destroy the princes' monstrous +progenitor As long as every dungeon is unique and +interesting, your players will appreciate the tight focus +of the campaign. + +In a similar type of quest campaign, the adventurers +might need to collect fragments of an artifact that +are scattered in ruins across the multiverse, before +reassembling the artifact and using it to defeat a +cosmic threat. + +Example 2 : Agents of X +You can also build a campaign around the idea that +the adventurers are agents of something larger than +themselves—a kingdom or secret organization, for +example. Wherever their allegiance lies, the adventurers +are motivated by loyalty and the goal of protecting +whatever it is they serve. + +The characters’ overarching mission might be to +explore and map an uncharted region, forging alliances +where they can and overcoming threats they encounter +along the way. Their goal might be to find the ancient +capital of a fallen empire, which lies beyond the realm +of a known enemy and forces them to navigate hostile +territory. The characters could be pilgrims in search +of a holy site or members of a secret order dedicated +to defending the last bastions of civilization in an ever- +declining world. Or they might be spies and assassins, +striving to weaken an enemy country by targeting its evil +leaders and plundering its treasures. + +Planting Adve nture Seeds _ + +You can make a campaign feel like one story with many +chapters by planting the seeds of the next adventure +before the current one is finished. This technique can +naturally moves the characters along to their next goal. + +If you’ve planted a seed well, the characters have +something else to do when they finish an adventure. +Perhaps a character drinks from a magic fountain in a +dungeon and receives a mystifying vision that leads to +the next quest. The party might find a cryptic map or +relic that, once its meaning or purpose is determined, +points to a new destination. Perhaps an NPC warns +the characters of impending danger or implores +them for help. + +The trick is to not distract the characters from the +adventure at hand. Designing an effective hook for a +future adventure requires finesse. The lure should be +compelling, but not so irresistible that the players stop +caring about what their characters are doing right now. + + + +CHAPTER 6 + + +a ETW E EN A DV E NTU R ES + + + + + + + + + + + +To keep players from straying, save your best ideas for +the very end of your adventures, or insert them during +periods of downtime. + +Here are a few examples of ways in which an +adventure seed can be revealed: + +* On a villain’s corpse, the characters find evidence that +the villain was working for someone else. + +* A captured NPC reveals the location of someone or +something that might interest the characters, + +* The characters are heading to a local tavern when +they spot a wanted poster or a missing person poster +(complete with the promise of a sizable reward), + +* Members of the local militia or city watch put out the +word that a crime has been committed, and they’re +looking for potential witnesses and suspects, + +* The characters receive an anonymous letter that +sheds light on a plot or impending event of which they +were previously unaware. + +Foreshadowing _ + +f oreshadowing is an exercise in subtlety, involving the +delicate planting of seeds for future adventures. Mot all +foreshadowing bears fruit, particularly if the clues are +too subtle or if events conspire to take your campaign +in a new direction. The goal of foreshadowing is to hint +at upcoming events and new threats in your campaign +without making it obvious to players that you’re telling +them what the future holds. Here are a few examples: + +- An object worn or carried by an enemy has the symbol +of a previously unknown organization engraved or +written on it. + +* A mad woman standing on a street corner spouts +fragments of an ancient prophecy, while pointing a +crooked finger at the characters, + +* The king and queen announce the marriage of their +son to the daughter of a neighboring monarch, but +various factions oppose the union. Trouble is brewing. + +- Bugbear scouts are making incursions into civilized +lands and spying on settlements, as a prelude to a +hobgoblin warlord's invasion, + +* A puppet show in a market square predicts a tragic +outcome if two noble houses on the cusp of declaring +war on each other refuse to reconcile, + +* NPC adventurers in a city are being murdered in a +similar yet unusual man ner, hinting at a future threat +to the pi aye r ch a rae te r s. + +Campaign Tracking + +Consistent details bring your campaign to life, and +continuity helps players imagine that their characters +are living in a real world. If the adventurers frequent +a particular tavern, the staff, layout of die building, +and decor shouldn't change much from one visit to the +next. Hi at said, changes can occur as a result of the +characters' actions or of actions t hey learn about. When +the adventurers kill a monster, it stays dead, unless +someone raises it. When they remove treasure from +a room, it doesn’t reappear the next time they enter- +assuming It hasn’t been stolen from them! If they leave a +door open, it should stay open until someone closes it. + + +CHAPTER 6 ' BETWEEN ADVENTURES + + +No one's memory is infallible, so it pays to keep +records. Jot notes directly on an adventure map to +keep track of open doors, disarmed traps, and the like, +Events beyond the scope of a single adventure are besr +recorded in a notebook dedicated to your campaign. +Whether it's a physical book or an electronic file* such . +record is a great way to keep your notes organized. + +Vo u r n oteboo k m i gh t i nclude a ny of t he +following elements. + +Campaign Planner ; Write down the main story arc +your campaign, and keep track of things that you hope +appear in future adventures. Update it as the campau +develops, adding ideas as they come to you. + +Character Notes, Write down the characters* +backgrounds and goals, since these notes can help you +design adventure content that provides opportunitiesrod +eh a r ac te r de vel o p m e n t. + +Keep a running tally of the adventurers’ classes and +levels, as well as any quests and downtime activities +they’re engaged in. + +If the characters have a ship or stronghold, record it' +name and whereabouts, as well as any hirelings in the +characters’ employ. + +Player Handouts, Keep a copy of all handouts +you make for your players so that you don’t have to +remember their contents later. + +Adventure Log* Think of this log as an episode guide +for your campaign. Summarize each game session +or adventure to help you keep track of the unfolding +campaign story. You can give your players access to this +log as well, or to an edited version stripped of your notes +and secrets. (The players might also keep their own +record of adventures, w hich you can refer to if your owd +log is incomplete,) + +NPC Notes* Record statistics and roleplaying notes +for any NPC the characters interact with more than +once. For example, your notes might differentiate +important people In a town by their different voices, +as well as their names, the places where they live +and work, the names of their family members and +associates, and maybe even a secret that each one +of them has. + +Campaign Calendar. Your world feels more real to +your players when the characters notice the passage of +time. Note details such as the change of seasons and +major holidays, and keep track of any important events +that affect the larger story. + +Toolbox . Keep notes whenever you create or +significantly alter a monster, magic item, or trap. Keep +any maps, random dungeons, or encounters you create +This information ensures you won’t repeat your w r ork. +and you'll be able to draw T on this material later. + +Recurring Expenses + +Besides the expenses associated with maintaining a +particular lifestyle, adventurers might have additional +drains on their adventuring income. Player characters +who come into possession of property, own businesses +and employ hirelings must cover the expenses that +accompany these ventures. + + + + + + + + + +Total Cost + +Skilled + +Untrained + +"-operty + +per Day + +Hirelings + +Hirelings + +-rbey + +20 gp + +5 + +25 + +: ITU + +5 sp + +1 + +2 + +I u dhal! r town or city + +5gp + +5 + +3 + +n rural roadside + +10 gp + +5 + +10 + +nn town or city + +5 gp + +1 + +5 + +1 iro or small castle + +100 gp + +50 + +50 + +:ge, hunting + +5 sp + +1 + +—- + +Noble estate + +10 gp + +3 + +15 + +Z -.post or fort + +50 gp + +20 + +40 + +. ace or large castle + +400 gp + +200 + +TOO + +S *op + +2gp + +1 + +— + +"emple, large + +25 gp + +10 + +10 + +"rTiple, small + +1 gP + +2 + +— + +- awer T fortified + +25 gp + +TO + +-— + +fading post + +10 gp + +4 + +2 + + +;■ 5 not unusual for adventurers—especially after 10th +Hdefto gain possession of a castle, a tavern, or another +c:ece of property. They might buy it with their hard-won +■ \ take it by force, obtain it in a lucky draw from a +: :k of many things, or acquire it by other means. + +The Maintenance Costs table shows the per-day +Lpkeep cost for any such property. (The cost of a +Drrmal residence isn't included here because it falls + +. Pr lifestyle expenses, as discussed in the Player’s + +Handbook.) Maintenance expenses need to be paid +very 30 days. Given that adventurers spend much of +iv- ir time adventuring, staff includes a steward who can +-r. i ke payments in the party's absence. + +Total Cost per Day, The cost includes everything it +kes to maintain the property and keep things running +- moothly, including the salaries of hirelings. If the +; ~ perty earns money that can offset maintenance costs +|by charging fees, collecting tithes or donations, or +- iing goods), that is taken into account in the table. +Skilled and Untrained Hirelings* The Player “s +Handbook explains the difference between a skilled +ireling and an untrained one. + + +Businesses + +An adventurer-owned business can earn enough money +. cover its own maintenance costs. However, the +.vner needs to periodically ensure that everything is +-.mning smoothly by tending to the business between +Jventures. See the information on running a business +he 'Downtime Activities 1 " section of this chapter + + +Garrisons + +sties and keeps employ soldiers (use the veteran +and guard statistics in the Monster Manual) to defend +em. Roadside inns, outposts and forts, palaces, and + +• in pies rely on less-experienced defenders (use the + +, :ard statistics in the Monster Manual), i hese armed +. ; rriors make up the bulk of a property's skilled + +* relings. + + +The campaign benefits when characters have time +between adventures to engage in other activities. +Allowing days, weeks, or months to pass between +adventures stretches the campaign over a longer period +of ti me and helps to manage the characters' level +progression, preventing them from gaining too much +power too quickly. + +Allowing characters to pursue side interests between +adventures also encourages players to become more +invested in the campaign world. When a character owns +a tavern in a village or spends time carousing with the +locals, that characters player is more likely to respond +to threats to the village and its inhabitants. + +As your campaign progresses, your players +characters will not only become more powerful but also +more influential and invested in the world. They might +he inclined to undertake projects that require more time +between adventures, such as building and maintaining a +stronghold. As the party gains levels, you can add more +downtime between adventures to give characters the +time they need to pursue such interests. Whereas days +or weeks might pass between low-level adventures, the +amount of downtime between higher-level adventures +might be measured in months or years. + + +Maintenance Costs + + +Downtime Activities + + +CHA PT E R (j \ E El' W E E N A D V EN1 UR I. S + + +127 + + + + + + + + + + + + +More Downtime Activities + + +Chapter S T “Adventuring/’ of the Play ers Handbook +describes a few downtime activities to fill the void +between adventures. Depending on the style of your +campaign and the particular backgrounds and interests +of the adventurers, you can make some or all of the +following additional activities available as options. + +Building a Stronghold + +A character can spend time between adventures +building a stronghold. Before work can begin, the +character must acquire a plot of land. If the estate lies +within a kingdom or similar domain, the character +will need a royal charter (a legal document granting +permission to oversee the estate in the name of the +crown), a land grant (a legal document bequeathing +custody of the land to the character for as long as he +or she remains loyal to the crown), or a deed (a legal +document that serves as proof of ownership). Land can +also be acquired by inheritance or other means. + +Royal charters and land grants are usually given by +the crown as a reward for faithful service, although they +can also be bought. Deeds can be bought or inherited. A +small estate might sell for as little as 100 gp or as much +as 1,000 gp. A large estate might cost 5,000 gp or more, +if it can be bought at all. + +Once the estate is secured, a character needs access +to building materials and laborers. The Building +a Stronghold table shows the cost of building the +stronghold (including materials and labor) and the +amount of time it takes, provided that the character +is using downtime to oversee construction. Work can +continue while the character is away, but each day the +character is away adds 3 days to the construction time. + +Building a Stronghold + + + +Construction + +Construction + +Stronghold + +Cost + +Time + +Abbey + +50,000 gp + +400 days + +Guildhall, town or city + +5,000 gp + +60 days + +Keep or small castle + +50,000 gp + +400 days + +Noble estate with manor + +25,000 gp + +150 days + +Outpost or fort + +15,000 gp + +100 days + +Palace or large castle + +500,000 gp + +1,200 days + +Temple + +50,000 gp + +400 days + +Tower, fortified + +15,000 gp + +100 days + +Trading post + +5,000 gp + +60 days + + +Carousing + +Characters can spend their downtime engaged in a +variety of hedonistic activities such as attending parties, +binge drinking, gambling, or anything else that helps +them cope with the perils they face on their adventures. + +A carousing character spends money as though +maintaining a wealthy lifestyle (see chapter 5, +“Equipment," of the Players Handbook). At the end of +the period spent carousing, the player rolls percentile +dice and adds the character s level, then compares the +total to the Carousing table to determine what happens +to the character, or you choose. + +* *ij : > ii A nrfifi + +,, + +CHAPTER 6 I BETWEEN ADVENTURES + + +Carols sc + +rflOO - Level Result + +‘ -T You are ;ailec V J i= s at the end of the +downtime per cd on charges of disorderly +conduct a r ' c : slurb rg :ne peace. You ca" +a fine of 10 gp to avoid jail time, or you can +to resist arrest, + +11-20 You regain consciousness in a strange place + +with no memory of how you got there, and ■: - +have been robbed of 3d6 x 5 gp. + +21-30 You make an enemy. This person, business, +or organization is now hostile to you. The DM +determines the offended party. You decide +how you offended them. + +31-40 You are caught up in a whirlwind romance. + +Roll a d2Q. On a 1-5, the romance ends bac v. +On a 6-10, the romance ends amicably. On a" +11-20, the romance is ongoing. You determine +the identity of the love interest, subject to +your DfVTs approval. If the romance ends +badly, you might gain a new flaw. If it ends we +or is ongoing, your new love interest might +represent a new bond, + +41-SO You earn modest winnings from gambling ar c + +recuperate your lifestyle expenses for the time +spent carousing. + +Si-90 You earn modest winnings from gambling. + +You recuperate your lifestyle expenses for the +time spent carousing and gain ld2Q x 4 gp, + +91 or higher You make a small fortune gambling. You + +recuperate your lifestyle expenses for the time +spent carousing and gain 4d6 x 10 gp. Your +carousing becomes the stuff of local legend. + +Crafting a Magic Item + +Magic items are the DM’s purview, so you decide how +they fall into the party's possession. As an option, you +can allow' player characters to craft magic items. + +The creation of a magic item is a lengthy, expensive +task. To start, a character must have a formula that +describes the construction of the item* The character +must also be a spelicaster with spell slots and must +be able to cast any spells that the item can produce* +Moreover, the character must meet a level minimum +determined by the item’s rarity, as shown in the Crafting +Magic Items table. For example, a 3rd-level character +could create a wand of magic missiles (an uncommon +item), as long as the character has spell slots and can + + + + + + + + + + + + + + + +cast magic missile , That same character could make +a +1 weapon (another uncommon item), no particular +spell required. + +You can decide that certain items also require special +materials or locations to be created. For example, a +character might need alchemist’s supplies to brew a +particular potion, or the formula for a flame tongue +might require that the weapon be forged with lava. + +Grafting Magic Items + + +Item Rarity + +Creation Cost + +Minimum Level + +Common + +100 gp + +3rd + +Uncommon + +500 gp + +3rd + +Rare + +5,000 gp + +6th + +, ery rare + +50,000 gp + +11th + +,egendary + +500,000 gp + +17th + + +An item has a creation cost specified in the Crafting +Magic items table, A character engaged in the crafting +i a magic item makes progress in 25 gp increments, +spending that amount for each day of work until the + +■ otal cost is paid. The character is assumed to work for 8 + +■ juts each of those days. Thus, creating an uncommon +magic item takes 20 days and 500 gp. You are free to + +a iiusr the costs to better suit your campaign. + +If a spell will be produced by the item being created, +■he creator must expend one spell slot of the spell's +level for each day of the creation process. The spell’s +aterial components must also be at hand throughout +: e process. If the spell normally consumes those + +mponents, they are consumed by the creation process, +:be item will be able to produce the spell only once, as +m hi a spell scroll* the components are consumed only +nee by the process. Otherwise, the components are +: nsumed once each day of the item’s creation. + +Multiple characters can combine their efforts to +r --ate a magic item if each of them meets the level +- - requisite. Each character can contribute spells, spell +i. ms. and components, as long as everyone participates +curing the entire crafting process. Each character +=n contribute 25 gp worth of effort for each day spent +helping to craft the item. + +Normally, a character who undertakes this activity +t r-faies a magic item described in chapter 7, “Treasure. ” +your discretion, you can allow players to design their +n magic items* using the guidelines in chapter 9, + +I l jngeon Master's Workshop.” + +While crafting a magic item, a character can maintain +i modest lifestyle without having to pay the I gp per dav, +cr : comfortable lifestyle at half the normal cost (see +, ter 5, “Equipment,” of the Player's Handbook ), + +Gaining Renown + +iracter can spend downtime improving his or +fc - renown within a particular organization (see +vn' in chapter 1). Between adventures, a +■ _■ racier undertakes minor tasks for the organization +m s ocializes with its members. After pursuing these +mn dcs for a combined number of days equal to his +3 r current renown multiplied by 10. the character's +jpeoown increases by 1, + + +Performing Sacred Rites + +A pious character can spend time between adventures +performing sacred rites in a temple affiliated with a god +he or she reveres. Between rites, the character spends +time in meditation and prayer. + +A character who is a priest in the temple can lead +these rites, which might include weddings, funerals, and +ordinations. A layperson can offer sacrifices in a temple +or assist a priest with a rite, + +A character who spends at least 10 days performing +sacred rites gains inspiration (described in chapter 4 of +the Players Handbook) at the start of each day for the +next 2d6 days. + +Running a Business + +Adventurers can end up owning businesses that have +nothing to do with delving into dungeons or saving the +world. A character might inherit a smithy, or the party +might be given a parcel of farmland or a tavern as a +reward. If they hold on to the business, they might feel +obliged to spend time between adventures maintaining +the venture and making sure it runs smoothly. + +A character rolls percentile dice and adds the number +of days spent on this downtime activity (maximum 30). +then compares the total to the Running a Business table +to determine what happens. + +If the character is required to pay a cost as a result +of rolling on this table but fails to do so, the business +begins to fail. For each unpaid debt incurred in this +manner, the character takes a -10 penalty to subsequent +rolls made on this table. + +Running a Business + +dioo + + +Days Result + +01-20 You must pay one and a halftimes the business's +maintenance cost for each of the days. + +21-30 You must pay the business's full maintenance +cost for each of the days. + +31-40 You must pay half the business's maintenance +cost for each of the days. Profits cover the other +half. + +41-60 The business covers its own maintenance cost for +each of the days. + +61-S0 The business covers its own maintenance cost for +each of the days. It earns a profit of ld6 x 5 gp. +81-90 The business covers its own maintenance cost for +each of the days. It earns a profit of 2dS x 5 gp, + +91 or The business covers its own maintenance cost for +higher each of the days. It earns a profit of 3d 10 x 5 gp. + +Selling Magic Items + +Few people can afford to buy a magic item, and fewer +still know how to find one. Adventurers are exceptional +in this regard due to the nature of their profession, + +A character who comes into possession of a common, +uncommon, rare, or very rare magic item that he or +she wants to sell can spend downtime searching for a +buyer. This downtime activity can be performed only in +a city or another location where one can find wealthy + + +CHAPTER § I BETWEEN AL>\ ENTURES + + + + + +individuals interested in buying magic items. Legendary +magic items and priceless artifacts can't be sold during +downtime. Finding someone to buy such an item can be +the substance of an adventure or quest. + +For each salable item, the character makes a DC 20 +Intelligence (Investigation) check to find buyers. Another +character can use his or her downtime to assist with the +search, granting advantage on the checks. On a failed +check, no buyer for the item is found after a search that +lasts 10 days. On a successful check, a buyer for the +item is found after a number of days based on the items +rarity, as shown in the Salable Magic Item table. + +A character can attempt to find buyers for multiple +magic items at once. Although this requires multiple +Intelligence (Investigation) checks, the searches are +occurring simultaneously, and the results of multiple +failures or successes aren't added together. For +example, if the character finds a buyer for a common +magic item in 2 days and a buyer for an uncommon item +in 5 days, but fails to find a buyer for a rare item up for +grabs, the entire search takes 10 days. + +For each item a character wishes to sell, the player +rolls percentile dice and consults the Selling a Magic +Item table, applying a modifier based on the item's +rarity, as shown in the Salable Magic Items table. The +character also makes a Charisma (Persuasion) check +and adds that check's total to the roll. The subsequent +total determines what a buyer offers to pay for the item. + + +You determine a buyer's identity. Buyers sometimes +procure rare and very rare items through proxies to +ensure that their identities remain unknown. If the +buyer is shady, it s up to you whether the sale creates +legal complications for the party later. + +Salable Magic Items + + +Rarity + +Base Price + +Days to + +Find Buyer + +dI00 Roll +Modifier- + +Common + +100 gp + +ld4 + ++10 + +Uncommon + +500 gp + +Id 6 + ++0 + +Rare + +5,000 gp + +IdS + +-10 + +Very rare + +50,000 gp + +IdlO + +-20 + + +* Apply this modifier to rolls on the Selling a Magic Item table + + +Selling a Magic !tem + + +dl GO + Mod, + +20 Or lower +21-40 + +41-80 + +81-90 + +91 or higher + + +You Find + +A buyer offering a tenth of the base price +A buyer offering a quarter of the base price, +and a shady buyer offering half the base price +A buyer offering half the base price, and a +shady buyer offering the full base price +A buyer offering the full base price +A shady buyer offering one and a half times +the base price, no questions asked + + +CHAPTER 6 | BETWEEN ADVENTURES + +130 + + + + + + + + + + + + + + + + + + + + + + + + + + + + +Sowing Rumors + +Swaying public opinion can be an effective way to bring +down a villain or elevate a friend. Spreading rumors +is an efficient, if underhanded, way to accomplish that +goal. Well-placed rumors can increase the subject’s +standing in a community or embroil someone in +scandal. A rumor needs to be simple, concrete, and hard +:o disprove. An effective rumor also has to be believable, +playing off what people want to believe about the person +in question. + +Sowing a rumor about an individual or organization +requires a number of days depending on the size of the +community, as shown in the Sowing Rumors table. In a +town or city, the time spent must be continuous. If the +haracter spreads a rumor for ten days, disappears on +m adventure for another few days and then returns, + +:he rumor fades away without the benefit of constant +repetition. + +Sowing Rumors + +Settlement Size Time Required + +Village 2d6days + +Town 4d6 days + +City 6d6 days + + +The character must spend 1 gp per day to cover +the cost of drinks, social appearances, and the like. + +At the end of the time spent sowing the rumor, the +haracter must make a DC 15 Charisma (Deception +c r Persuasion) check. If the check succeeds, the +community’s prevailing attitude toward the subject shifts +ne step toward friendly or hostile, as the character +wishes. If the check fails, the rumor gains no traction, +-nd further attempts to propagate it fail. + +Shifting a community’s general attitude toward +2 person or organization doesn't affect everyone in +-ne community. Individuals might hold to their own +pinions, particularly if they have personal experience +in dealing with the subject of the rumors. + +Training to Gain Levels + +As a variant rule, you can require characters to spend +:owntime training or studying before they gain the +: *rnefits of a new level. If you choose this option, once a +c haracter has earned enough experience points to attain +i new level, he or she must train for a number of days +: -rfore gaining any class features associated with the +sew level. + +The training time required depends on the level to be +gained, as shown on the Training to Gain Levels table. +The training cost is for the total training time. + + +Training to Gain Levels + + +Level Attained +2nd-4th +5th—1 Oth +11 th—16th +17th—20th + + +Training Time +10 days +20 days +30 days +40 days + + +Training Cost + +20 gp + +40 gp + +60 gp +80 gp + + +Creating Downtime Activities + +Your players might be interested in pursuing downtime +activities that aren’t covered in this chapter or in +the Players Handbook. If you invent new downtime +activities, remember the following: + + +• An activity should never negate the need or desire for +characters to go on adventures. + +• Activities that have a monetary cost associated with +them provide opportunities for player characters to +spend their hard-won treasure. + +• Activities that reveal new adventure hooks and +previously unknown facts about your campaign can +help you foreshadow future events and conflicts. + +• For an activity you expect a character to repeat +with variable degrees of success, consider creating +a random outcome table, modeled on the ones in +this chapter. + +• If a character belongs to a class or has a proficiency or +background that would make him or her well suited +to a particular activity, consider granting a bonus to +ability checks made by the character to complete that +activity successfully. + + + + + +CHAPTER 6 | BETWEEN ADVENTURES + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +Chapter 7: Treasure + +□VENTURERS STRIVE FOR MANY THINGS,, + +including glory, knowledge, and justice. + +Many adventurers also seek something more +tangible; fortune* Strands of golden chains, +stacks of platinum coins, bejeweled crowns, +enameled scepters, bolts of silk cloth, and +powerful magic items all wait to be seized or unearthed +by intrepid, treasure-seeking adventurers. + +This chapter details magic items and the placement of +reasure in an adventure, as well as special rewards that +an be granted instead of or in addition to magic items +and mundane treasure. + +Types of Treasure + +Treasure comes in many forms. + +Coins . The most basic type of treasure is money, +including copper pieces (cp). silver pieces (sp)* electrum +pieces (ep), gold pieces (gp), and platinum pieces (pp). +Fifty coins of any type weigh 1 pound. + +Gemstones . Gemstones are small, lightweight, and +easily secured compared to their same value in coins. +See the “Gemstones" section for types of stones, gems, +and jewels that can be found as treasure. + +Art Objects, Idols cast of solid gold, necklaces +studded with precious stones, paintings of ancient +kings, bejeweled dishes—art objects include all these +and more. See the “Art Objects 1 section for types of +decorative and valuable artworks that can be found +as treasure* + +Magic Items, Types of magic items include armor, +potions, scrolls, rings, rods, staffs* wands, weapons, +and wondrous items. Magic items also have rarities: +common, uncommon, rare, very rare, and legendary. + +Intelligent monsters often use magic items in their +possession, while others might hide them away to +ensure they don’t get lost or stolen. For example, if a +hobgoblin tribe has a +1 longs word and an alchemy jug +in its treasure hoard, the tribe’s warlord might wield the +sword, while the jug is kept somewhere safe* + +Random Treasure + +The following pages contain tables that you can use +to randomly generate treasures carried by monsters, +stashed in their lairs, or otherwise hidden away. The +placement of treasure is left to your discretion. The key +is to make sure the players feel rewarded for playing, +and that their characters are rewarded for overcoming +dangerous challenges. + +Treasure T&kljes _ + +Treasure can be randomly allocated based on a +monster s challenge rating. There are tables for +hallenge rating 0-4* challenge rating 5-10, challenge +rating 11-16. and challenge rating 17 and higher. Use +these tables to randomly determine how much money +an individual monster carries (the D&D equivalent of +pocket change) or the amount of wealth found in a larger +treasure hoard. + + +Using the Individual Treasure Tables + +An I ndividual Treasure table helps you randomly +determine how much treasure one creature carries on +its person. If a monster has no interest in amassing +treasure, you can use this table to determine the +incidental treasure left behind by the monster’s victims. + +Use the Individual Treasure table that corresponds to +the monster's challenge rating. Roll a dlOO, and read the +result across to determine how many coins of each type +the monster carries* The table also includes the average +result in parentheses, should you wish to forgo another +roll and save time. To determine the total amount of +individual treasure for a group of similar creatures, you +can save time by rolling once and multiplying the result +by the number of creatures in the group. + +If it doesn’t make sense for a monster to carry a large +pile of coins* you can convert the coins into gemstones +or art objects of equal value. + +Using the Treasure Hoard Tables + +A Treasure Hoard table helps you randomly determine +the contents of a large cache of treasure, the +accumulated wealth of a large group of creatures (such +as an ore tribe or a hobgoblin army)* the belongings of +a single powerful creature that likes to hoard treasure +(such as a dragon), or the reward bestowed upon a parLy +after completing a quest for a benefactor* You can also +split up a treasure hoard so that the adventurers don't +find or receive it all at once* + +When determining the contents of a hoard belonging +to one monster, use the table that corresponds to that +monster s challenge rating. When rolling to determine a +treasure hoard belonging to a large group of monsters, +use the challenge rating of the monster that leads the +group. If the hoard belongs to no one, use the challenge +rating of the monster that presides over the dungeon +or lair you are stocking. If the hoard is a gift from a +benefactor, use the challenge rating equal to the party’s +average level. + +Every treasure hoard contains a random number of +coins, as shown at the top of each table. Roll a dlOO and +consult the table to determine how many gemstones or +art objects the hoard contains, if any* Use the same roll +to determine whether the hoard contains magic items* + +As with the individual treasure tables, average values +are given in parentheses. You can use an average value +instead of rolling dice to save time. + +If a treasure hoard seems too small, you can roll +multiple times on the table. Use this approach for +monsters that are particularly fond of amassing +treasure, Legendary creatures that accumulate treasure +are wealthier than normal. Always roll at least twice on +the appropriate table and add the results together* + +You can hand out as much or as little treasure as you +want. Over the course of a typical campaign, a party +finds treasure hoards amounting to seven rolls on the +Challenge 0 4 table, eighteen rolls on the Challenge +5-10 table, twelve rolls on the Challenge 11-16 table, +and eight rolls on the Challenge 17+ table* + + + +CHAPTER 7 ] TREASURE + + +V + + + + + + + + + + +Gemstones + +If a treasure hoard Includes gemstones, you can use +the following tables to randomly determine the kind +of gemstones found, based on their value. You can roll +once and assume all the gems are the same, or roll +multiple times to create mixed collections of gemstones. + +10 cp Gemstones + +d!2 Stone Description + +1 Azurite (opaque mottled deep blue) + +2 Banded agate (translucent striped brown, blue, +white, or red) + +3 Blue quartz (transparent pale blue) + +4 Eye agate (translucent circles of gray, white, brown, +blue, or green) + +5 Hematite (opaque gray-black) + +6 Lapis lazuli (opaque light and dark blue with yellow +flecks) + +7 Malachite (opaque striated light and dark green) + +£ Mos5 agate (translucent pink or yellow-white with + +mossy gray or green markings) + +9 Obsidian (opaque black) + +10 Rhodochrosite (opaque light pink) + +11 Tiger eye (translucent brown with golden center) + +12 Turquoise (opaque light blue-green) + +50 gp Gemstones + +d!2 Stone Description + +1 Bloodstone (opaque dark gray with red flecks) + +2 Carnelian (opaque orange to red-brown) + +3 Chalcedony (opaque white) + +4 Chrysoprase (translucent green) + +5 Citrine (tra nsparent pale yelIow-brown) + +6 Jasper (opaque blue, black, or brown) + +7 Moonstone (translucent white with pale blue glow) + +£ Onyx (opaque bands of black and white, or pure + +black or white) + +9 Quartz (transparent white, smoky gray, or yellow) + +10 Sardonyx (opaque bands of red and white) + +11 Star rose quartz (translucent rosy stone with white +star-shaped center) + +12 Zircon (transparent pale blue-green) + +100 gp Gemstones + +dIO Stone Description + +1 Amber (transparent watery gold to rich gold) + +2 Amethyst (transparent deep purple) + +3 Chrysoberyl (transparent yellow-green to pale + +green) + +4 Coral (opaque crimson) + +5 Carnet (transparent red, brown-green, or violet) + +6 jade (translucent light green, deep green, or white) + +7 jet (opaque deep black) + +£ Pear! (opaque lustrous white, yellow., or pink) + +9 Spinel (transparent red, red-brown, or deep green) + +10 Tourmaline (transparent pale green, blue, brown, +or red) + + +500 cp Gemstones + + +d6 + +Stone Description + +1 + +Alexandrite (transparent dark green) + +2 + +Aquamarine (transparent pale blue-green) + +3 + +Black pearl (opaque pure black) + +4 + +Blue spinel (transparent deep blue) + +5 + +Peridot (transparent rich olive green) + +6 + +Topaz (transparent golden yellow) + +1,000 gp Gemstones + +ds + +Stone Description + +i + +Black opal (translucent dark green with black +mottling and golden flecks) + +2 + +Blue sapphire (transparent blue-white to medium +blue) + +3 + +Emerald (transparent deep bright green) + +4 + +Fire opal (translucent fiery red) + +S + +Opal (translucent pale blue with green and golden + +mottling] + +6 + +Star ruby (translucent ruby with white star-shapec +center) + +7 + +Star sapphire (translucent blue sapphire with whits +star-shaped center) + +S + +Yellow sapphire (transparent fiery yellow or yellow- +green) + +5,000 cp Gemstones + +d4 + +Stone Description + +l + +Black sapphire (translucent lustrous black with + +1 ■ | - { ■ -i | f. + + +glowing highlights) + +2 + +Diamond (transparent blue-white, canary, pink, +brown, or blue) + +3 + +Jacinth (transparent fiery orange) + +4 + +Ruby (transparent dear red to deep crimson) + + +Art Objects + +If a treasure hoard includes art objects, you can use the +following tables to randomly determine what art objects +are found, based on their value. Roll on a table as many +times as there are art objects in the treasure hoard* +There can be more than one of a given art object. + +25 gp Art Objects + +d!0 Object + +1 Silver ewer + +2 Carved bone statuette + +3 Small gold bracelet + +4 Cloth-of-gold vestments + +5 Black velvet mask stitched with silver thread + +6 Copper chalice with silver filigree + +7 Pair of engraved bone dice + +8 Small mirror set in a painted wooden frame + +9 Embroidered silk handkerchief + +10 Gold locket with a painted portrait inside + + +CHAPTER 7 i TREASURE + + + + + + + + + + + + +250 gp Art Objects + +dlO Object + +1 Gold ring set with bloodstones + +2 Carved ivory statuette + +3 Large gold bracelet + +4 Silver necklace with a gemstone pendant + +5 Bronze crown + +6 Silk robe with gold embroidery + +7 Large well-made tapestry + +3 Brass mug with jade inlay + +9 Box of turquoise animal figurines + +10 Gold bird cage with eiectrum filigree + +750 gp Art Objects + +dlO Object + +1 Silver chalice set with moonstones + +2 Silver-plated steel longsword with jet set in hilt + +3 Carved harp of exotic wood with ivory inlay and +zircon gems + +4 Small gold idol + +5 Gold dragon comb set with red garnets as eyes + +6 Bottle stopper cork embossed with gold leaf and +set with amethysts + +7 Ceremonial eiectrum dagger with a black pearl in +the pommel + +S Silver and gold brooch + +9 Obsidian statuette with gold fittings and inlay + +10 Painted gold war mask + +2.500 gp Art Objects +dio object + +1 Fine gold chain set with a fire opal + +2 Old masterpiece painting + +3 Embroidered silk and velvet mantle set with +numerous moonstones + +4 Platinum bracelet set with a sapphire + +5 Embroidered glove set with jewel chips + +6 Jeweled anklet + +7 Gold music box + +3 Gold circlet set with four aquamarines + +9 Eye patch with a mock eye set in blue sapphire and +moonstone + +10 A necklace string of smalt pink pearls + +\S00 gp Art Objects + +dS Object + +1 Jeweled gold crown + +2 Jeweled platinum ring + +3 Small gold statuette set with rubies + +4 Gold cup set with emeralds + +5 Gold jewelry box with platinum filigree + +6 Painted gold child’s sarcophagus + +7 Jade game board with solid gold playing pieces +S Bejeweled ivory drinking horn with gold filigree + + +Magic Items + +Magic items are gleaned from the hoards of conquered +monsters or discovered in long-lost vaults. Such +items grant capabilities a character could rarely +have otherwise, or they complement their owners +capabilities in wondrous ways. + +Rarity + +Each magic item has a rarity: common, uncommon, +rare, very rare, or legendary. Common magic items, +such as a potion of healing, are the most plentiful. Some +legendary items, such as the apparatus ofKwalish, are +unique. The game assumes that the secrets of creating +the most powerful items arose centuries ago and were +then gradually lost as a result of wars, cataclysms, and +mishaps. Even uncommon items can’t be easily created. +Thus, many magic items are well-preserved antiquities. + +Rarity provides a rough measure of an item s power +relative to other magic items. Each rarity corresponds +to character level, as shown in the Magic Item Rarity +table, A character doesn't typically find a rare magic +item, for example, until around 5th level. That said, +rarity shouldn’t get in the way of your campaign’s story. + +If you want a ring of invisibility to fall into the hands of +a 1 st-level character, so be it. No doubt a great story will +arise from that event. + +If your campaign allows for trade in magic items, +rarity can also help you set prices for them. As the DM, +you determine the value of an individual magic item +based on its rarity. Suggested values are provided in +the Magic Item Rarity table. The value of a consumable +item, such as a potion or scroll, is typically half the value +of a permanent item of the same rarity. + +Magic Item Rarity + +Rarity Character Level + +Common 1st or higher + +Uncommon 1st or higher + +Rare Sth or higher + +Very rare 11th or higher + +Legendary 17th or higher + +Buying and Selling + +Unless you decide your campaign works otherwise, +most magic items are so rare that they aren't available +for purchase. Common items, such as a potion of +healing, can be procured from an alchemist, herbalist, +or spellcaster. Doing so is rarely as simple as walking +into a shop and selecting an Item from a shelf. The seller +might ask for a service, rather than coin. + +In a large city with an academy of magic or a major +temple, buying and selling magic items might be +possible, at your discretion. If your world includes a +large number of adventurers engaged in retrieving +ancient magic items, trade in these items might be more +common. Even so, it’s likely to remain similar to the +market for line art in the real world, with invitation-only +auctions and a tendency to attract thieves. + +Selling magic items is difficult in most D&D worlds +primarily because of the challenge of finding a buyer. + + +Value + +50-100 gp +101-500 gp +501-5,000 gp +5,001-50^000 gp +50,001+ gp + + +CHAPTER 7 I TREASURE + + + + + + + + + +Plenty of people might like to have a magic sword, but +few of them can afford it. Those who can afford such an +item usually have more practical things to spend on. See +chapter 6, 11 Between Adventures," for one way to handle +selling magic items. + +In your campaign, magic items might be prevalent +enough that adventurers can buy and sell them with +some effort. Magic items might be for sale in bazaars or +auction houses in fantastical locations, such as the City +of Brass, the planar metropolis of Sigil, or even in more +ordinary cities. Sale of magic items might be highly +regulated, accompanied by a thriving black market. +Artificers might craft items for use by military forces +or adventurers, as they do in the world of Eberron. You +might also allow characters to craft their own magic +items, as discussed in chapters 6. + +Identifying a Magic Item + +Some magic items are indistinguishable from their +non magical counterparts, whereas other magic items +display their magical nature conspicuously. Whatever a +magic item’s appearance, handling the item is enough to +give a character a sense that something is extraordinary +about it Discovering a magic item’s properties isn + l +automatic, however. + +The identify spell is the fastest way to reveal an +item’s properties. Alternatively, a character can focus +on one magic item during a short rest, while being in + + +physical contact with the item. At the end of the rest, the +character learns the item's properties, as well as how +to use them. Potions are an exception; a little taste is +enough to tell the taster what the potion does. +Sometimes a magic item carries a due to its +properties. The command word to activate a ring might +be etched in tiny letters inside it. or a feathered design +might suggest that its a ring of feather falling. + +Wearing or experimenting with an item can also ofit r +hints about its properties. For example, if a character +puts on a ring of jumping, you could say. L+ Your steps fee; +strangely springy. 1 ’ Perhaps the character then jumps +up and down to see what happens. You then say the +character jumps unexpectedly high. + +Variant; More Difficult Identification + +If you prefer magic items to have a greater mystique, +consider removing the ability to identify the properties +of a magic item during a short rest, and require the +identify spell, experimentation, or both to reveal what a +magic item does. + +Attunement _ + +Some magic items require a creature to form a bond +with them before their magical properties can be used. +This bond is called attunement, and certain items +have a prerequisite for it. If the prerequisite is a class, +a creature must be a member of that class to attune to +the item. (If the class is a spellcasting class, a monster + + +Individual Treasure: Challenge 0-4 + + +dlOO + +CP + +SP + +EP + +GP + +PP + +01-30 + +566 (17) + +— + +-- + +—- + +— + +31-60 + +— + +4d6 (14) + +— + +— + +— + +61-70 + +— + + +3d6 (10) + +— + +— + +71-95 + +-- + +— + +--- + +3d6 (10) + +— + +96-00 + +— + +— + +— 1 + +-—- + +Id6 (3) + +Individual Treasure: + +Challenge 5-10 + + + + +6100 CP + +m AA& v inn n + +SP + +EP + +IJC v I? C\ + +GP + +PP + +U 1 *t u u X 1 UU i 1 ^UUj + +31-60 — + +6 d6x 10 (210) + +I OD X 1U | JT] + +2d6 x 10 (70) + +— + +61-70 + +— + +— + +3 d6x 10 (105) + +266 x 10 (70) + +—- + +71-95 + +— + +—_ + +— + +4d6x 10 (140) + +— + +96-00 + +— + +— + +— + +266 x 10 (70) + +3d6 (10) + +Individual Treasure: + +Challenge 11-16 + + + + +dlOO + +CP + +SP + +EP + +CP + +PP + +01-20 + +— + +4d6x 100 (1,400) + +■—- + +ld6x 100 (350) + +— + +21-35 + +—■ + +— + +166 x 100 (350) + +ld6x 100 (350) + + +36-75 + +76-00 + +— + +-—■ + +-- + +2d6 x 100 (700) + +2d6 x 100 (700) + +1 d6 x 10 (35) + +2d 6 x 10 (70) + +Individual Treasure: + +Challenge 17+ + + + + +6100 + +CP + +SP + +EP + +GP + +PP + +01-15 + +— + +—_ + +266 x 1,000 (7,000) + +Sd6x 100 (2,800) + +—■ + +16-55 + +“ + +—— + +■- + +ld6x 1,000 ( 3,500) + +ld6 x 100 (350) + +56-00 + +— + +-— + +— + +ld6 x 1,000 (3,500) + +2d6 x 100 ( 700) + + +CHAPTER 7 I TREASURE + + + + + + + + + + + + + + + + + + + + + + +Treasure Hoard: Challenge 0-4 + + + +CP + +SP EP + +GP + +Coins + +6 d6 x 100 (2,100) 3d6 x + +100 (TQS0) — 2d6 + +x10 (70 + +dl 00 + +Gems or Art Objects + +Magic Items + + +01-06 + +— + +—- + + +07-16 + +2d6 (7) 10 gp gems + +■ — + + +17-26 + +2d4 (5) 25 gp art objects + + + +27-36 + +2d6 (7) 50 gp gems + +—- + + +37-44 + +2d6 (7) 10 gp gems + +Roll IdG times on Magic Item Table A. + + +45-52 + +2d4 (5) 25 gp art objects + +Roll IdG times on Magic Item Table A. + + +03—bU + +61-65 + +/Ob ou gp gems + +2 d6 (7) 10 gp gems + +koii Lao Limes on jviagic nem iaDie + +Roll 1d4 times on Magic Item Table B. + + +66-70 + +2d4 (5) 25 gp art objects + +Roll 1 d4 times on Magic Item Table B. + + +71-75 + +2d6 (7) 50 gp gems + +RoJ! 1 d4 times on Magic Item Table B. + + +76-78 + +2d6 (7) 10 gp gems + +Roll 1 d4 times on Magic Item Table C + + +79-80 + +2d4 (5) 25 gp art objects + +Roll 1 d4 times on Magic Item Table C + + +81-85 + +2 d6 (7) 50 gp gems + +Roll ld4 times on Magic Item Table C. + + +86-92 + +2d4 (5) 25 gp art objects + +Roll 1 d4 times on Magic Item Table F. + + +93-97 + +2d6 (7) 50 gp gems + +Roll 1 d-4 times on Magic Item Table R + + +98-99 + +2d4 (5) 25 gp art objects + +Roll once on Magic Item Table G. + + +00 + +2 d6 (7) 50 gp gems + +Roll once on Magic Item Table G. + + + +pp + + +Treasure Hoard: Challenge 5-10 + +CP SP EP CP pp + +Coins 2d6 x 100 (700) 2d6 x l h 000 (7,000) — 666 x 100 (2,100) 3d6xl0(105) + + +d 100 + +Gems or Art Objects + +Magic Items + +01-04 + +— + +— + +05-10 + +2 d4 (5) 25 gp art objects + +— + +11-16 + +3d6 (10) 50 gp gems + +— + +17-22 + +3 d6 (10) 100 gp gems + +— + +23-28 + +2d4 (5) 250 gp art objects + +— + +29-32 + +2d4 (5) 25 gp art objects + +Roll ld6 times on Magic Item Table A. + + + +Roll ld6 times on Magic Item Table A. + +Roll ld6 times on Magic Item Table A, + +37-40 + +Jdo (1 UJ jU gp ge ms + +3d6 (10) 100 gp gems + +41-44 + +2d4 (5) 250 gp art objects + +Roll IdS times on Magic Item Table A, + +45-49 + +2d4 (5) 25 gp art objects + +Roll ld4 times on Magic Item Table B, + +50-54 + +3d6 (10) 50 gp gems + +Roil ld4 times on Magic Item Table B. + +55-59 + +3d6 (10) 100 gp gems + +Roll ld4 times on Magic Item Table B, + +60-63 + +2d4 (5) 250 gp art objects + +Roil ld4 times on Magic Item Table B. + +64-66 + +2d4 (5) 25 gp art objects + +Roll ld4 times on Magic Item Table C. + +67-69 + +3d6 (10) 50 gp gems + +Roll ld4 times on Magic Item Table C + +70-72 + +3d6 (10) 100 gp gems + +Roll ld4 times on Magic Item Table C. + +73-74 + +2d4 (5) 250 gp art objects + +Roll ld4 times on Magic Item Table C + +75-76 + +2d4 (5) 25 gp art objects + +Roll once on Magic Item Table D. + +77-78 + +3d6 (10) 50 gp gems + +Roll once on Magic Item Table D, + +79 + +3d6 (10) 100 gp gems + +Rolf once on Magic Item Table D, + +80 + +2d4 (5) 250 gp art objects + +Roll once on Magic Item Table D, + +SI-84 + +2d4 (5) 25 gp art objects + +Roll ld4 times on Magic item Table F. + +85-38 + +3d6 (10) 50 gp gems + +Roll ld4 times on Magic Item Table F. + +89-91 + +3d6 (10) 100 gp gems + +Roll ld4 times on Magic Item Table F. + +92-94 + +2d4 (5) 250 gp art objects + +Roll ld4 times on Magic Item Table F. + +95-96 + +3d6 (10) 100 gp gems + +Roll ld4 times on Magic Item Table G. + +97-98 + +2d4 (5) 250 gp art objects + +Roll ld4 times on Magic Stem Table G, + +99 + +00 + +3d6 (10) 100 gp gems + +2d4 (5) 250 gp art objects + +Roll once on Magic Item Table H. + +Roll once on Magic Item Table H. + + +CHAPTER 7 I TREASURE + + + + + + +qualifies if that monster has spell slots and uses that + +class's spell list.) + +Without becoming attuned to an item that requires +attunement, a creature gains only its nonmagical +benefits, unless its description states otherwise. For +example, a magic shield that requires attunement +provides the benefits of a normal shield to a creature not +attuned to it, but none of its magical properties. + +Attuning to an item requires a creature to spend +a short rest focused on only that item while being in +physical contact with it (this can't be the same short rest +used to learn the item's properties). This focus can take +the form of weapon practice (for a weapon), meditation +(for a wondrous item), or some other appropriate +activity. If the short rest is interrupted, the attunement +attempt fails* Otherwise, at the end of the short rest, +the creature gains an intuitive understanding of how to +activate any magical properties of the item, including +any necessary command words. + +Treasure Hoard: Challenge 1T —16 + +CP sp + +Coins — — + + +An item can be attuned to only one creature ata + + +and a creature can he attuned to no more than three +magic items at a time. Any attempt to attune to a fod +item fails; the creature must end its attunement lo at +item first. Additionally, a creature can't attune to m +than one copy of an item. For example, a creature ca +attune to more than one ring of protection at a time. + +A creature s attunement to an item ends if the ere:-. +no longer satisfies the prerequisites for attunemem : +the item has been more than 100 feet away for at k +24 hours, if the creature dies, or if another creature +attunes to the item. A creature can also voluntanlv + + +attunement by spending another short rest focused c +the item, unless the item is cursed. + + +Cursed Items _ + +Some magic items bear curses that bedevil their u>- +sometirnes long after a user has stopped using an he +A magic items description specifies whether the iter + + +EP GP PP + +— 4d6 x 1,000 (14,000) 5d6 x 100 (1,750) p: + + +dlOO + +Gems or Art Objects + +Magic Items + +01-03 + +-— + +— + +04-06 + +2d4 (5) 250 gp art objects + +— + +07-09 + +2cJ4 (5) 750 gp art objects + +— + +11-42 + +3d6 (10) 500 gp gems + + +13-15 + +3d6 (10) 1,000 gp gems + +— + +16-19 + +2d4 (5) 250 gp art objects + +Roll ld4 times on Magic Item Table A and ld6 times on Magic Item Table B. + +20-23 + +2d4 (5) 750 gp art objects + +Roll 1 d4 times on Magic Item Table A and 1 d6 times on Magic Item Table B. + +24-26 + +3d6 (10) 500 gp gems + +Roll 1 d4 times on Magic Item Table A and 1d6 times on Magic Item Table B. + +27-29 + +3d6 (10) 1,000 gp gems + +Roll 1 d4 times on Magic Item Table A and 1 d6 times on Magic Item Table B. + +30-35 + +2d4 (5) 250 gp art objects + +Roil 1 d6 times on Magic Item Table C, + +36-40 + +2d4 (5) 750 gp art objects + +Roll ld6 times on Magic Item Table C + +41-45 + +3d6 (10) 500 gp gems + +Roll 1 d6 times on PTlagic Item Table C. + +46-50 + +3 d 6 (10) 1,000 gp gems + +Roll 1 d6 times on Magic Item Table C. + +51-54 + +2d4 (5) 250 gp art objects + +Roll 1d4 times on Magic Item Table D. + +55-58 + +2d4 (5) 750 gp art objects + +Roll 1d4 times on Magic Item Table D. + +59-62 + +3d6 (10) 500 gp gems + +Roll 1d4 times on Magic Item Table D, + +63-66 + +3d5 (10) 1,000 gp gems + +Roll 1 d4 times on Magic Item Table D, + +67-6S + +2d4 (5) 250 gp art objects + +Roll once on Magic Item Table E. + +69-70 + +2 d4 (5) 750 gp art objects + +Roll once on Magic Item Table £. + +71-72 + +3d6 (10) 500 gp gems + +Roll once on Magic Item Table E. + +73-74 + +3d6 (10) 1,000 gp gems + +Roll once on Magic Item Table E. + +75-76 + +77-78 + +79-80 + +2d4 (5) 250 gp art objects + +2d4 (5) 750 gp art objects + +3d6 (10) 500 gp gems + +Roll once on Magic Item Table f and 1d4 times on Magic Item Table G. + +Roll once on Magic Item Table F and 1d4 times on Magic Item Table G. + +Roll once on Magic Item Table F and ld4 times on Magic Item Table G. + +81-82 + +3d6 (10) 1,000 gp gems + +Roll once on Magic Item Table F and ld4 times on Magic Item Table G„ + +83-85 + +2 d4 (5) 250 gp art objects + +Roll ld4 times on Magic Item Table H. + +86-88 + +2d4 (5) 750 gp art objects + +Roll !d4 times on Magic Item Table H. + +89-90 + +3d6 (10) 500 gp gems + +Roll ld4 times on Magic Item Table H. + +91-92 + +93-94 + +95-96 + +97-98 + +3d6 (10) h00Q gp gems + +2d4 (5) 250 gp art objects + +2 d4 (5) 750 gp art objects + +3d6 (10) 500 gp gems + +Roll ld4 times on Magic Item Table H. + +Roll once on Magic Item Table 1, + +Roll once on Magic Item Table 1. + +Rolf once on Magic Item Table I. + +99-00 + +3d6 (10) 1,000 gp gems + +Roll once on Magic Item Table 1. + +CHAFTER + +7 1 TREASURE + + + + + + + + + + + + + +is cursed. Most methods of identifying items, including +the identify spell, fail to reveal such a curse, although +re might hint at it. A curse should be a surprise to the +-m's user when the curse's effects are revealed. + +Attune merit to a cursed item cant be ended voluntarily +unless the curse is broken first, such as with the remove +:arse spell. + +Magic Item Cate gories _ + +Each magic item belongs to a category: armor, +r cions, rings, rods, scrolls, staffs, wands, weapons, or +wondrous items. + +Armor + +Unless an armor's description says otherwise, armor +must be worn for its magic to function. + +Some suits of magic armor specify the type of armor +hey are, such as chain mail or plate. If a magic armor +doesn't specify its armor type, you may choose the type +- determine it randomly. + +Potions + +I ifferent kinds of magical liquids are grouped in the +rategory of potions: brews made from enchanted herbs, +ater from magical fountains or sacred springs, and +!s that are applied to a creature or object. Most potions +insist of one ounce of liquid. + +Potions are consumable magic items. Drinking a +: otion or administering a potion to another character + +Treasure Hoard: Challenge 17+ + +CP + +Coins + +dlOO + +01 “02 +03-05 +06-08 +09-11 +12-14 +15-22 +23-30 +31-38 +39-46 +47-52 + +53-58 IdlO (5) 2,500 gp art objects +59-63 ld4 (2) 7,500 gp art objects +64-68 IdS (4) 5,000 gp gems + +69 3d6 (10) 1,000 gp gems + +70 IdlO (5) 2,500 gp art objects + +71 ld4 (2) 7,500 gp art objects + +72 ld8 (4) 5,000 gp gems + +73-74 3d6 (10) 1,000 gp gems + +75-76 IdlO (5) 2,500 gp art objects +77-78 1 d4 (2) 7.500 gp art objects + +"9-80 ld8 (4) 5,000 gp gems +81-85 +86-90 +91-95 +96-00 + + +requires an action. Applying an oil might take longer, as +specified in its description. Once used, a potion takes +effect immediately, and it is used up. + +Rings + +Magic rings offer an amazing array of powers to those +lucky enough to find them. Unless a ring s description +says otherwise, a ring must be worn on a finger, or a +similar digit, for the ring's magic to function. + +Rods + +A scepter or just a heavy cylinder, a magic rod is +typically made of metal, wood, or bone. It’s about 2 or 3 +feet long, 1 inch thick, and 2 to 5 pounds. + +Scrolls + +Most scrolls are spells stored in written form, while +a few bear unique incantations that produce potent +wards. Whatever its contents, a scroll is a roll of paper, +sometimes attached to wooden rods, and typically kept +safe in a tube of ivoryjade, leather, metal, or wood. + +A scroll is a consumable magic item. Whatever the +nature of the magic contained in a scroll, unleashing +that magic requires using an action to read the scroll. +When its magic has been invoked, the scroll can’t be +used again. Its words fade, or it crumbles into dust. + +Any creature that can understand a written language +can read the arcane script on a scroll and attempt to +activate it. + + +EP - GP PP + +— 12d6 x 1,000 (42,000) 8d6 x 1,000 (28,000) + + +3d6 (10) 1,000 gp gems +IdlO (5) 2,500 gp art objects +ld4 (2) 7,500 gp art objects +ld8 (4) 5,000 gp gems +3d6 (10) 1,000 gp gems +IdlO (5) 2,500 gp art objects +ld4 (2) 7,500 gp art objects +IdS (4) 5,000 gp gems +3d6 (10) 1,000 gp gems + + +Roll ld8 + + +3d6 (10) 1 3 000 gp gems +IdlO (5) 2,500 gp art objects +ld4 (2) 7,500 gp art objects +ld8 (4) 5,000 gp gems + + +Ro + +Ro + +Ro + +Ro + +Ro + +Ro + +Ro + +Ro + +Ro + +Ro + +Ro + +Ro + +Ro + +Ro + +Ro + +Ro + +Ro + +Ro + +Ro + +Ro + +Ro + +Ro + +Roi + + +ids + +ld8 +1d8 +ld6 +ld6 +1d6 +1 d 6 +Id 6 +ld6 +ids +ld6 +ld4 +ld4 +ld4 +ld4 +ld4 +ld4 +ld4 +1d4 +ld4 +ld4 +ld4 +Id4 + + +times on +times on +times on +times on +times on +times on +times on +times on +times on +times on +times on +times on +times on +times on +times on +times on +times on +times on +times on +times on +times on +times on +times on +times on + + +Mag + +Mag + +Mag + +Mag + +Mag + +Mag + +Mag + +Mag + +Mag + +Mag + +Mag + +Mag + +Mag + +Mag + +Mag + +Mag + +Mag + +Mag + +Mag + +Mag + +Mag + +Mag + +Mag + +Mag + + +c Item Table C. +c Item Table C. +c Item Table C. +c Item Table C +c Item Table D. +c Item Table D. +c Item Table D. +c Item Table D. +c Item Table E, +c Item Table E. +c Item Table E, +c Item Table E. +c Item Table G. +c Item Table G. +c Item Table G. +c Item Table G. +c Item Table H. +c Item Table H. +c Item Table H. +c Item Table H. +c Item Table I. +c Item Table i, +c Item Table I, +c Item Table I, + + +SP + +Gems or Art Objects Magic Items + + +CHATTER 7 > TREASURE + + + + + + +Staffs + +A magic staff is about 5 or 6 feet long. Staffs vary widely +in appearance: some are of nearly equal diameter +throughout and smooth, others are gnarled and twisted, +some are made of wood, and others are composed of +polished metal or crystal. Depending on the material, a +staff weighs between 2 and 7 pounds. + +Unless a staffs description says otherwise, a staff can +be used as a quarterstaff. + +Wands + +A magic wand is about 15 inches long and crafted of +metal, bone, or wood. It is tipped with metal, crystal, +stone, or some other material. + +Weapons + +Whether crafted for some fell purpose or forged to +serve the highest ideals of chivalry, magic weapons are +coveted by many adventurers. + +Some magic weapons specify the type of weapon +they are in their descriptions, such as a longsword or + + +Variant: Mixing Potions + +A character might drink one potion while still under the +effects of another, or pour several potions into a single +container. The strange ingredients used in creating potions +can result in unpredictable interactions. + +When a character mixes two potions together, you can +roll on the Potion Miscibility table. If more than two are +combined, roll again for each subsequent potion, combining +the results. Unless the effects are immediately obvious, +reveal them only when they become evident. + +Potion Miscibility + +dlOO Result + +01 The mixture creates a magical explosion, + +dealing 6dl0 force damage to the mixer and +ldlO force damage to each creature within 5 +feet of the mixer. + +02-08 The mixture becomes an ingested poison of +the DM’s choice. + +09-15 Both potions lose their effects. + +16-25 One potion loses its effect. + +26-35 Both potions work, but with their numerical +effects and durations halved. A potion has no +effect if it can’t be halved in this way. + +36-90 Both potions work normally. + +91-99 The numerical effects and duration of one +potion are doubled. If neither potion has +anything to double in this way, they work +normally. + +00 Only one potion works, but its effect is + +permanent. Choose the simplest effect to +make permanent, or the one that seems +the most fun. For example, a potion of +healing might increase the drinker’s hit point +maximum by 4, or oil of etherealness might +permanently trap the user in the Ethereal +Plane. At your discretion, an appropriate +spell, such as dispel magic or remove curse , +might end this lasting effect. + +» ■ . — i. i + + +longbow. If a magic weapon doesn't specify its weapon +type, you may choose the type or determine it randomly + +Wondrous Items + +Wondrous items include worn items such as boots, +belts, capes, gloves, and various pieces of jewelry and +decoration, such as amulets, brooches, and circlets. +Bags, carpets, crystal balls, figurines, horns, musical +instruments, and other objects also fall into this catch¬ +all category. + +Wearing and Wielding Items + +Using a magic item’s properties might mean wearing +or wielding it. A magic item meant to be worn must be +donned in the intended fashion: boots go on the feet, +gloves on the hands, hats and helmets on the head, and +rings on the finger. Magic armor must be donned, a +shield strapped to the arm, a cloak fastened about the +shoulders. A weapon must be held in hand. + +In most cases, a magic item that’s meant to be worn +can fit a creature regardless of size or build. Many +magic garments are made to be easily adjustable, or they +magically adjust themselves to the wearer. + +Rare exceptions exist. If the story suggests a good +reason for an item to fit only creatures of a certain +size or shape, you can rule that it doesn’t adjust. For +example, armor made by the drow might fit elves only. + +^ + +Variant: Scroll Mishaps + +A creature who tries and fails to cast a spell from a spell scroll +must make a DC 10 Intelligence saving throw. If the saving +throw fails, roll on the Scroll Mishap table. + +Scroll Mishap + +d6 Result + +1 A surge of magical energy deals the caster ld6 +force damage per level of the spell. + +2 The spell affects the caster or an ally +(determined randomly) instead of the intended +target, or it affects a random target nearby if the +caster was the intended target. + +3 The spell affects a random location within the +spell’s range. + +4 The spell’s effect is contrary to its normal one, +but neither harmful nor beneficial. For instance, +a fireball might produce an area of harmless +cold. + +5 The caster suffers a minor but bizarre effect +related to the spell. Such effects last only +as long as the original spell's duration, or +ldlO minutes for spells that take effect +instantaneously. For example, a fireball might +cause smoke to billow from the caster’s ears for +ldlO minutes. + +6 The spell activates after 1 dl 2 hours. If the +caster was the intended target, the spell takes +effect normally. If the caster was not the +intended target, the spell goes off in the general +direction of the intended target, up to the spell’s + +maximum range, if the target has moved away. + +^- W + + +CHAPTKR 7 | TREASURE + + + + + + + + + + + + + + + +Dwarves might make items usable only by dwarf-sized +and dwarf-shaped characters. + +When a nonhumanoid tries to wear an item, use your +discretion as to whether the item functions as intended, +A ring placed on a tentacle might work, but a yuan-ti +with a snakelike tail instead of legs can't wear boots. + +Multiple Items of the Same Kind +Use common sense to determine whether more than +one of a given kind of magic item can be worn* A +haracter can't normally wear more than one pair of +footwear, one pair of gloves or gauntlets, one pair of +bracers, one suit of armor, one item of headwear, and +ne cloak. You can make exceptions: a character might +be able to wear a circlet under a helmet, for example t or +be able to layer two cloaks. + +Paired Items + +Items that come in pairs—such as boots, bracers, +gauntlets, and gloves—impart their benefits only if both +items of the pair are worn* For example, a character +wearing a boot of striding and springing on one foot and +a boot of el venkind on the other foot gains no benefit +from either item. + +Activating an Item _ + +Activating some magic items requires a user to do +something special, such as holding the item and uttering +a command word. The description of each item category +ir individual item details how an item is activated. +Certain items use one or more of the following rules for +heir activation. + +If an item requires an action to activate* that action +isn't a function of the Use an Item action* so a feature +such as the rogue's Fast Hands can t be used to +activate the item. + +Command Word + +A command word is a word or phrase that must be +>poken for an item to work* A magic item that requires +a command word can’t be activated in an area where +Hound is prevented* as in the area of the silence spell. + +Consumables + +Some items are used up when they are activated* A +potion or an elixir must be swallowed, or an oil applied +the body. The writing vanishes from a scroll when it is +read. Once used, a consumable item loses us magic. + + +Magic Item Formulas + + +4 magic item formula explains how to make a particular +magic item. Such a formula can be an excellent reward if you +allow player characters to craft magic items, as explained in +chapter 6, "Between Adventures,” + +You can award a formula in place of a magic item. Usually +.vntten in a book or on a scroll, a formula rs one step rarer +than the item it allows a character to create. For example, +the formula for a common magic item 1 is uncommon* No +formulas exist for legendary items. + +If the creation of magic items is commonplace in your +campaign, a formula can have a rarity that matches the +rarity of the item it allows a character to create. Formulas for +common and uncommon items might even be for sale, each +with a cost double that of its magic item. + + +Spells + +Some magic items allow the user to cast a spell from +the item. The spell is cast at the lowest possible spell +level, doesn't expend any of the user's spell slots* and +requires no components, unless the item's description +says otherwise* The spell uses its normal casting time* +range, and duration, and the user of the item must +concentrate if the spell requires concentration. Many +items, such as potions, bypass the casting of a spell +and confer the spell's effects, with their usual duration* +Certain items make exceptions to these rules, changing +the casting time, duration, or other parts of a spell* + +A magic item* such as certain staffs, may require +you to use your own spellcasting ability when you +cast a spell from the item. If you have more than one +spellcasting ability, you choose which one to use with +the item* If you don't have a spellcasting ability- perhaps +you're a rogue with the Use Magic Device feature your +spellcasting ability modifier is +0 for the item, and your +proficiency bonus does apply. + +Charges + +Some magic items have charges that must be expended +to activate their properties. The number of charges an +item has remaining is revealed when an identify spell +is cast on it, as well as when a creature attunes to it* +Additionally, when an item regains charges, the creature +attuned to it learns how many charges it regained. + +Magic Item Resilience + +Most magic items are objects of extraordinary +artisanship. Thanks to a combination of careful crafting +and magical reinforcement, a magic item is at least as +durable as a non magical item of its kind. Most magic +items, other than potions and scrolls, have resistance +to all damage. Artifacts are practically indestructible, +requiring extraordinary measures to destroy* + +Special Features + + +You can add distinctiveness to a magic item by thinking +about its backstory. Who made the item? Is anything +unusual about its construction? Why was it made, and +how was it originally used? What minor magical quirks +set it apart from other items of its kind? Answering +these questions can help turn a generic magic item, +such as a +1 longsword, into a more flavorful discovery. + +T he tables that follow can help you come up with +answers. Roll on as many of these tables as you like. +Some of the table entries make more sense for certain +items than for others* Some magic items are made +only by certain kinds of creatures, for instance: a cloak +of elvenkind is made by elves, rather than dwarves* If +you roll something that doesn’t make sense, roll again, +choose a more appropriate entry, or use the rolled detail +as inspiration to make up your own. + + +Variant: Wands That Don't Recharge + + +A typical wand has expendable charges. If you’d like wands to +be a limited resource, you can make some of them incapable +of regaining charges. Consider increasing the base number of +charges in such a wand, to a maximum of 25 charges* These +charges are never regained once they're expended* + +■ ■ + + +CHAPTER 7 + + +TREASURE + + + + + + + + + + + + + + + + + + + + + + + + +Who Created It or Was Intended to Use It? + +d2Q Creator or Intended User + +I Aberration. The item was created by aberrations +in ancient times, possibly for the use of favored +humanoid thralls. When seen from the corner of +the eye, the item seems to be moving. + +2-4 Human. The item was created during the heyday of +a fallen human kingdom, or it is tied to a human of +legend. It might hold writing in a forgotten tongue +or symbols whose significance is lost to the ages, + +5 Celestial. The weapon is half the normal weight +and inscribed with feathered wings, suns, and +other symbols of good. Fiends find the item's +presence repulsive, + +6 Dragon. This item is made from scales and talons +shed by a dragon. Perhaps it incorporates precious +metals and gems from the dragon's hoard. It grows +slightly warm when within 120 feet of a dragon, + +7 Drow, The item is half the normal weight, ft is +black and inscribed with spiders and webs in honor +of Lolth. It might function poorly, or disintegrate, if +exposed to sunlight for 1 minute or more. + +8-9 Dwarf The item is durable and has Dwarven runes +worked into its design. It might be associated with +a dan that would like to see it returned to their +ancestral halls, + +10 Elemental Ain The item is half the normal weight +and feels hollow. If it's made of fabric, it is +diaphanous. + +II Elemental Earth. This item might be crafted from +stone. Any cloth or feather elements are studded +with finely polished rock. + + +d20 Creator or Intended User + +12 Elemental Fire. This item is warm to the touch +and any metal parts are crafted from bfack iro" +Sigils of flames cover its surface. Shades of re: +orange are the prominent colors, + +13 Elemental Water. Lustrous fish scales replace +leather or cloth on this item, and metal portion +are instead crafted from seashells and workec :: +as hard as any metal, + +14-15 Elf. The item is half the normal weight. It is + +adorned with symbols of nature: leaves, vines +stars, and the like. + +16 Fey. The item is exquisitely crafted from the +finest materials and glows with a pale radiance i* +moonlight, shedding dim light in a 5-foot radius. +Any metal in the item is silver or mithral, rathe" +than iron or steel. + +17 Fiend. The item is made of black iron or horn +inscribed with runes, and any doth or leather +components are crafted from the hide offer:.: +is warm to the touch and features leering face: +vile runes engraved on its surface. Celestials ; +the item’s presence repulsive. + +18 Giant, The item is larger than normal and wa: +crafted by giants for use by their smaller allies + +19 Gnome, The item is crafted to appear ordina +it might look worn. It could also incorporate +and mechanical components, even if these are +essential to the item's function. + +20 Undead. The item incorporates imagery of de = +such as bones and skulls, and it might be crafted +from parts of corpses. It feels cold to the tou:- + + +— + +What Is a Detail from Its History? + +dS History + +1 Arcane. This item was created for an ancient order +of spellcasters and bears the order's symbol. + +2 Bane. This item was created by the foes of a +particular culture or kind of creature. If the culture +or creatures are still around, they might recognize +the item and single out the bearer as an enemy. + +3 Heroic. A great hero once wielded this item. + +Anyone who’s familiar with the item's history +expects great deeds from the new owner, + +4 Ornament. The item was created to honor a special +occasion. Inset gemstones, gold or platinum +inlays, and gold or silver filigree adorn its surface. + +5 Prophecy. The item features in a prophecy: its +bearer is destined to play a key role in future +events. Someone else who wants to play that role +might try to steal the item, or someone who wants +to prevent the prophecy from being fulfilled might +try to kill the item's bearer. + + +d8 History + +6 Religious. This item was used in religious +ceremonies dedicated to a particular deity, i: +holy symbols worked into it. The god's follows +might try to persuade its owner to donate it to +temple, steal the item for themselves, or ceiel +its use by a cleric or paladin of the same deity + +7 Sinister* This item is linked to a deed of great e +such as a massacre or an assassination. It m . + +h + +have a name or be closely associated with a ■. = +who used it. Anyone familiar with the item's h : +is likely to treat it and its owner with suspicion +S Symbol of Power. This item was once used as +of royal regalia or as a badge of high office. Its +former owner or that person’s descendants it- +desire it, or someone might mistakenly ass urn: ? +new owner is the item's legitimate inheritor. + + + + +CHAPTER 7 + + + + +TREASURE + + + + + + + + + + + + + +What Minor Property Does It Have? + +d20 Minor Property + +1 Beacon. The bearer can use a bonus action to +cause the item to shed bright fight in a 10-foot +radius and dim light for an additional 10 feet, or to +extinguish the light. + +2 Compass. The wieider can use an action to learn +which way is north. + +3 Conscientious. When the bearer of this item +contemplates or undertakes a malevolent act, the +item enhances pangs of conscience. + +4 Delver, While underground, the bearer of this item +always knows the item’s depth below the surface +and the direction to the nearest staircase, ramp, or +other path leading upward, + +5 Gleaming, This item never gets dirty. + +6 Guardian, The item whispers warnings to its +bearer, granting a +2 bonus to initiative if the +bearer isn’t incapacitated. + +7 Harmonious* Attuning to this item takes only 1 +minute. + +S Hidden Message* A message is hidden somewhere +on the item. It might be visible only at a certain +time of the year, under the light of one phase of the +moon, or in a specific location. + +9 Key. The item is used to unlock a container, +chamber, vault, or other entryway. + +10 Language. The bearer can speak and understand a +language of the DM's choice while the item is on +the bearer's person. + +11 Sentinel. Choose a kind of creature that is an +enemy of the item's creator. This item glows faintly +when such creatures are within 120 feet of it, + +■ ^ + +What Quirk Does It Have? + +d!2 Quirk + +1 Blissful* While in possession of the item, the + +bearer feels fortunate and optimistic about what +the future holds. Butterflies and other harmless +creatures might frolic in the item's presence. + +2 Confident, The item helps its bearer feel self- +assured. + +3 Covetous* The item's bearer becomes obsessed +with material wealth. + +4 Frail. The item crumbles, frays, chips, or cracks + +slightly when wielded, worn, or activated. This +quirk has no effect on its properties* but if the item +has seen much use, it looks decrepit. + +5 Hungry. This item's magical properties function +only if fresh blood from a humanoid has been +applied to it within the past 24 hours. It needs only +a drop to activate. + +6 Loud. The item makes a loud noise—such as a +clang, a shout, or a resonating gong—when used. + + +d20 Minor Property + +12 Song Craft, Whenever this item is struck or is used +to strike a foe, its bearer hears a fragment of an +ancient song. + +13 Strange Material. The item was created from + +a material that is bizarre given its purpose. Its +durability is unaffected, + +14 Temperate* The bearer suffers no harm in +temperatures as cold as -20 degrees Fahrenheit or +as warm as 120 degrees Fahrenheit. + +15 Unbreakable, The item can't be broken. Special +means must be used to destroy it. + +16 War Leader. The bearer can use an action to cause +his or her voice to carry dearly for up to 300 feet +until the end of the bearer's next turn. + +17 Waterborne. This item floats on water and other +liquids. Its bearer has advantage on Strength +(Athletics) checks to swim, + +13 Wicked* When the bearer is presented with an +opportunity to act in a selfish or malevolent way, +the item heightens the bearer's urge to do so, + +19 Illusion. The item is imbued with illusion magic, +allowing its bearer to alter the item’s appearance in +minor ways. Such alterations don't change how the +item is worn, carried, or wielded, and they have no +effect on its other magical properties. For example, +the wearer could make a red robe appear blue, or +make a gold ring look like it's made of ivory. The +item reverts to its true appearance when no one is +carrying or wearing it. + +20 Roll twice, retelling any additional 20s. + +d!2 Quirk + +7 Metamorphic. The item periodically and randomly +alters its appearance in slight ways. The bearer has +no control over these minor alterations, which have +no effect on the item's use. + +8 Muttering. The item grumbles and mutters. A +creature who listens carefully to the item might +learn something useful. + +9 Painful. The bearer experiences a harmless flash of +pain when using the item, + +10 Possessive, The item demands attunement when +first wielded or worn, and it doesn't allow its +bearer to attune to other items, (Other items +already attuned to the bearer remain so until their +attunement ends.) + +11 Repulsive. The bearer feels a sense of distaste +when in contact with the item, and continues to +sense discomfort while bearing it. + +12 Slothful, The bearer of this item feels slothful and +lethargic. While attuned to the item, the bearer +requires 10 hours to finish a long rest. + + +CHAPTER 7 I TREASURE + + + + +Random Magic Items + + +When you use a Treasure Hoard table to randomly +determine the contents of a treasure hoard and your r 9 +indicates the presence of one or more magic items* you +can determine the specific magic items by rolling on +appropriate table(s) here. + +Magic Item Table A + + +d 100 + +Magic Item + +01-50 + +Potion of healing + +51-60 + +Spell scroll (cantrip) + +61-70 + +Potion of climbing + +—■ + +i + +O + +Spell scroti (1st level) + +91-94 + +Spell scroll (2nd level) + +93-98 + +Potion of greater heating + +99 + +Bag of holding + +GO + +Driftglobe + +Magic Item Table B + +dl00 + +Magic Item + +01-15 + +Potion of greater healing + +16-22 + +Potion of fire breath + +23-29 + +Potion of resistance + +30-34 + +Ammunition, +1 + +35-39 + +Potion of animal friendship + +40-44 + +Potion of hill giant strength + +45-49 + +Potion of growth + +50-54 + +Potion of water breathing + +55-59 + +Spell scroll (2nd level) + +60-64 + +Spell scroll (3rd level) + +65-67 + +Bag of holding + +68-70 + +KeoghfonVs ointment + +71-73 + +Oil of slipperiness + +74-75 + +Dust of disappearance + +76-77 + +Dust of dryness + +78-79 + +Dust of sneezing and choking + +80-81 + +Elemental gem + +82-83 + +Philter of love + +84 + +Alchemy jug + +S5 + +Cap of water breathing + +86 + +Cloak of the manta ray + +87 + +Driftglobe + +88 + +Goggles of night + +89 + +Helm of comprehending languages + +90 + +Immovable rod + +91 + +Lantern of revealing + +92 + +Mariner's armor + +93 + +Mithral armor + +94 + +Potion of poison + +95 + +Ring of swimming + +96 + +Robe of useful items + +97 + +h. + +Rope of climbing + +98 + +Saddle of the cavalier + +99 + +Wand of magic detection + +00 + +Wand of secrets + + + + + + + + + + + + + + + + + + + +Magic Item Table C + + +dlOO + +Magic Item + +01-15 + +Potion of superior healing + +16-22 + +Spell scroll (4th level) + +23-27 + +Ammunition, +2 + +28-32 + +Potion of clairvoyance + +33-37 + +Potion of diminution + +38-42 + +Potion of gaseous for m + +43-47 + +Potion of frost giant strength + +48-52 + +Potion of stone giant strength + +53-57 + +Potion of heroism + +58-62 + +Potion of invulnerability + +63-67 + +Potion of mind reading + +68-72 + +Spell scroll (Sth level) + +73-75 + +EEixi r of health + +76-78 + +Oil of ethereal ness + +79-81 + +Potion of fire giant strength + +82-84 + +Quaal’s feather token + +85-87 + +Scroll of protection + +88-89 + +Bag of beans + +90-91 + +Bead of force + +92 + +Chime of opening + +93 + +Decanter of endless water + +94 + +Eyes of minute seeing + +95 + +Folding boat + +96 + +Reward's handy haversack + +97 + +Horseshoes of speed + +98 + +Necklace of fireballs + +99 + +Periapt of health + +00 + +Sending stones + + +Magic Item Table D + + +dlOO + +Magic Item + +01-20 + +Potion of supreme healing + +21-30 + +Potion of invisibility + +o + +( + +rn + +Potion of speed + +41-50 + +Spell scroll (6th level) + +51-57 + +Spell scroll (7th level) + +58-62 + +Ammunition, +3 + +63-67 + +Oil of sharpness + +68-72 + +Potion of flying + +73-77 + +Potion of cloud giant strength + +78-82 + +Potion of longevity + +83-87 + +Potion of vitality + +88-92 + +Spell scroll (Sth level) + +93-95 + +Horseshoes of a zephyr + +96-98 + +Nolzur's marvelous pigments + +99 + +Bag of devouring + +00 + +Portable hole + + +Magic Item Table E + +dlOO Magic Item +01-30 Spell scroll (Sth level) + +31-55 Potion of storm giant strength + +56-70 Potion of supreme healing +71-S5 Spell scroll (9th level) + +86-93 Universal solvent +94-98 Arrow of slaying +99-00 Sovereign glue + + +Nolxue's Marve-ous, +Pigments + + +h EADEJANO +OF INTE LLECT + + +CHAPTER 7 I TREASURE + + + + + + + + +Magic Item Table F + + +dlOO + +Magic Item + +dlOO + +Magic Item + +01-15 + +Weapon, +1 + +71 + +Bag of tricks (tan) + +16-18 + +Shield, +1 + +72 + +Boots of the winterlands + +19-21 + +Sentinel shield + +73 + +Circlet of blasting + +22-23 + +Amulet of proof against detection and location + +74 + +Deck of illusions + +24-25 + +Boots of elvenkind + +75 + +Eversmoking bottle + +26-27 + +Boots of striding and springing + +76 + +Eyes of charming + +28-29 + +Bracers of archery + +77 + +Eyes of the eagle + +30-31 + +Brooch of shielding + +78 + +Figurine of wondrous power (silver raven) + +32-33 + +Broom of flying + +79 + +Gem of brightness + +34-35 + +Cloak of elvenkind + +80 + +Gloves of missile snaring + +36-37 + +Cloak of protection + +SI + +Gloves of swimming and climbing + +38-39 + +Gauntlets of ogre power + +82 + +Gloves of thievery + +40-41 + +Hat of disguise + +83 + +Headband of intellect + +42-43 + +Javelin of lightning + +84 + +Helm of telepathy + +44-45 + +Pearl of power + +85 + +Instrument of the bards (Doss lute) + +46-47 + +Rod of the pact keeper, +1 + +£6 + +Instrument of the bards {Fochlucan bandore) + +48-49 + +Slippers of spider climbing + +87 + +Instrument of the bards (Mac-Fuimidh cittern) + +50-51 + +Staff of the adder + +88 + +Medallion of thoughts + +52-53 + +Staff of the python + +89 + +Necklace of adaptation + +54-55 + +Sword of vengeance + +90 + +Periapt ofwound closure + +56-57 + +Trident offish command + +91 + +Pipes of haunting + +58-59 + +Wand of magic missiles + +92 + +Pipes of the sewers + +60-61 + +Wand of the war mage, +1 + +93 + +Ring of jumping + +62-63 + +Wand of web + +94 + +Ring of mind shielding + +64-65 + +Weapon of warning + +95 + +Ring of warmth + +66 + +Adamantine armor (chain mail) + +96 + +Ring of water walking + +67 + +Adamantine armor (chain shirt) + +97 + +Quiver of Ehlonna + +68 + +Adamantine armor (scale mail) + +93 + +Stone of good luck + +69 + +Bag of tricks (gray) + +99 + +Wind fan + +70 + +Bag of tricks (rust) + +00 + +Winged boots + + + +Bracers of +Archery + + +■'7rV- ••■■**" ,Vr '" -'A + + +Fochlucan + +Bandore + + + + +Arrow of Slaving + + +CHAPTER 7 I TREASURE + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +Magic Item Table C + + +dlOG + +Magic Item + +dlOO + +Magic Item + +01-11 + +Weapon, +2 + +54 + +loun stone (sustenance) + +12-14 + +Figurine of wondrous power (roll dS) + +55 + +Iron bands of Bilarro + + +1 Bronze griffon + +56 + +Armor, +1 leather + + +2 Ebony fly + +57 + +Armor of resistance (leather) + + +3 Golden lions + +58 + +Mace of disruption + + +4 Ivory goats + +59 + +Mace of smiting + + +5 Marble elephant + +60 + +Mace of terror + + +6-7 Onyx dog + +61 + +Mantle of spell resistance + + +8 Serpentine owi + +62 + +Necklace of prayer beads + +15 + +Adamantine armor (breastplate) + +63 + +Periapt of proof against poison + +16 + +Adamantine armor (splint) + +64 + +Ring of animal influence + +17 + +Amulet of health + +65 + +Ring of evasion + +IS + +Armor of vulnerability + +66 + +Ring of feather falling + +19 + +Arrow-catching shield + +67 + +Ring of free action + +20 + +Belt of dwarvenkind + +68 + +Ring of protection + +21 + +Belt of hill giant strength + +69 + +Ring of resistance + +22 + +Berserker axe + +70 + +Ring of spell storing + +23 + +Boots of levitation + +71 + +Ring of the ram + +24 + +Boots of speed + +72 + +Ring of X-ray vision + +25 + +Bowl of commanding water elemental + +73 + +Robe of eyes + +26 + +Bracers of defense + +74 + +Rod of rulership + +27 + +Brazier of commanding fire elemental + +75 + +Rod of the pact keeper, +2 + +28 + +Cape of the mountebank + +76 + +Rope of entanglement + +29 + +Censer of controlling air elemental + +77 + +Armor, +1 scale mail + +30 + +Armor, +1 chain mail + +78 + +Armor of resistance (scale mail) + +31 + +Armor of resistance (chain mail) + +79 + +Shield, +2 + +32 + +Armor, +1 chain shirt + +SO + +Shield of missile attraction + +33 + +Armor of resistance (chain shirt) + +81 + +Staff of charming + +34 + +Cloak of displacement + +82 + +Staff of healing + +35 + +Cloak of the bat + +83 + +Staff of swarming insects + +36 + +Cube offeree + +84 + +Staff of the woodlands + +37 + +Daern's instant fortress + +85 + +Staff of withering + +38 + +Dagger of venom + +86 + +Stone of controlling earth elemental + +39 + +Dimensional shackles + +87 + +Sun blade + +40 + +Dragon slayer + +88 + +Sword of life stealing + +41 + +Elven chain + +89 + +Sword of wounding + +42 + +Flame tongue + +90 + +Tentacle rod + +43 + +Gem of seeing + +91 + +Vicious weapon + +44 + +Giant slayer + +92 + +Wand of binding + +45 + +Glamoured studded leather + +93 + +Wand of enemy detection + +46 + +Helm of teleportation + +94 + +Wand of fear + +47 + +Horn of blasting + +95 + +Wand of fireballs + +48 + +Horn of Valhalla (silver or brass) + +96 + +Wand of lightning bolts + +49 + +Instrument of the bards (Canaith mandolin) + +97 + +Wand of paralysis + +50 + +Instrument of the bards (Cti lyre) + +98 + +Wand of the war mage, +2 + +51 + +loun stone (awareness) + +99 + +Wand of wonder + +52 + +loun stone (protection) + +00 + +Wings of flying + +53 + +loun stone (reserve) + + + + + + + + + + + + + + + + + + +dn oo +66 + +67 + +68 + +69 + +70 + +71 + +72 + +73 + +74 + +75 + +76 + +77 + +78 + +79 + +80 +81 +82 + +83 + +84 + +85 + +86 + +87 + +88 + +89 + +90 + +91 + +92 + +93 + +94 + +95 + +96 + +97 + +98 + +99 +00 + + +Magk Item +Dancing sword +Demon armor +Dragon scale mail +Dwarven plate +Dwarven thrower +Efreeti bottle + +Figurine of wondrous power (obsidian steed) + +Frost brand + +Helm of brilliance + +Horn of Valhalla (bronze) + +Instrument of the bards (Anstruth harp) + +loun stone (absorption) + +loun stone (agility) + +loun stone (fortitude) + +loun stone (insight) + +loun stone (intellect) + +loun stone (leadership) + +loun stone (strength) + +Armor, +2 leather +Manual of bodily health +Manual of gainful exercise +Manual of golems +Manual of quickness of action +Mirror of life trapping +Nine lives stealer +Oathbow + +Armor, +2 scale mall +Spellguard shield +Armor, +1 splint +Armor of resistance (splint) + +Armor, +1 studded leather + +Armor of resistance (studded leather) + +Tome of dear thought + +Tome of leadership and influence + +Tome of understanding + + +Dragon Scale Mail + + +CHAPTER 7 I rRL ASURH + + +Magic Item Table H + + +dlOO + +Magic Item + +01-10 + +Weapon, +3 + +11-12 + +Amulet of the planes + +13-14 + +Carpet of flying + +15-16 + +Crystal ball (very rare version) + +17-18 + +Ring of regeneration + +19-20 + +Ring of shooting stars + +21-22 + +Ring of telekinesis + +23-24 + +Robe of scintillating colors + +25-26 + +Robe of stars + +27-28 + +Rod of absorption + +29-30 + +Rod of alertness + +31-32 + +Rod of security + +33-34 + +Rod of the pact keeper, +3 + +35-36 + +Scimitar of speed + +37-38 + +Shield, +3 + +39-40 + +Staff of fire + +41-42 + +Staff of frost + +43-44 + +Staff of power + +45-46 + +Staff of striking + +47-48 + +Staff of thunder and lightning + +49-50 + +Sword of sharpness + +51-52 + +Wand of polymorph + +53-54 + +Wand of the war mage, +3 + +55 + +Adamantine armor (half plate) + +56 + +Adamantine armor (plate) + +57 + +Animated shield + +58 + +Belt of fire giant strength + +59 + +Belt of frost (or stone) giant stren + +60 + +Armor, -rl breastplate + +61 + +Armor of resistance (breastplate) + +62 + +Candle of invocation + +63 + +Armor, +2 chain mail + +64 + +Armor, +2 chain shirt + +65 + +Cloak of arachnida + + +Manual of +Iron Golems + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +CHAPTER 7 I TREASURE + + +Belt of Storm +Giant Strength + + +dlOO + +Magic Item + +77 + +Apparatus of Kwalish + +78 + +Armor of invulnerability + +79 + +Belt of storm giant strength + +SO + +Cubic gate + +81 + +Deck of many things + +82 + +Efreeti chain + +83 + +Armor of resistance (half plate) + +84 + +Horn of Valhalla (iron) + +85 + +Instrument of the bards (Gllamh harp) + +86 + +loun stone (greater absorption) + +87 + +loun stone (mastery) + +88 + +loun stone (regeneration) + +89 + +Plate armor of etherealness + +90 + +Plate armor of resistance + +91 + +Ring of air elemental command + +92 + +Ring of earth elemental command + +93 + +Ring of fire elemental command + +94 + +Ring of three wishes + +95 + +Ring of water elemental command + +96 + +Sphere of annihilation + +97 + +Talisman of pure good + +98 + +Talisman of the sphere + +99 + +Talisman of ultimate evil + +00 + +Tome of the stilled tongue + + +Magic Item Table I + + +dlOO + +Magic Item + +01-05 + +Defender + +06-10 + +Hammer of thunderbolts + +11-15 + +Luck blade + +16-20 + +Sword of answering + +21-23 + +Holy avenger + +24 “2 6 + +Ring of djinni summoning + +27-29 + +Ring of invisibility + +30-32 + +Ring of spell turning + +33-35 + +Rod of lordly might + +36-38 + +Staff of the magi + +39-41 + +Vorpal sword + +42-43 + +Belt of cloud giant strength + +44-45 + +Armor, +2 breastplate + +46-47 + +Armor, +3 chain mail + +48-49 + +Armor, +3 chain shirt + +50-51 + +Cloak of invisibility + +52-53 + +Crystal ball (legendary version) + +54-55 + +Armor, +1 half plate + +56-57 + +Iron flask + +58-59 + +Armor, +3 leather + +60-61 + +Armor, +1 plate + +62-63 + +Robe of the archmagi + +64-65 + +Rod of resurrection + +66-67 + +Armor, +1 scale mail + +68-69 + +Scarab of protection + +70-71 + +Armor, +2 splint + +72-73 + +Armor, +2 studded leather + +74-75 + +Well of many worlds + +76 + +Magic armor (roll dl2) + + +1-2 Armor, 4-2 half plate + +3-4 Armor, +2 plate + +5-6 Armor, +3 studded leather + + +7-8 Armor, +3 breastplate + +9-10 Armor, +3 splint + + +11 Armor, +3 half plate + +12 Armor, -1-3 plate + + +Canole of +Invocation + + +Plate Armor +of Resistance + + + + + + + + + + + + + + + + + +Amulet of Health + + + +Alchemy Jug + + +Amulet of Proof a6ain>* +Detection and Location + + +Magic Items A-Z + + +Magic items are presented in alphabetical order. A +magic item's description gives the item's name, its +category, its rarity, and its magical properties. + +Adamantine Armor + +Armor (medium or heavy, but not hide), uncommon + +This suit of armor is reinforced with adamantine, one +of the hardest substances in existence. While you're +wearing it, any critical hit against you becomes a +normal hit. + +AlchemyJug + + +Ammunition, +1, +2, or +3 + +Weapon (any ammunition), uncommon (+!)< rare (+2), or +very rare (+3) + +You have a bonus to attack and damage rolls made +with this piece of magic ammunition. The bonus is +determined by the rarity of the ammunition. Once it hits +a target, the ammunition is no longer magical. + +Amulet of Health + +Wondrous item , rare (requires attunement) + +Your Constitution score is 19 while you wear this +amulet. It has no effect on you if your Constitution is +already 19 or higher. + + +Amulet of the + + +Wondrous item, uncommon + +This ceramic jug appears to be able to hold a gallon +of liquid and weighs 12 pounds whether full or empty. +Sloshing sounds can be heard from within the jug when +it is shaken, even if the jug is empty. + +You can use an action and name one liquid from the +table below to cause the jug to produce the chosen +liquid. Afterward, you can uncork the jug as an action +and pour that liquid out t up to 2 gallons per minute. The +maximum amount of liquid the jug can produce depends +on the liquid you named. + +Once the jug starts producing a liquid, it can t produce +a different one, or more of one that has reached its +maximum, until the next dawn. + + +Liquid + +Max Amount + +Liquid + +Max Amount + +Acid + +8 ounces + +Oil + +1 quart + +Basic poison + +1/2 ounce + +Vinegar + +2 gallons + +Beer + +4 gallons + +Water, fresh + +S gallons + +Honey + +1 gallon + +Water, salt + +12 gallons + +Mayonnaise + +2 gallons + +Wine + +1 gallon + + +Amulet of Proof against Detection +and Location + +Wondrous item, uncommon (requires attunement) + +While wearing this amulet, you are hidden from +divination magic. You can t be targeted by such magic or +perceived through magical scrying sensors. + +Amulet of the Planes + +Wondrous Item, very rare (requires attunement) + +While wearing this amulet, you can use an action to +name a location that you are familiar with on another +plane of existence. Then make a DC 15 Intelligence +check. On a successful check, you cast the plane shift +spell. On a failure, you and each creature and object +within 15 feet of you travel to a random destination. + +Roll a dlOO. On a 1-60, you travel to a random location +on the plane you named. On a 61 100, you travel to a +randomly determined plane of existence. + + + +CHAPTER 7 + + +TREASURE + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +Apparatus of Kwalish + + + +Animated Shield + + +A creature in the compartment can use an 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 + + +Animated Shield + + +Armor (shhld) t very rare (requires attunement) + + +shown in the Apparatus of Kwalish Levers table. + + +While holding this shield, you can speak its command +word as a bonus action to cause it to animate. The shield +leaps into the air and hovers in your space to protect +you as if you were wielding it, leaving your hands free. +The shield remains animated for 1 minute t until you +use a bonus action to end this effect, or until you are +incapacitated or die, at which point the shield falls to the +ground or into your hand if you have one free. + +Apparatus of Kwalish + +Wondrous item legendary + +This item first appears to be a Large sealed iron barrel +weighing 500 pounds. The barrel has a hidden catch, +which can be found with a successful DC 20 Intelligence +(Investigation) check. Releasing the catch unlocks a +hatch at one end of the barrel, allowing two Medium or +smaller creatures to crawl inside. Ten levers are set in +a row at the far end, each in a neutral position, able to +move either up or down. When certain levers are uscd t +the apparatus transforms to resemble a giant lobster. + +The apparatus of Kwalish is a Large object with the +following statistics: + +Armor Class: 20 +Hit Points: 200 + +Speed: 30 ft., swim 30 ft. (or 0 ft. for both if the legs and +tail aren't extended) + +Damage Immunities: poison, psychic + +To be used as a vehicle, the apparatus requires one pilot. +While the apparatus's hatch is closed, the compartment +is airtight and watertight. The compartment holds +enough air for 10 hours of breathing, divided by the +number of breathing creatures inside. + +The apparatus floats on water. It can also go +underwater to a depth of 900 feet. Below that, the +vehicle takes 2d6 bludgeoning damage per minute +from pressure. + + +APPARATUS OF KWALISH LEVERS + +Lever Up Down + + +1 Legs and tail extend, +allowing the apparatus to +walk and swim. + +2 Forward window shutter +opens, + +3 Side window shutters +open (two per side), + +4 Two claws extend from +the front sides of the +apparatus, + +5 Each extended daw +makes the following +melee weapon attack: + ++8 to hit, reach 5 ft,, +one target. Hit: 7 (2d6) +bludgeoning damage, + +6 The apparatus walks or +swims forward. + +7 The apparatus turns 90 +degrees left. + +S Eyelike fixtures emit + +bright light in a 30-foot +radius and dim light for +an additional 30 feet, + +9 The apparatus sinks as +much as 20 feet in liquid. + +10 The rear hatch unseals +and opens. + + +Legs and tail retract, +reducing the apparatus's +speed to 0 and making +it unable to benefit from +bonuses to speed. +Forward window shutter +doses. + +Side window shutters +close (two per side). + +The claws retract. + +Each extended daw +makes the following +melee weapon attack: + ++8 to hit, reach 5 ft., one +target. Hit: The target is +grappled (escape DC 15}. +The apparatus walks or +swims backward. + +The apparatus turns 90 +degrees right. + +The light turns off, + + +The apparatus rises up to +20 feet in liquid. + +The rear hatch doses +and seals. + + +CHAPTER 7 I TREASURE + + + + + + + + + + + + + + +AfiMon of +Cold Resistance + + + +Armor, +1, +2, or +3 + +Armor (light medium, or heavy), rare (+1), very rare (+2), +or legendary (+3) + +You have a bonus to AC while wearing this armor* The +bonus is determined by its rarity. + + +Armor of Invulnerability + +Armor (plate), legcndary (requires attunement) + + +You have resistance to non magical damage while you +wear this armor Additionally, you can use an action to +make yourself immune to nonmagical damage for 10 +minutes or until you are no longer wearing the armor +Once this special action is used, it can't be used again +until the next dawn. + + +Armor of Resistance + +Armor (light, medium, or heavy), rare (requires +at tunement) + + +You have resistance to one type of damage while +you wear this armor. The DM chooses the type or +determines it randomly from the options below. + + +dlO Damage Type + +1 Acid + +2 Cold + +3 Fire + +4 Force + +5 Lightning + + +dlO Damage Type + +6 Necrotic + +7 Poison + +8 Psychic + +9 Radiant + +10 Thunder + + +Armor of Vulnerability +Armor (plate), rare (requires attunement) + +While wearing this armor, you have resistance to one +of the following damage types: bludgeoning, piercing, +or slashing. The DM chooses the type or determines +it randomly. + +Curse. This armor is cursed, a fact that is revealed +only when an identify spell is cast on the armor or you +attune to it* Attuning to the armor curses you until you +are targeted by the remove curse spell or similar magic: +removing the armor fails to end the curse. While curse +you have vulnerability to two of the three damage types +associated with the armor (not the one to which it gran:- +resistance). + +Arrow-Catching Shield + +Armor (shield), rare (requires attunement) + +You gain a +2 bonus to AC against ranged attacks while +you wield this shield. This bonus is in addition to the +shield's normal bonus to AC. In addition, whenever an +attacker makes a ranged attack against a target within +5 feet of you, you can use your reaction to become the +target of the attack instead. + +Arrow of Slaying + +Weapon (arrow), very rare + +An arrow o f slaying is a magic w eapon meant to slay +a particular kind of creature. Some are more focused +than others: for example, there are both arrows of +dragon slaying and arrows of blue dragon slaying. If a +creature belonging to the type* race, or group associated +with an arrow of slaying takes damage from the arrow, +the creature must make a DC 17 Constitution saving +throw, taking an extra 6d 10 piercing damage on a failed +save, or half as much extra damage on a successful one. + +Once an arrow of slaying deals its extra damage to a +creature, it becomes a nonmagical arrow. + +Other types of magic ammunition of this kind exist, +such as bolts of slaying meant for a crossbow, though +arrows are most common. + +Bag of Beans +Wondrous item, rare + +Inside this heavy cloth bag are 3d4 dry beans. The +bag weigtfe 1/2 pound plus 1/4 pound for each bean +it contains* + +If you dump the bag's contents out on the ground, they +explode in a 10-foot radius, extending from the beans. +Each creature in the area, including you, must make a +DC 15 Dexterity saving throw, taking 5d4 fire damage +on a failed save, or half as much damage on a successful +one* The fire ignites flammable objects in the area that +aren't being worn or carried. + +If you remove a bean from the bag. plant at in dirt or +sand, and then water it, the bean produces an effect +1 minute later from the ground where it was planted. + +The DM can choose an effect from the following table, +determine it randomlv. or create an effect. + + +CHAPTER 7 ! TREASURE + + + + + + + + + +Sag op Holoim# + + +dlOO Effect + +01 5d4 toadstools sprout. If a. creature eats a + +toadstool, roll any die. On an odd roll, the eater +must succeed on a DC 15 Constitution, saving +throw or take 5d6 poison damage and become +poisoned for 1 hour. On an even roll, the eater +gains Sd6 temporary hit points for 1 hour. + +□2—10 A geyser erupts and spouts water, beer, berry juice, +tea, vinegar, wine, or oil (DM's choice) 30 feet into +the air for ld!2 rounds. + +-20 A treant sprouts (see the Monster Manual for +statistics). There's a 50 percent chance that the +treant is chaotic evil and attacks. + +2 '-30 An animate, immobile stone statue in your likeness +rises. It 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 blue flames springs forth and +burns for 24 hours (or until it is extinguished). + +41 -50 IdG + 6 shnekers sprout (see the Monster Manual +for statistics), + +51-60 1 d4 + 8 bright pink toads crawl forth. Whenever + +a toad is touched, it transforms into a Large or +smaller monster of the DM's choice. The monster +remains for 1 minute, then disappears in a puff of +bright pink smoke. + +51-70 A hungry bulette (see the Monstar Manual for +statistics) burrows up and attacks. + +’1-80 A fruit tree grows, tt has IdlO + 20 fruit, IdS of + +which act as randomly determined magic potions, +white one acts as an ingested poison of the DM's +choice. The tree vanishes after 1 hour. Picked fruit +remains, retaining any magic for 30 days. + +81 -90 A nest of 1d4 -f 3 eggs springs up. Any creature +that eats an egg must make a DC 20 Constitution +saving throw. On a successful save, a creature +permanently increases its lowest ability score by 1, +randomly choosing among equally low scores. On +a failed save, the creature takes 1 Od6 force damage +from an internal magical explosion. + +91-99 A pyramid with a 60-foot-square base bursts +upward. Inside is a sarcophagus containing +a mummy lord (see the Monster Manual for +statistics). The pyramid is treated as the mummy +lord's lair, and its sarcophagus contains treasure of +the DM's choice. + +00 A giant beanstalk sprouts, growing to a height +of the DM's choice. The top leads where the DM +chooses, such as to a great view, a cloud giant's +castle, or a different plane of existence. + + + +Bag of +Devouring + + +Bag of Devouring +Wondrous item „ very rare + + +This bag superficially resembles a bag of holding but is a +feeding orifice fora gigantic extradimensional creature. + +Turning the bag inside out closes the orifice. + +The extradimensional creature attached to the bag +can sense whatever is placed inside the bag. Animal or +vegetable matter placed wholly in the bag is devoured +and lost forever. When part of a living creature is placed +in the bag, as happens when someone reaches inside it. +there is a 50 percent chance that the creature is pulled +inside the bag. A creature inside the bag can use its +action to try to escape with a successful DC 15 Strength +cheek. Another creature can use its action to reach into +the bag to pull a creature out. doing so with a successful +DC 20 Strength check (provided it isn't pulled inside the +bag first). Any creature that starts its turn inside the bag +is devoured, its body destroyed. + +Inanimate objects can he stored in the bag. which +can hold a cubic foot of such material. However, once +each day. the bag swallows any objects inside it and +spits them out into another plane of existence. The DM +determines the time and plane. + +If the bag is pierced or torn, it is destroyed, and +anything contained within it is transported to a random +location on the Astral Plane. + +Bag of Holding + +Wondrous item, uncommon + +This bag has an interior space considerably larger +than its outside dimensions, roughly 2 feet in diameter +at the mouth and 4 feet deep. The bag can hold up to +500 pounds, not exceeding a volume of 64 cubic feet. + +The bag weighs 15 pounds t regardless of its contents. + +Retrieving an item from the bag requires an action. + +If the bag is overloaded, pierced, or torn, it ruptures +and is destroyed, and its contents are scattered in the + +CHAPTER 7 I TREASURE + +^55 + + + + + + +Be + + +S + + +L-T + + +O + + +Sire + + +G + + +Cray Bag of Tricks + + +d8 + +Creature + +dS + +Creature + +1 + +Weasel + +5 + +Panther + +2 + +Giant rat + +6 + +Giant badger + +3 + +Badger + +7 + +Dire wolf + +4 + +Boar + +S + +Giant elk + +Rust Bag of Tricks + + + +dS + +Creature + +dS + +Creature + +1 + +Rat + +5 + +Giant goat + +2 + +Owl + +Mastiff + +6 + +Giant boar + +3 + +7 + +Lion + +4 + +Goat + +S + +Brown bear + +Tan Bag of Tricks + + + +dS + +Creature + +dS + +Creature + +i + +jackal + +5 + +Black bear + +2 + +Ape + +6 + +Giant weasel + +3 + +Baboon + +7 + +Giant hyena + +4 + +Axe beak + +S + +Tiger + + +Bead of Force + +Wondrous item, rare + +This small black sphere measures 3/4 of an inch in +diameter and weighs an ounce. Typically, td4 + 4 beads +offeree are found together. + +You can use an action to throw the bead up to 60 +feet. The bead explodes on impact and is destroyed. +Each creature within a 10-foot radius of where the bead +landed must succeed on a DC 15 Dexterity saving throw +or take 5d4 force damage. A sphere of transparent +force then encloses the area for 1 minute. Any creature +that failed the save and is completely within the area is +trapped inside this sphere. Creatures that succeeded +on the save, or are partially within the area, are pushed + + +CHAPTER 7 I TREASURE + + +Bag of Tricks + +Wondrous item, uncommon + + +This ordinary bag, made from gray, rust, or tan cloth, +appears empty Reaching inside the bag, however, +reveals the presence of a small, fuzzy object. The bag +weighs 1/2 pound. + +You can use an action to pull the fuzzy object from the +bag and throw it up to 20 feet. When the object lands, +it transforms into a creature you determine by rolling +a d8 and consulting the table that corresponds to the +bag s color. See the Monster Manual for the creature’s +statistics. + +The creature is friendly to you and your companions, +and it acts on your turn* You can use a bonus action to +command how T the creature moves and what action ir +takes on its next turn, or to give it genera! orders, such +as to attack your enemies. In the absence of such orders, +the creature acts in a fashion appropriate to its nature. + +Once three fuzzy objects have been pulled from the +bag, the bag can’t be used again until the next dawn. + + +Astral Plane* If the bag is turned inside out, its contents +spill forth, unharmed, but the bag must be put right +before it can be used again* Breathing creatures inside +the bag can survive up to a number of minutes equal +to 10 divided by the number of creatures (minimum 1 +minute), after which time they begin to suffocate* +Placing a bag of holding inside an extradimensional +space created by a Howards handy haversack, portable +hole , or similar item instantly destroys both items and +opens a gate to the Astral Plane. The gate originates +where the one item was placed inside the other* Any +creature within 10 feet of the gate is sucked through it +to a random location on the Astra! Plane* The gate then +closes. The gate is one-way only and can’t be reopened* + + + + + + + + + + + + + + + + + +The bch of stone giant strength and the belt of frost giant +strength look different but they have the same effect* + + + +Boots of +Elvenkind + + +away from the center of the sphere until they are no +longer inside it. Only breathable air can pass through +:he sphere’s wall. No attack or other effect can. + +An enclosed creature can use its action to push +against the sphere's wail, moving the sphere up to half +■he creature's walking speed. The sphere can be picked +up, and its magic causes it to weigh only 1 pound, +regardless of the weight of creatures inside. + +Belt of Dwarvenkind + + +Type + +Strength + +Rarity + +Hifl giant + +21 + +Rare + +Stone/frost giant + +23 + +Very rare + +Fire giant + +25 + +Very rare + +Cloud giant + +27 + +Legendary + +Storm giant + +29 + +Legendary + + +Berserker Axe + +Weapon (any axe), rare (requires attunement) + +You gain a +1 bonus to attack and damage rolls made +with this magic weapon. In addition, while you are +attuned to this weapon, your hit point maximum +increases by 1 for each level you have attained. + +Curse . This axe is cursed, and becoming attuned to it +extends the curse to you* As long as you remain cursed, +you are unwilling to part with the axe, keeping it within +reach at all times* You also have disadvantage on attack +rolls with weapons other than this one, unless no foe is +within 60 feet of you that you can see or hear. + +Whenever a hostile creature damages you while the +axe is in your possession* you must succeed on a DC 15 +Wisdom saving throw or go berserk* While berserk, you +must use your action each round to attack the creature +nearest to you with the axe. If you can make extra +attacks as part of the Attack action, you use those extra +attacks, moving to attack the next nearest creature after +you fell your current target. If you have multiple possible +targets, you attack one at random* You are berserk until +you start your turn with no creatures within 60 feet of +you that you can see or hear. + + +Wondrous item, rare (requires attunement) + +W hile wearing this belL. you gain the follow ing benefits: + +- Your Constitution score increases by 2* to a +maximum of 20* + +' You have advantage on Charisma (Persuasion) checks +made to interact with dwarves. + +In addition, while attuned to the belt, you have a 50 +percent chance each day at dawn of grow ing a full beard +if you're capable of growing one, or a visibly thicker +beard if you already have one. + +If you aren’t a dwarf, you gain the following additional +benefits while wearing the belt: + +- You have advantage on saving throws against poison, +and you have resistance against poison damage. + +* You have darkvision out to a range of 60 feet. + +* You can speak* read, and w rite Dwarvish, + +Belt of Giant Strength + +Wondrous item, rarity varies (requires attunement) + +While wearing this belt* your Strength score changes to +a score granted by the belt. If your Strength is already +equal to or greater than the belt's score, the item has no +effect on you. + +Six varieties of this belt exist, corresponding with and +having rarity according to the six kinds of true giants. + + +Boots of Elvenkind + +Wondrous item, uncommon + +While you wear these boots, your steps make no sound, +regardless of the surface you are moving across. You +also have advantage on Dexterity (Stealth) checks that +rely on moving silently. + +Boots of Levitation + +Wondrous item, rare (requires attunement) + +While you wear these boots* you can use an action to +cast the levitate spell on yourself at will. + +Boots of Speed + +Wondrous item , rare (requires attunement) + +While you wear these boots, you can use a bonus action +and click the boots' heels together, Jf you do, the boots +double vour walking speed, and any creature that makes +an opportunity attack against you has disadvantage on +the attack roll. If you click your heels together again, you +end the effect* + +When the boots' property has been used for a total of +10 minutes* the magic ceases to function until you finish +a long rest. + + +CHAPTER 7 + + +treasure + + + + + + + + + + + + + + + + + + + + + + + +Bn aher of Commanding +Fire Elemental* + + + +Boots of Striding and Springing + +Wondrous item, uncommon (requires attunement) + +While you wear these hoots* your walking speed +becomes 30 feet* unless your walking speed is higher, +and your speed isn't reduced if you are encumbered +or wearing heavy armor. In addition* you can jump +three times the normal distance, though you can’t jump +farther than your remaining movement would allow. + +Boots of the Winterlands + +Wondrous item, uncommon (requires attunement) + +These furred boots are snug and feel quite warm* While +you wear them* you gain the following benefits; + +* You have resistance to cold damage* + +* You ignore difficult terrain created by ice or snow. + +- You can tolerate temperatures as low as —50 degrees +Fahrenheit without any additional protection. If you +wear heavy clothes, you can tolerate temperatures as +low as -100 degrees Fahrenheit* + +Bowl of Commanding Water Elementals + +Wondrous item t rare + +While this bowl is filled with water, you can use an +action to speak the bowl's command word and summon +a water elemental, as if you had cast the conjure +elemental spell* The bowl can't be used this way again +until the next dawn. + +The bowl is about 1 foot in diameter and half as deep. +It weighs 3 pounds and holds about 3 gallons. + +Bracers of Archery + +Wondrous item , uncommon (requires attunement) + +While wearing these bracers, you have proficiency +with the longbow and shortbow* and you gain a +2 +bonus to damage rolls on ranged attacks made with +such weapons. + + +Boots of the +Winterlands + + +Bowl of Command s +Water Elemental + + +Bracers of Defense + +Wondrous item, rare (requires attunement) + +While wearing these bracers, you gain a +2 bonus to AC +it you are wearing no armor and using no shield. + +Brazier of Commanding Fire Elementals +Wondrous item, rare + +While a fire burns in this brass brazier, you can use +an action to speak the brazier's command word and +summon a fire elemental* as if you had cast the conjure +elemental spell. The brazier can't be used this way agair +until the next dawn* + +The brazier weighs 5 pounds* + +Brooch of Shielding + +Wondrous item „ uncommon (requires attunement) + +While wearing this brooch, you have resistance to force +damage* and you have immunity to damage from the +magic missile spell. + +Broom of Flying +Wondrous item, uncommon + +This wooden broom, which weighs 3 pounds* functions +like a mundane broom until you stand astride it and +speak its command word. It then hovers beneath you +and can be ridden in the air. It has a flying speed of 50 +feet It can carry up to 400 pounds, but its flying speed +becomes 30 feet while carrying over 200 pounds. The +broom stops hovering when you land. + +You can send the broom to travel alone to a +destination within 1 mile of you if you speak the +command word, name the location, and are familiar +with that place. The broom comes back to you when you +speak another command word, provided that the broom +is still within 1 mile of you. + + +CHAPTER 7 ; TREASURE + + + + + + + + + + + + + + + + + + + + + + + + +Boors of Strip ng +and Springing + + +Mountebank + + +Candle of Invocation + +Wondrous item. very rare (requires attunemein) + +This slender taper is dedicated to a deity and shares +that deity's alignment. The candle’s alignment can +be detected with the detect evil and good spell The +DM chooses the god and associated alignment or +determines the alignment randomly. + + +d2Q + +Alignment + +d20 + +Alignment + +1-2 + +Chaotic evil + +10-11 + +Neutral + +3-4 + +Chaotic neutral + +12-13 + +Neutral good + +5-7 + +Chaotic good + +14-15 + +Lawful evil + +8-9 + +Neutral evil + +16-17 + +18-20 + +Lawful neutral +Lawful good + + +The candle’s magic is activated when the candle is lit, +which requires an action. After burning for 4 hours, the +candle is destroyed. You can snuff it out early for use at +a later time. Deduct the ti me it burned in increments of +1 minute from the candle's total burn time. + +While lit, the candle sheds dim light in a 30-foot +radius. Any creature within that light whose alignment +matches that of the candle makes attack rolls, saving +throws, and ability checks with advantage. In addition, a +cleric or druid in the light whose alignment matches the +candle’s can cast Ist-level spells he or she has prepared +without expending spell slots, though the spells effect is +as if cast with a Ist-level slot. + +Alternatively, when you light the candle for the first +time, you can cast the gate spell with it. Doing so +destroys the candle. + +Cap of Water Breathing + +\ Vondrous item t uncommon + +While wearing this cap underwater, you can speak its +command word as an action to create a bubble of air + + +Brooch +of Shielding + + +around your head. It allows you to breathe normally +underwater. This bubble stays with you until you speak +the command word again, the cap is removed, or you are +no longer underwater. + +Cape of the Mountebank +Wondrous item , rare + +This cape smells faintly of brimstone. While wearing +it, you can use it to cast the dimension door spell as an +action. This property of the cape can t be used again +until the next dawn. + +When you disappear, you leave behind a cloud of +smoke, and you appear in a similar cloud of smoke at +your destination. The smoke lightly obscures the space +you left and the space you appear in, and it dissipates +at the end of your next turn. A light or stronger wind +disperses the smoke. + +Carpet of Flying +Wondrous item, very rare + +You can speak the carpet’s command word as an action +to make the carpet hover and fly. It moves according to +your spoken directions, provided that you are within 30 +feet of it. + +Four sizes of carpet of dying exist. The DM chooses +the size of a given carpet or determines it randomly. + + +dlOO + +Size + +Capacity + +Flying Speed + +01-20 + +3 ft. x 5 ft. + +200 lb. + +SO feet + +21-55 + +4 ft. x 6 ft. + +400 lb. + +60 feet + +56-80 + +5 ft. x 7 ft. + +600 lb. + +40 feet + +81-100 + +6 ft, x 9 ft. + +800 lb. + +30 feet + + +A carpet can carry up to twice the weight shown on +the table, but it flies at half speed if it carries more than +its normal capacity. + + +15 7 + + + +CHAPTER 7 I TREASURE + + + + + + + + + + + + +Censer of Controlling Air Elementals + +Wondrous item, rare + +While incense is burning in this censer, you can use +an action to speak the censer's command word and +summon an air elemental, as if you had cast the conjure +elemental spell. The censer can't be used this way again +until the next dawn. + +This 6-inch-wide, 1-foot-high vessel resembles a +chalice with a decorated lid* It weighs 1 pound. + +Chime of Opening +Wondrous item, rare + +This hollow metal tube measures about I foot long and +weighs I pound. You can strike it as an action, pointing +it at an object within 120 feet of you that can be opened, +such as a door, lid, or lock. The chime issues a clear +tone, and one lock or latch on the object opens unless +the sound can't reach the object* If no locks or latches +remain, the object itself opens. + +The chime can be used ten times. After the tenth time, +it cracks and becomes useless. + +Circlet of Blasting + +Wondrous item * uncommon + +While wearing this circlet, you can use an action to +cast the scorching ray spell with it* When you make the +spell's attacks* you do so with an attack bonus of +5, The +circlet can't be used this way again until the next dawn. + +Cloak of Arachnida + +Wondrous item, very rare (requires attunement) + +This fine garment is made of black silk interwoven with +faint silvery threads. While wearing it, you gain the +following benefits: + +* You have resistance to poison damage* + +* You have a climbing speed equal to your +walking speed, + +CHAPTER 7 I TREASURE + + +* You can move up. down, and across vertical surfaces +and upside down along ceilings, while leaving your +hands free* + +* You can't be caught in webs of any sort and can move +through webs as if they were difficult terrain* + +* You can use an action to cast the web spell (save DC + +13), The web created by the spell fills twice its normal +area. Once used, this property of the cloak can t be +used again until the next dawn. + +Cloak of Displacement + +Wondrous item, rare (requires attunement) + +While you wear this cloak, it projects an illusion that +makes you appear to be standing in a place near +your actual location, causing any creature to have +disadvantage on attack rolls against you* If you take +damage, the property ceases to function until the +start of your next turn. This property is suppressed +while you are incapacitated, restrained, or otherwise +unable to move. + +Cloak of Elvenkind + +Wondrous item , uncommon (requires attunement) + +While you wear this cloak with its hood up* Wisdom +(Perception) checks made to see you have disadvantage* +and you have advantage on Dexterity (Stealth) checks +made to hide, as the cloak s color shifts to camouflage +you. Pulling the hood up or down requires an action. + +Cloak of Invisibility + +Wondrous item , legendary (requires attunement) + +While wearing this cloak, you can pull its hood over +your head to cause yourself to become invisible* While +you are invisible, anything you are carrying or wearing +is invisible with you. You become visible when you cease +wearing the hood. Pulling the hood up or down requires +an action. + + +Cloak of Elvenkind + + + + +Cloak of +Protection + + + + + + + + + + + + + + + +Ch IMF OF + +Opening + + +Deduct the time you are invisible, in increments of 1 +minute, from the cloak's maximum duration of 2 hours. +After 2 hours of use* the cloak ceases to function. For +every uninterrupted period of 12 hours the cloak goes +unused, it regains 1 hour of duration. + +Cloak of Protection + +1 Vondrous item, uncommon (requires attunement) + +You gain a +1 bonus to AC and saving throws while you +wear this cloak. + +Cloak of the Bat +1 Vondrous item, rare (requires attunement) + +While wearing this cloak, you have advantage on +Dexterity (Stealth) checks. In an area of dim light or +darkness, you can grip the edges of the cloak with both +hands and use it to fly at a speed of 40 feet, if you ever +fail to grip the cloak's edges while Hying in this way, or if +you are no longer in dim light or darkness, you lose this +flying speed. + +While wearing the cloak in an area of dim light or +darkness, you can use your action to cast polymorph on +yourself, transforming into a bat. While you are in the +form of the bat, you retain your Intelligence, Wisdom, +and Charisma scores. The cloak can't be used this way +again until the next dawn. + +Cloak of the Manta Ray + +l 1 bndrous item, uncommon + +While wearing this cloak with its hood up, you can +real he underwater, and you have a swimming speed of +60 feet. Pulling the hood up or down requires an action. + + +CHAPTER 7 I TREASURK + + +Crystal Ball + +Wondrous item, very rare or legendary +(requires attunement) + +The typical crystal ball , a very rare +item, is about 6 inches in diameter. While +touching it, you can cast the scrying spell +(save DC 17) with it. + +The following crystal ball variants are legendary +items and have additional properties. + +Crystal Ball of Mind Reading, You can use an action +to cast the detect thoughts spell (save DC 17) while you +are scrying with the crystal bail , targeting creatures you +can see within 30 feet of the spell's sensor. You don't +need to concentrate on this detect thoughts to maintain +it during its duration, but it ends if scrying ends. + +Crystal Bail of Telepathy. While scrying with the +crystal ball, you can communicate telepathic ally with +creatures you can see within 30 feet of the spell's +sensor You can also use an action to cast the suggestion +spell (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. Once used, the suggestion power of the +crystal ball can't be used again until the next dawn. + +Crystal Ball of True Seeing. While scrying with the +crystal ball, you have truesight with a radius of 120 feet +centered on the spell's sensor. + + +Cure of Force + +Wondrous item , rare (requires attunement) + +This cube is about an inch across. Each face has a +distinct marking on it that can be pressed. The cube +starts with 36 charges, and it regains Id20 expended +charges daily at dawn. + +You can use an action to press one of the cube's faces, +expending a number of charges based on the chosen +face, as shown in the Cube of Force Faces table. Each + + + + + + + + + + + + +Cubic Gate + +Wondrous item, legendary + +This cube is 3 inches across and radiates palpable +magical energy. The six sides of the cube are each +keyed to a different plane of existence, one of which is +the Material Plane. The other sides are linked to plane- +determined by the DM. + +You can use an action to press one side of the cube tc +cast the gate spell with it, opening a portal to the plane +keyed to that side. Alternatively, if you use an action to +press one side twice, you can cast the plane shift spell +(save DC 17) with the cube and transport the targets to +the plane keyed to that side. + +The cube has 3 charges. Each use of the cube expends +1 charge. The cube regains ld3 expended charges +daily at dawn, + +Daern’s Instant Fortress + +Wondrous item, rare + +You can use an action to place this ldnch metal cube +on the ground and speak its command word. The cube +rapidly grows into a fortress that remains until you use +an action to speak the command word that dismisses it. +which works only if the fortress is empty. + +The fortress is a square tower, 20 feet on a side +and 30 feet high, with arrow slits on all sides and a +battlement atop it. Its interior is divided into two floors, +with a ladder running along one wall to connect them. +The ladder ends at a trapdoor leading to the roof. When +activated, the tower has a small door on the side facing +you. The door opens only at your command, which +you can speak as a bonus action, h is immune to the +knock spell and similar magic, such as that of a chime +of opening. + +Each creature in the area where the fortress appears +must make a DC 15 Dexterity saving throw, taking +lOdlO bludgeoning damage on a failed save, or half +as much damage on a successful one. In either case, +the creature is pushed to an unoccupied space outside +but next to the fortress. Objects in the area that aren't +being worn or carried take this damage and are pushed +automatically. + + +Cubic Gate + + +face has a different effect. If the cube has insufficient +charges remaining, nothing happens. Otherwise, a +barrier of invisible force springs into existence, forming +a cube 15 feet on a side. The barrier is centered on you, +moves with you, and lasts for 1 minute, until you use an +action to press the cube's sixth face, or the cube runs +out of charges. You can change the barrier's effect by +pressing a different face of the cube and expending the +requisite number of charges, resetting the duration. + +If your movement causes the barrier to come into +contact with a solid object that cant pass through the +cube, you cank move any closer to that object as long as +the barrier remains. + +Cube of Force Faces + +Face Charges Effect + +1 1 Cases, wind, and fog can't pass through + +the barrier, + +2 2 Nonliving matter can’t pass through the + +barrier Walls, floors, and ceilings can + +pass through at your discretion. + +3 3 Living matter can't pass through the + +barrier, + +4 4 Spell effects can’t pass through the + +barrier, + +5 5 Nothing can pass through the barrier. + +Walls, floors, and ceilings can pass + +through at your discretion. + +6 0 The barrier deactivates. + +The cube loses charges when the barrier is targeted +by certain spells or comes into contact with certain spell +or magic item effects, as shown in the table below. + +Spell or Item Charges Lost + +Disintegrate ld!2 + +Horn of blasting IdlG + +Passwall ld6 + +Prismatic spray ld20 + +Wall office ld4 + + +CHAPTER 7 TREASURE + + +Lbo + + + + + + + + + + + + + + + + + + + +Dancing Sword + +Weapon (any sword), very rare (requires attunement) + +You can use a bonus action to toss this magic sword into +the air and speak the command word. When you do so, + +■ he sword begins to hover, flies up to 30 feet, and attacks +:me creature of your choice within 5 feet of it. The +sword uses your attack roll and ability score modifier to +damage rolls. + +While the sword hovers, you can use a bonus action to +cause it to fly up to 30 feet to another spot within 30 feet +cf you. As part of the same bonus action, you can cause +the sword to attack one creature within 5 feet of it. + +After the hovering sword attacks for the fourth time, it +dies up to 30 feet and tries to return to your hand. If you +have no hand free, it falls to the ground at your feet. If +the sword has no unobstructed path to you, it moves as +use to you as it can and then falls to the ground. It also +ceases to hover if you grasp it or move more than 30 feet +vav from it. + + +CHAPTER 7 I TREASU RE + + +The tower is made of adamantine, and its magic +prevents it from being tipped over. The roof, the door, +and the walls each have 100 hit points, immunity to +damage from non magical weapons excluding siege +weapons, and resistance to all other damage. Only a +wish spell can repair the fortress (this use of the spell +counts as replicating a spell of 8th level or lower). Each +casting of wish causes the roof t the door, or one wall to +regain 50 hit points. + + +Dagger of Venom +\ Ye&pon (dagger), rare + +You gain a +1 bonus to attack and damage rolls made +with this magic weapon. + +You can use an action to cause thick, black poison +to coat the blade. The poison remains for 1 minute +or until an attack using this weapon hits a creature. +That creature must succeed on a DC 15 Constitution +saving throw or take 2d 10 poison damage and become +poisoned for 1 minute. The dagger can't be used this +way again until the next dawn. + + +Decanter of Endless Water + +Wondrous item, uncommon + +This stoppered flask sloshes when shaken, as if it +contains water. The decanter weighs 2 pounds, + +You can use an action to remove the stopper and +speak one of three command words, whereupon an +amount of fresh water or salt water (your choice) pours +out of the flask. The water stops pouring out at the start +of your next turn. Choose from the following options: + +* “Stream" produces 1 gallon of water, + +* '‘Fountain ' produces 5 gallons of water. + +* “Geyser" produces 30 gallons of water that gushes +forth in a geyser 30 feet long and 1 foot wide. As a +bonus action while holding the decanter, you can aim +the geyser at a creature you can see within 30 feet of +you. The target must succeed on a DC 13 Strength +saving throw or take ld4 bludgeoning damage and fall +prone. Instead of a creature, you can target an object +that isn't being worn or carried and that weighs no +more than 200 pounds. The object is either knocked +over or pushed up to 15 feet away from you. + +Deck of Illusions + +Wondrous item, uncommon + +This box contains a set of parchment cards. A full +deck has 34 cards. A deck found as treasure is usually +missing ld20- 1 cards. + +The magic of the deck functions only if cards are +drawn at random (you canusean altered deck of playing +cards to simulate the deck). You can use an action to +draw a card at random from the deck and throw it to the +ground at a point within 30 feet of you. + +An illusion of one or more creatures forms over the +thrown card and remains until dispelled. An illusory +creature appears real, of the appropriate size, and +behaves as if it were a real creature (as presented in the +Monster Manual ) t except that it can do no harm. While +you are within 120 feet of the illusory creature and +can see it, you can use an action to move it magically +anywhere within 30 feet of its card. Any physical +interaction with the illusory creature reveals it to be an +illusion, because objects pass through it. Someone who + + +Dancing Swqrd + + + + + + +Da^rn's Instant +Fortress. + + + + + + + + + + + + + + + + + + + + + +uses an action to visually inspect the creature identifies +it as illusory with a successful DC 15 Intelligence +(Investigation) check. The creature then appears +translucent. + +The illusion lasts until its card is moved or the illusion +is dispelled. When the illusion ends, the image on its +card disappears, and that card can t be used again. + + +Playing Card + +Illusion + +Ace of hearts + +Red dragon + +King of hearts + +Knight and four guards + +Queen of hearts + +Succubus or incubus + +jack of h earts + +Druid + +Ten of hearts + +Cloud giant + +Nine ofhearts + +Ettin + +Eight ofhearts + +Bugbear + +Two ofhearts + +Goblin + +Ace of diamonds + +Beholder + +King of diamonds + +Archmage and mage apprentice + +Queen of diamonds + +Night hag + +Jack of diamonds + +Assassin + +Ten of diamonds + +Fire giant + +Nine of diamonds + +Ogre mage + +Eight of diamonds + +Gnoli + +Two of diamonds + +Kobold + +Ace of spades + +Lich + +King of spades + +Priest and two acolytes + +Queen of spades + +Medusa + +jack of spades + +Veteran + +Ten of spades + +Frost giant + +Nine of spades + +Troll + +Eight of spades + +Hobgoblin + +Two of spades + +Goblin + +Ace of clubs + +Iron golem + +King of dubs + +Bandit captain and three bandits + +Queen of dubs + +Erinyes + +Jack of dubs + +Berserker + +Ten of clubs + +'bB + +X + +Nine of dubs + +Ogre + +Eight of clubs + +Ore + +Two of dubs + +Kobold + +Jokers (2) + +You (the deck's owner) + + +Deck of Many Things + +Wondrous item, legendary + +Usually found in a box or pouch, this deck contains +a number of cards made of ivory or vellum. Most (75 +percent) of these decks have only thirteen cards, but the +rest have twenty-two. + +Before you draw a card, you must declare how many +cards you intend to draw and then draw them randomly +(you can use an altered deck of playing cards to simulate +the deck). Any cards drawn in excess of this number +have no effect. Otherwise, as soon as you draw a card +from the deck, its magic takes effect. You must draw +each card no more than 1 hour after the previous draw. +If you fail to draw the chosen number, the remaining + + +number of cards fly from the deck on their own and tak- +effect all at once. + +Once a card is drawn, it fades from existence, Unles- +the card is the Fool or the jester, the card reappears +in the deck, making it possible to draw r the same +card twice. + + +Playing Card + +Card + +Ace of diamonds + +Vizier* + +King of diamonds + +Sun + +Queen of diamonds + +Moon + +Jack of diamonds + +Star + +Two of diamonds + +Comet* + +Ace ofhearts + +The Fates* + +King ofhearts + +Throne + +Queen ofhearts + +Key + +jack ofhearts + +Knight + +Two of hearts + +Gem* + +Ace of clubs + +Talons* + +King of dubs + +The Void + +Queen of clubs + +Flames + +Jack of clubs + +Skull + +Two of clubs + +Idiot* + +Ace of spades + +Donjon* + +King of spades + +Ruin + +Queen of spades + +Euryale + +jack of spades + +Rogue + +Two of spades + +Balance* + +joker (with TM) + +Fool* + +joker (without TM) + +Jester + + +*Found only in a deck with twenty-two cards + +Balance * Your mind suffers a wrenching alteration, +causing your alignment to change. Lawful becomes +chaotic, good becomes evil, and vice versa, if you are +true neutral or unaligned, this card has no effect on you. + +Comet . If you single-handedly defeat the next hostile +monster or group of monsters you encounter, you gain +experience points enough to gain one level. Otherwise, +this card has no effect. + +Donjon. You disappear and become entombed in a +state of suspended animation in an extradimensional +sphere. Everything you were wearing and carrying +stays behind in the space you occupied when you +disappeared. You remain imprisoned until you are found +and removed from the sphere. You can't be located bv + + +A Question of Enmity + +Two of the cards in a deck of many things can earn a character +the enmity of another being. With the Flames card, the +enmity is overt. The character should experience the devil's +malevolent efforts on multiple occasions. Seeking out the +fiend shou!dn f t be a simple task, and the adventurer should +clash with the devil's allies and followers a few times before +being able to confront the devil itself. + +In the case of the Rogue card, the enmity is secret and +should come from someone thought to be a friend or an +ally. As Dungeon Master, you should wait for a dramatically +appropriate moment to reveal this enmity, leaving the +adventurer guessing who is likely to become a betrayer + + +CHAPTER 7 i TREASURE + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +any divination magic, but a wish spell can reveal the +location of your prison* You draw no more cards. + +Euryale. The cards medusa-like visage curses you* +You take a —2 penalty on saving throws while cursed in +this way. Only a god or the magic of The Fates card can +end this curse. + +The Fates . Reality s fabric unravels and spins anew, +allowing you to avoid or erase one event as if it never +happened. You can use the card's magic as soon as you +draw the card or at any other time before you die. + +Flames. A powerful devil becomes your enemy. The +devil seeks your ruin and plagues your life, savoring +your suffering before attempting to slay you. This enmity +lasts until either you or the devil dies. + +Fool. You lose 10,000 XP, discard this card, and draw +from the deck again, counting both draws as one of your +declared draws. If losing that much XP would cause you +to lose a level, you instead lose an amount that leaves +you with just enough XP to keep your level. + +Gem. Twenty-five pieces of jewelry worth 2,000 +gp each or fifty gems worth 1,000 gp each appear at +your feet. + +Idiot . Permanently reduce your Intelligence by ld4 + 1 +(to a minimum score of 1). You can draw' one additional +card beyond your declared draws. + +Jester . You gain 10,000 XP. or you can draw two +additional cards beyond vour declared draws. + +Key. A rare or rarer magic weapon with which you +are proficient appears in your hands. The DM chooses +the weapon. + +Knight. You gain the service of a 4th-level fighter who +appears in a space you choose within 30 feet of you. The +fighter is of the same race as you and serves you loyally +until death, believing the fates have drawn him or her to +you* You control this character. + +Moon. You are granted the ability to cast the wish +spell 1d3 times. + +Rogue. A nonplayer character of the DM's choice +becomes hostile toward you. The identity of your new +enemy isn't known until the NPC or someone else +reveals it. Nothing less than a wish spell or divine +intervention can end the NPCs 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. Any +documentation that proves you should own something +lost to this card also disappears. + +Skull. You summon an avatar of death—a ghostly +humanoid skeleton clad in a tattered black robe and +carrying a spectral scythe* It appears in a space of +the DM’s choice within 10 feet of you and attacks you, +warning all others that you must win the battle alone. +The avatar fights until you die or it drops ro 0 hit points, +whereupon it disappears. If anyone tries to help you, +the helper summons its own avatar of death, A creature +slain by an avatar of death can t be restored to life. + +Star: Increase one of your ability scores by 2, The +score can exceed 20 but can't exceed 24, + +Sun. You gain 50,000 XP, and a wondrous item (which +the DM determines randomly) appears in your hands. + + +Avatar of Death + +Medium undead, neutral evil + + +Armor Gass 20 + +Hit Points half the hit point maximum ofits summoner +Speed 60 ft,, fly 60 ft, (hover) + + +STR DEX CON 1NT W1S CHA + +16 (+3) 16 (+3) 16 (+3) 16 (+3) 16 (+3) 16 (+3) + + +Damage Immunities necrotic, poison +Condition Immunities charmed, frightened, paralyzed, +petrified, poisoned, unconscious +Senses darkvision 60 ft., truesight 60 ft,, passive Perception 13 +Languages all languages known to its summoner +Challenge — (QXP) + + +Incorporeal Movement. The avatar can move through other +creatures and objects as if they were difficult terrain, ft takes : + +(1 d 1D) force damage if it ends its turn inside an object. + +Turning Immunity * The avatar is immune to features that +turn undead. + +Actions + +Reaping Scythe , The avatar sweeps its spectral scythe throng" +a creature within 5 feet of it, dealing 7 (1 d3 + 3) slashing +damage plus 4 (IdS) necrotic damage, + +r ~ - 1 + +Talons. Every magic Item you wear or carry +disintegrates. Artifacts in your possession aren't +destroyed but do vanish. + +Throne. You gain proficiency in the Persuasion skill +and you double your proficiency bonus on checks made +with that skill* In addition, you gain rightful ownership +of a small keep somewhere in the world* However, the +keep is currently in the hands of monsters, which you +must clear out before you can claim the keep as yours. + +Vizier. At any time you choose within one year of +drawing this card, you can ask a question in meditation +arid mentally receive a truthful answer to that question. +Besides information, the answer helps you solve a +puzzling problem or other dilemma* In other words, the +know ledge comes with wisdom on how to apply it. + +The Void. This black card spells disaster. Your soul +is drawn from your body and contained in an object in a +place of the DM's choice. One or more powerful beings +guard the place* While your soul is trapped in this way, +your body is incapacitated. A wish spell can't restore +your soul, but the spell reveals the location of the object +that holds it. You draw no more cards. + +Defender + +Weapon (any sword), legendary (requires a mine me nt) + +You gain a +3 bonus to attack and damage rolls made, +with this magic weapon. + +The first time you attack with the sword on each of +your turns* you can transfer some or all of the sword's +bonus to your Armor Class, instead of using the bonus +on any attacks that turn. For example* you could reduce +the bonus to your attack and damage rolls to +1 and gain +a +2 bonus to AC. The adjusted bonuses remain in effect + + +CHAPTER 7 + + +TREASURE + + + + + + + + + + + + + + + + + + + + + + + + + + + +until the start of your next turn, although you must hold +sword to gain a bonus to AC from it. + +Demon Armor + +\rmor (plate), very rare (requires attune ment) + +While wearing this armor, you gain a +1 bonus to AC, +m you can understand and speak Abyssal. In addition, +the armors clawed gauntlets turn unarmed strikes +ith your hands into magic weapons that deal slashing +damage, with a +1 bonus to attack rolls and damage +~A \s and a damage die of ld8. + +Curse . Once you don this cursed armor, you can’t +: ft it unless you are targeted by the remove curse spell +- similar magic. While wearing the armor, you have +:sadvantage on attack rolls against demons and on +saving throws against their spells and special abilities. + +Dimensional Shackles +1 \ ondrous item, rare + +\ u can use an action to place these shackles on +an incapacitated creature. The shackles adjust to +til a creature of Small to Large size. In addition to +-crying as mundane manacles, the shackles prevent +feature bound by them from using any method of +-r radimensional movement, including teleportation +c J travel to a different plane of existence. They +n't prevent the creature from passing through an +•erdimenstonal portal. + +You and any creature you designate when you use the +shackles can use an action to remove them. Once every +: J days, the bound creature can make a DC 30 Strength +hletics) check. On a success, the creature breaks free +ind destroys the shackles. + +Dragon Scale Mail + +4 rmor (scale mail), very rare (requires attune ment) + +[ ~agon scale mail is made of the scales of one kind +t dragon. Sometimes dragons collect their cast-off +s ales and gift them to humanoids. Other limes, hunters +re fully skin and preserve the hide of a dead dragon. In +her case, dragon scale mail is highly valued. + +While wearing this armor, you gain a +1 bonus to +AC, you have advantage on saving throws against the +Frightful Presence and breath weapons of dragons, + +-.nd you have resistance to one damage type that is +determined by the kind of dragon that provided the +scales (see the table). + +Additionally, you can focus your senses as an action +magically discern the distance and direction to the +losest dragon within 30 miles of you that is of the same +ty pe as the armor. This special action can't be used +;ain until the next dawn. + + +Dragon + +Resistance + +Dragon + +Resistance + +Black + +Acid + +Gold + +Fire + +B : ue + +Lightning + +Green + +Poison + +B r ass + +Fire + +Red + +fire + +Bronze + +lightning + +Silver + +Cold + +Copper + +Acid + +White + +Cold + + + +Demon Armor + + +Defender + + +Dimensional. + +Shackles + + +CHAPTER 7 I TREASURE + + + + +J + +a + + + + + + + + + + + + + + + + + + + + + + + + + + + + +Dragon Slayer + + +Efreeti Bottle + + +Dwarven Thrower + + +Dwarven Plate + + +Dragon Slayer + +Weapon (any sword), rare + +You gain a +1 bonus to attack and damage rolls made +with this magic weapon. + +When you hit a dragon with this weapon, the dragon +takes an extra 3d6 damage of the weapons type. For +the purpose of this weapon, “dragon” refers to any +creature with the dragon type, including dragon turtles +and wyverns. + +Driftglobe + +Wondrous item, uncommon + +This small sphere of thick glass weighs 1 pound. If you +are within 60 feet of it, you can speak its command word +and cause it to emanate the light or daylight spell. Once +used, the daylight effect can’t be used again until the +next dawn. + +You can speak another command word as an action to +make the illuminated globe rise into the air and float no +more than 5 feet off the ground. The globe hovers in this +way until you or another creature grasps it. If you move +more than 60 feet from the hovering globe, it follows +you until it is within 60 feet of you. It takes the shortest +route to do so. If prevented from moving, the globe sinks +gently to the ground and becomes inactive, and its light +winks out. + +Dust of Disappearance + +Wondrous item, uncommon + +Found in a small packet, this powder resembles very +fine sand. There is enough of it for one use. When you +use an action to throw the dust into the air, you and + + +each creature and object within 10 feet of you become +invisible for 2d4 minutes. The duration is the same for +all subjects, and the dust is consumed when its magic +takes effect. If a creature affected by the dust attacks or +casts a spell, the invisibility ends for that creature. + +Dust of Dryness + +Wondrous item, uncommon + +This small packet contains ld6 + 4 pinches of dust. You +can use an action to sprinkle a pinch of it over water. +The dust turns a cube of water 15 feet on a side into one +marble-sized pellet, which floats or rests near where the +dust was sprinkled. The pellet’s weight is negligible. + +Someone can use an action to smash the pellet +against a hard surface, causing the pellet to shatter and +release the water the dust absorbed. Doing so ends that +pellet’s magic. + +An elemental composed mostly of water that is +exposed to a pinch of the dust must make a DC 13 +Constitution saving throw, taking 10d6 necrotic +damage on a failed save, or half as much damage on a +successful one. + +Dust of Sneezing and Choking + +Wondrous item, uncommon + +Found in a small container, this powder resembles very +fine sand. It appears to be dust of disappearance, and an +identify spell reveals it to be such. There is enough of it +for one use. + +When you use an action to throw a handful of the +dust into the air, you and each creature that needs to +breathe within 30 feet of you must succeed on a DC 15 +Constitution saving throw or become unable to breathe. + + +166 + + +CHAPTER 7 t TREASURE + + + + + + + + + + + + + + + + + + + + +Elemental Gems + + +Dust of Sneeu^g +and Choking + + +while sneezing uncontrollably. A creature affected in +his way is incapacitated and suffocating. As long as it +is conscious, a creature can repeat the saving throw at +he end of each of its turns, ending the effect on it on a +success. The lesser restoration spell can also end the +fleet on a creature. + + +30 feet of you. See the Monster Manual for the efreeti s +statistics. + +The first time the bottle is opened, the DM rolls to +determine what happens. + + +The efreeti attacks you. After fighting for 5 +rounds, the efreeti disappears, and the bottle +loses its magic. + +The efreeti serves you for 1 hour, doing as you +command. Then the efreeti returns to the bottle, +and a new stopper contains it. The stopper can't +be removed 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. +The efreeti can cast the wish spell three times for +you. It disappears when it grants the final wish or +after 1 hour, and the bottle loses its magic. + + +Dwarven Plate + +Armor (plate), very rare + +While wearing this armor, you gain a +2 bonus to AC. In +.ddition. if an effect moves you against your will along +the ground, you can use your reaction to reduce the +distance you are moved by up to 10 feet. + +Dwarven Thrower + +\ r . capon (warhammer), very rare (requires at tenement +by a dwarf) + +You gain a +3 bonus to attack 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, + +\\ hen you hit with a ranged attack using this weapon, + +: deals an extra 1d8 damage or, if the target is a giant, +2d8 damage. Immediately after the attack, the weapon +' ies back to your hand. + + +Efreeti Chain + +Armor (chain mail), legendary (requires attunement) + +While wearing this armor, you gain a +3 bonus to AC. +you are immune to fire damage, and you can understand +and speak Primordial. In addition, you can stand on and +walk across molten rock as if it were solid ground. + +Elemental Gem + +Wondrous item T uncommon + +This gem contains a mote of elemental energy. W hen +you use an action to break the gem. an elemental is + + +Efreeti Bottle +Wondrous Item t very rare + +I his painted brass bottle weighs 1 pound. When you +use an action to remove the stopper, a cloud of thick +smoke flows out of the bottle. At the end of vour turn, +he smoke disappears with a flash of harmless fire, +md an efreeti appears in an unoccupied space within + + +CHAPTER 7 + + +TREASURE + + + + + + + + + + + + + + + + + + + + + + + +Eyes of Charming + + +Golden Lions + + +summoned as if you had cast the conjure elemental +spell, and the gem s magic is lost. The type of gem +determines the elemental summoned by the spell. + +Gem Summoned Elemental + +Blue sapphire Air elemental + +Yellow diamond Earth elemental + +Red corundum Fire elemental + +Emerald Water elemental + +Euxir of Health + +Potion, rare + +When you drink this potion, it cures any disease +afflicting you, and it removes the blinded, deafened, +paralyzed, and poisoned conditions. The clear red liquid +has tiny bubbles of light in it. + +Elven Chain + +Armor (chain shirt), rare + +You gain a +1 bonus to AC while you wear this armor. +You are considered proficient with this armor even if you +lack proficiency with medium armor. + +Eversmoking Bottle + +Wondrous item , uncommon + +Smoke leaks from the lead-stoppered mouth of this +brass bottle, which weighs 1 pound. When you use an +action to remove the stopper, a cloud of thick smoke +pours out in a 60-foot radius from the bottle. The +cloud's area is heavily obscured. Each minute the +bottle remains open and within the cloud, the radius +increases by 10 feet until it reaches its maximum radius +of 120 feet. + +CHAPTER 7 J TREASURE + + +Eversmoking + +Bottle + + +Ivory Goats + + +The cloud persists as long as the bottle is open. +Closing the bottle requires you to speak its command +word as an action. Once the bottle is closed, the cloud +disperses after 10 minutes. A moderate wind (11 to 20 +miles per hour) can also disperse the smoke after 1 +minute, and a strong wind (21 or more miles per hour) +can do so after 1 round. + +Eyes of Charming + +Wondrous item , uncommon (requires attunement) + +These crystal lenses fit over the eyes. They have 3 +charges. While wearing them, you can expend 1 charge +as an action to cast the charm person spell (save DC 13) +on a humanoid w ithin 30 feet of you, provided that you +and the target can see each other. The lenses regain all +expended charges daily at dawn. + +Eyes of Minute Seeing + +Wondrous item . uncommon + +These crystal lenses fit over the eyes. While wearing +them, you can see much better than normal out to a +range of 1 foot. You have advantage on Intelligence +(Investigation) checks that rely on sight while searching +an area or studying an object wdthin that range. + +Eyes of the Eagle + +Wondrous item , uncommon (requires attunement) + +These crystal lenses fit over the eyes. While wearing +them, you have advantage on Wisdom (Perception) +checks that rely on sight. In conditions of clear visibility, +you can make out details of even extremely distant +creatures and objects as small as 2 feet across. + + + + + + + + + +Ebony Fly + + +Figurine of Wondrous Power +Wondrous item t rarity by figurine + +A figurine of wondrous power is a statuette of a beast +small enough to fit in a pocket, if you use an action to +speak the command word and throw the figurine to a +point on the ground within 60 feet of you. the figurine +becomes a living creature, if the space where the +creature would appear is occupied by other creatures or +objects, or if there isn't enough space for the creature, +the figurine doesn't become a creature. + +The creature is friendly to you and your companions. + +It understands your languages and obeys your spoken +commands. If you issue no commands, the creature +defends itself but takes no other actions. See the +Monster Manual for the creature's statistics, except for +the giant fly. + +The creature exists for a duration specific to each +figurine. At the end of the duration, the creature reverts +to its figurine form. It reverts to a figurine early if it +drops to 0 hit points or if you use an action to speak +the command word again while touching it. When the +creature becomes a figurine again, its property can't be +used again until a certain amount of time has passed, as +specified in the figurine's description. + +Bronze Griffon (Rare), This bronze statuette is of +a griffon rampant. It can become a griffon for up to 6 +hours. Once it has been used, it can t be used again until +5 days have passed. + +Ebony Fly (Rare), This ebony statuette is carved in +the likeness of a horsefly, it can become a giant fly for +up to 1 2 hours and can be ridden as a mount. Once +it has been used, it can t be used again until 2 days +have passed. + + +Armor Class 11 + +Hit Points 19 (3dl0 + 3) + +Speed 30 ft., fly 60 ft. + + + +STR DEX CON + +INT WIS + +CHA + +14 (+2) 13 (+1) 13 (+1) + +2 (-4) 10 (+0) + +3 (-4) + +Senses darkvision 60 ft,, passive Perception 10 + +Languages — + + + +Golden Lions (Rare), These gold statuettes of lions +are always created in pairs. You can use one figurine or +both simultaneously. Each can become a lion for up to 1 +hour. Once a lion has been used, it can t be used again +until 7 days have passed. + +Ivory Goats (Rare), These ivory statuettes of goats +are always created In sets of three. Each goat looks +unique and functions differently from the others. Their +properties are as follows: + +* The goat of traveling can become a Large goat +with the same statistics as a riding horse. It has 24 +charges, and each hour or portion thereof it spends +in beast form costs 1 charge. While it has charges, +you can use it as often as you wish. When it runs out +of charges, it reverts to a figurine and can t be used +again until 7 days have passed, when it regains all +its charges, + +- The goat of travail becomes a giant goat for up to 3 +hours. Once it has been used, it can't be used again +until 30 days have passed. + + +169 + + + + +CHAPTER 7 I TREASURE + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +* The goat of terror becomes a giant goat for up to 3 +hours- The goat can't attack, but you can remove its +horns and use them as weapons. One horn becomes +a lance . and the other becomes a +2 longsword. +Removing a horn requires an action, and the weapons +disappear and the horns return when the goat reverts +to figurine form. In addition, the goat radiates a +30-foot-radius aura of terror while you are riding It. +Any creature hostile to you that starts its turn in the +aura must succeed on a DC 15 Wisdom saving throw +or be frightened of the goat for 1 minute, or until the +goat reverts to figurine form. The frightened creature +can repeat the saving throw at the end of each of its +turns, ending the effect on itself on a success. Once +it successfully saves against the effect, a creature is +immune to the goat's aura for the next 24 hours. Once +the figurine has been used, it can't be used again until +15 days have passed. + +Marble Elephant (Rare)* This marble statuette is +about 4 inches high and long. It can become an elephant +for up to 24 hours. Once it has been used, it can’t be +used again until 7 days have passed. + +Obsidian Steed (Very Rare). This polished obsidian +horse can become a nightmare for up to 24 hours. The +nightmare fights only to defend itself. Once It has been +used, it can't be used again until 5 days have passed. + +If you have a good alignment, the figurine has a 10 +percent chance each time you use it to ignore your +orders, including a command to revert to figurine form. +If you mount the nightmare while it is ignoring your +orders, you and the nightmare are instantly transported +to a random location on the plane of Hades, where the +nightmare reverts to figurine form. + +Onyx Dog (Rare)* This onyx statuette of a dog can +become a mastiff for up to 6 hours. The mastiff has + + +an Intelligence of 8 and can speak Common. It also +has dark vision out to a range of 60 feet and can see +invisible creatures and objects within that range. Once +it has been used, it can't be used again until 7 days +have passed. + +Serpentine Owl (Rare), This serpentine statuette of +an owl can become a giant owl for up to 8 hours. Once +it has been used, it can't be used again until 2 days have +passed. The owl can telepathically communicate with +you at any range if you and it are on the same plane of +existence. + +Silver Raven (Uncommon)* This silver statuette of +a raven can become a raven for up to 12 hours. Once it +has been used, it can't be used again until 2 days have +passed. While in raven form, the figurine allows you to +cast the animal messenger spell on it at will. + +Flame Tongue + +Weapon (any sword), rare (requires attunement) + +You can use a bonus action to speak this magic sword - +command word, causing flames to erupt from the blade +These flames shed bright light in a 40-foot radius and +dim light for an additional 40 feet. While the sword is +ablaze, it deals an extra 2d6 fire damage to any target +it hits. The flames last until you use a bonus action to +speak the command word again or until you drop or +sheathe the sword. + +Folding Boat +Wondrous item, rare + +This object appears as a wooden box that measures 1 - +inches long, 6 inches wide, and 6 inches deep. It weighs +4 pounds and floats. It can be opened to store items +inside. This item also has three command words, each +requiring you to use an action to speak it. + + +CHAPTER 7 I TREASURE + + + + + + + + + + + + + + + + + + + +One command word causes the box to unfold into a +: at 10 feet long* * 4 feet wide* and 2 feet deep. The boat +has one pair of oars, an anchor, a mast, and a lateen +sail. The boat can hold up to four Medium creatures +mfort ably, + +I The second command word causes the box to unfold +into a ship 24 feet long* 8 feet wide, and 6 feet deep* +he ship has a deck, rowing seats, five sets of oars, a +steering oar* an anchor* a deck cabin, and a mast with a +square sail. The ship can hold fifteen Medium creatures +: omfortably. + +When the box becomes a vessel* its weight becomes +u of a normal vessel its size, and anything that was +sr red in the box remains in the boat. + +The third command word causes the folding boat +fold back into a box, provided that no creatures arc + +I aboard. Any objects in the vessel that can't fit inside the +x remain outside the box as it folds. Any objects in the +esse! that can fit inside the box do so. + +Frost Brand + +W eapon (any sword), very rare (requires at tunement) + +W hen you hit with an attack using this magic sword, + +- target takes an extra ld6 cold damage* In addition* +while you hold the sword, you have resistance to + +i t re damage, + +m freezing temperatures, the blade sheds +: jhi light in a 10-foot radius and dim light for an +l iditional 10 feet. + +When you draw this weapon, you can extinguish all +■ :n magical dames within 30 feet of you. This property +t an be used no more than once per hour. + + +Gauntlets of Ogre Power + +Wondrous item , uncommon (requires attunement) + +Your Strength score is 19 while you wear these + +gaunt lets. They have no effect on you if your Strength is +already 19 or higher. + +Gem of Brightness + +Wondrous item, uncommon + +This prism has 50 charges. While you are holding it. you +can use an action to speak one of three command words +to cause one of the following effects; + +« The first command word causes the gem to shed +bright light in a 30-foot radius and dim light for +an additional 30 feet. T his effect doesn't expend a +charge. It lasts until you use a bonus action to repeat +the command word or until you use another function +of the gem. + +* The second command word expends 1 charge and +causes the gem to fire a brilliant beam of light at +one creature you can see within 60 feet of you. The +creature must succeed on a DC 15 Constitution saving +throw or become blinded for l minute. The creature +can repeat the saving throw at the end of each of its +turns, ending the effect on itself on a success. + +* The third command word expends 5 charges and +causes the gem to flare with blinding light in a 30-foot +cone originating from it. Each creature in the cone +must make a saving 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 non magical jewel worth 50 gp. + + + + +i7t + + + +CHAPTER 7 | TREASURE + + + + + + + + + + + + + + + + +Gem of Seeing + + +Goggles of Night + + +Gloves of +Missile Snaring + + +172 + + + + + +Gem of Seeing + +Wondrous item, rare (requires attunement) + +This gem has 3 charges. As an action, you can speak +the gem’s command word and expend 1 charge. For the I +next 10 minutes, you have truesight out to 120 feet wheJ +you peer through the gem. ■ + +The gem regains ld3 expended charges daily at dawrJ + +Giant Slayer I + +Weapon (any axe or sword), rare + +You gain a +1 bonus to attack and damage rolls made +with this magic weapon. + +When you hit a giant with it, the giant takes an extra +2d6 damage of the weapon’s type and must succeed on 1 +a DC 15 Strength saving throw or fall prone. For the +purpose of this weapon, "giant’’ refers to any creature +with the giant type, including ettins and trolls. + +Glamoured Studded Leather + +Armor (studded leather), rare + +While wearing this armor, you gain a +1 bonus to AC. + +You can also use a bonus action to speak the armor’s +command word and cause the armor to assume the +appearance of a normal set of clothing or some other +kind of armor. You decide what it looks like, including +color, style, and accessories, but the armor retains its +normal bulk and weight. The illusory appearance last- +until you use this property again or remove the armor. + +Gloves of Missile Snaring I + +Wondrous item. uncommon (requires attunement) + +These gloves seem to almost meld into your hands whemj +you don them. When a ranged weapon attack hits you +while you're wearing them, you can use your reaction to. +reduce the damage by Id 10 + your Dexterity modifier, +provided that you have a free hand. If you reduce the +damage to 0. you can catch the missile if it is small +enough for you to hold in that hand. + +Gloves of Swimming and Climbing + +Wondrous item, uncommon (requires attunement) + +While wearing these gloves, climbing and swimming +don’t cost you extra movement, and you gain a +5 bonu- +to Strength (Athletics) checks made to climb or swim. + +Gloves of Thievery + +Wondrous item, uncommon + +These gloves are invisible while worn. While wearing +them, you gain a +5 bonus to Dexterity (Sleight of Hand) +checks and Dexterity checks made to pick locks. + +Goggles of Night + +Wondrous item, uncommon + +While wearing these dark lenses, you have darkvision +out to a range of 60 feet. If you already have darkvision. +wearing the goggles increases its range by 60 feet. + + +CHAPTER 7 | TREASURE + + + + + + + + + + + + + + + + + + + + + + + +Hammer of Thunderbolts + +1 Veapon (maul), legendary + +You gain a +1 bonus to attack and damage rolls made +with this magic weapon. + +Giant’s Bane (Requires Attunement), Yoti must +be wearing a belt of giant strength (any variety) and +gauntlets of ogre power to attune to this weapon. The +attunement ends if you take off either of those items. +While you are attuned to this weapon and holding it. +your Strength score increases by 4 and can exceed 20, +but not 30. When you roll a 20 on an attack roll made +with this weapon against a giant, the giant must succeed +on a DC 17 Constitution saving throw or die. + +The hammer also has 5 charges. While attuned to it, +you can expend 1 charge and make a ranged weapon +attack with the hammer, hurling it as if it had the thrown +property with a normal range of 20 feet and a long range +of 60 feet. If the attack hits, the hammer unleashes +a thunderclap audible out to 300 feet. The target and +every creature within 30 feet of it must succeed on a +DC 17 Constitution saving throw or be stunned until +the end of your next turn. The hammer regains ld4 + 1 +expended charges daily at dawn. + +Hat of Disguise + +Wondrous item, uncommon (requires attunement) + +While wearing this hat, you can use an action to cast the +disguise self spell from it at will. The spell ends if the +hat is removed. + +Headband of Intellect + +Wondrous item, uncommon (requires attunement) + +Your Intelligence score is 19 while you wear this +headband. It has no effect on you if your Intelligence is +already 19 or higher. + +Helm of Brilliance + +Wondrous item , very rare (requires attunement) + +This dazzling helm is set with Id 10 diamonds, 2d 10 +rubies, 3dlQ fire opals, and 4dlG opals. Any gem pried +from the helm crumbles to dust. When all the gems are +removed or destroyed, the helm loses its magic. + +You gain the following benefits while wearing it: + +* You can use an action to cast one of the following +spells (save DC 18), using one of the helm's gems of +the specified type as a component: daylight (opal), +fireball (fire opal), prismatic spray (diamond), or wall +of fire (ruby). The gem is destroyed when the spell is +cast and disappears from the helm, + +* As long as it has at least one diamond, the helm emits +dim light in a 30-foot radius when at least one undead +is within that area. Any undead that starts its turn in +that area takes ld6 radiant damage, + +* As long as the helm has at least one ruby, you have +resistance to fire damage, + +* As long as the helm has at least one fire opal, you can +use an action and speak a command word to cause +one weapon you are holding to burst into flames. + +The flames emit bright light in a 10-foot radius and +dim light for an additional 10 feet. The flames are +harmless to you and the weapon. When you hit with + + + +llAMMfR OF + +Thunderbolts + + +Helm of Brilliance + + +Helm of +Comprehending Languages + + +an attack using the blazing weapon, the target takes +an extra ld6 fire damage. The flames last until you +use a bonus action to speak the command word again +or until you drop or stow the weapon. + +Roll a d20 if you are wearing the helm and take fire +damage as a result of failing a saving throw against a +spell. On a roll of 1, the helm emits beams of light from +its remaining gems. Each creature within 60 feet of the +helm other than you must succeed on a DC 17 Dexterity +saving throw or be struck by a beam, taking radiant +damage equal to the number of gems in the helm. The +helm and its gems are then destroyed. + +Helm of Comprehending Languages + +Wondrous item, uncommon + +While wearing this helm, you can use an action to cast +the comprehend languages spell from it at will. + + +CHAPTER 7 I TREASURE + + + + + + + + + + + +L + + + +Helm, of Teleportation + + +Hel m of Telepathy + + + +Hewaro's Hamdy Haversack + + +Helm of Telepathy + +Wondrous item , uncommon (requires attunement) + +While wearing this helm, you can use an action to cast +the detect thoughts spell (save DC 13) from it. As long as +you maintain concentration on the spell, you can use a +bonus action to send a telepathic message to a creature +you are focused on. It can reply—using a bonus action to +do so—while your focus on it continues* + +While focusing on a creature with detect thoughts, +you can use an action to cast the suggestion spell (save +DC 13) from the helm on that creature. Once used, +the suggestion property can t be used again until the +next dawn. + +Helm of Teleportation + +Wondrous item, rare (requires attunement) + + +haversack ruptures and is destroyed. If the haversack +is destroyed, its contents arc lost forever, although +an artifact always turns up again somewhere. If the +haversack is turned inside out, its contents spill forth* +unharmed, and the haversack must be put right before +it can be used again. If a breathing creature is placed +within the haversack, the creature can survive for up to +10 minutes, after which time it begins to suffocate. + +Placing the haversack inside an extradimensional +space created by a bag of holding, portable hole , or +similar item instantly destroys both items and opens +a gate to the Astral Plane* The gate originates where +the one item was placed inside the other* Any creature +within 10 feet of the gate is sucked through it and +deposited in a random location on the Astral Plane. + +The gate then closes* The gate is one-way only and can't +be reopened. + + +This helm has 3 charges* While wearing it, you can +use an action and expend 1 charge to cast the teleport +spell from it. The helm regains ld3 expended charges +daily at dawn. + + +Holy Avenger + +Weapon (any sword), legendary (requires attunement by +a paladin) + + + +Heward’s Handy Haversack +Wondrous item, rare + +This backpack has a central pouch and two side +pouches, each of which is an extradimensional space. +Each side pouch can hold up to 20 pounds of material, +not exceeding a volume of 2 cubic feet* The large +central pouch can hold up to S cubic feet or 80 pounds +of mate rial* The backpack always weighs 5 pounds, +regardless of its contents* + +Placing an object in the haversack follows the normal +rules for interacting with objects. Retrieving an item +from the haversack requires you to use an action. When +you reach into the haversack for a specific item, the item +is always magically on top. + +The haversack has a few limitations* If it is +overloaded, or if a sharp object pierces it or tears it, the + + +You gain a +3 bonus to attack and damage rolls made +with this magic weapon. When you hit a fiend or an +undead with it, that creature takes an extra 2d 10 I + +radiant damage, I + +While you hold the drawn sword, it creates an aura +in a 10-foot radius around you. You and all creatures ■ +friendly to you in the aura have advantage on saving +throws against spells and other magical effects. If you +have 17 or more levels in the paladin class, the radius of +the aura increases to 30 feet, + +Horn of Blasting I + +Wondrous itenr rare + +You can use an action to speak the horn's command +word and then blow the horn, which emits a thunderous +blast in a 30-foot cone that is audible 600 feet away. + +Each creature in the cone must make a DC 15 + + +CHAPTER 7 I TREASURE +174 + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +Immovable Roo + + +Horn of Blasting + + +Holy Avenger + + + + +Morn of Valhalla + + + + +Constitution saving throw. On a failed save, a creature +akes 5d6 thunder damage and is deafened for 1 minute. +On a successful save, a creature takes half as much +damage and isn't deafened. Creatures and objects made +f glass or crystal have disadvantage on the saving +rhrow and take 10d6 thunder damage instead of 5d6. + +Each use of the horn’s magic has a 20 percent chance +of causing the horn to explode. The explosion deals +10d6 fire damage to the blower and destroys the horn. + +Horn of Valhalla + +Wondrous item, rare (silver or brass), very rare (bronze), +or legendary (iron) + +You can use an action to blow this horn. In response, +warrior spirits from the plane of Ysgard appear within +60 feet of you. These spirits use the berserker statistics +from the Monster Manual. They return to Ysgard after 1 +hour or when they drop to 0 hit points. Once you use the +horn, it can’t be used again until 7 days have passed. + +Four types of horn of Valhalla are known to exist, each +made of a different metal. The horn’s type determines +how many berserkers answer its summons, as well as +the requirement for its use. The DM chooses the horn’s +type or determines it randomly. + +Berserkers + + +dl00 + +Horn Type + +Summoned + +Requirement + +01-40 + +Silver + +2d4 + 2 + +None + +41-75 + +Brass + +3d4 + 3 + +Proficiency with all +simple weapons + +76-90 + +Bronze + +4d4 + 4 + +Proficiency with all +medium armor + +91-00 + +Iron + +5d4 + 5 + +Proficiency with all +martial weapons + + +If you blow the horn without meeting its requirement, +the summoned berserkers attack you. If you meet +the requirement, they are friendly to you and your +companions and follow your commands. + +Horseshoes of a Zephyr + +Wondrous item, very rare + +These iron horseshoes come in a set of four. While all +four shoes are affixed to the hooves of a horse or similar +creature, they allow the creature to move normally +while floating 4 inches above the ground. This effect +means the creature can cross or stand above nonsolid +or unstable surfaces, such as water or lava. The +creature leaves no tracks and ignores difficult terrain. In +addition, the creature can move at normal speed for up +to 12 hours a day without suffering exhaustion from a +forced march. + +Horseshoes of Speed + +Wondrous item, rare + +These iron horseshoes come in a set of four. While all +four shoes are affixed to the hooves of a horse or similar +creature, they increase the creature's walking speed +by 30 feet. + +Immovable Rod + +Rod, uncommon + +This flat iron rod has a button on one end. You can use +an action to press the button, which causes the rod to +become magically fixed in place. Until you or another +creature uses an action to push the button again, the +rod doesn’t move, even if it is defying gravity. The rod +can hold up to 8,000 pounds of weight. More weight +causes the rod to deactivate and fall. A creature can use +an action to make a DC 30 Strength check, moving the +fixed rod up to 10 feet on a success. + +CHAPTER 7 | TREASURE + +175 + + + + + + + + + + + + + + + + +Doss Lute + + + +Canaith + +Mandolin + + +Mac + + +Fu + + +RM + + +OH + + +C + + +T E R + + +N + + +A + + + + +Mar + + +Instrument of the Bards + +1 Vondrous item, rarity varies (requires attunement by a +bard) + +An instrument of the bards is an exquisite example of it* +kind, superior to an ordinary instrument in every way. +Seven types of these instruments exist, each named +after a legendary bard college. The following table lists +the spells common to all instruments, as well as the +spells specific to each one and its rarity. A creature that +attempts to play the instrument without being attuned +to it must succeed on a DC 15 Wisdom saving throw or +take 2d4 psychic damage. + +You can use an action to play the instrument and cas' +one of its spells. Once the instrument has been used to +cast a spell it can t be used to cast that spell again until +the next dawn. The spells use your spellcasting ability +and spell save DC. + +When you use the instrument to cast a spell that +causes targets to become charmed on a failed save, the +targets have disadvantage on the saving throw. This +effect applies whether you are using the instrument as +the source of the spell or as a spellcasting Focus, + + +Instrument + +All + + +Anstruth harp Very rare + +Canaith Rare + +mandolin + + +Cli lyre +Doss lute + + +Fochlucan +bandore +Mac-Fuirmidh +cittern +Qllamh harp + + +Rarity Spells + +— invisibility, levitate, + +protection from evil and good, +plus the spells listed for the +particular instrument +Control weather, cure wound $ +(5th level), wall of thorns +Cure wounds (3rd level), dispel +magic , protection from energy +(lightning only) + +Stone shape, watt of fire, wind +wall + +Uncommon Animal friendship, protection +from energy (fire only), +protection from poison + +Uncommon Entangle, faerie fire, shillelagh t +speak with animals + +Uncommon Barkskin, cure wounds, fog +cloud + +Confusion, control weather, fire +storm + + +Rare + + +Legendary + + +Ioun Stone + +Wondrous item, rarity varies (requires attunement) + +An Ioun stone is named after Ioun, a god of knowledge +and prophecy revered on some worlds. Many types of +loan stone exist, each type a distinct combination of +shape and color. + +When you use an action to toss one of these stones +into the air, the stone orbits your head at a distance +of ld3 feet and confers a benefit to you. Thereafter, +another creature must use an action to grasp or net +the stone to separate it from you T either by making a +successful attack roll against AC 24 or a successful DC +24 Dexterity (Acrobatics) check. You can use an action +to seize and stow the stone, ending its effect. + + +Cli Lyre + + +CHAPTER 7 bTREASU RE + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +A stone has AC 24* 10 hit points, and resistance to all +damage. It is considered to be an object that is being +worn while it orbits your head. + +Absorption (Very Rare). While this pale lavender +ellipsoid orbits your head, vou can use your reaction to +cancel a spell of 4th level or lower cast by a creature you +can see and targeting only you. + +Once the stone has canceled 20 levels of spells, it +burns out and turns dull gray. Losing its magic. If you +are targeted by a spell whose level is higher than the +number of spell levels the stone has left, the stone can t +cancel it. + +Agility (Very Rare). Your Dexterity score increases by +2. to a maximum of 20. while this deep red sphere orbits +your head, + +Awareness (Rare). You can’t be surprised while this +lark blue rhomboid orbits your head. + +Fortitude (Very Rare). Your Constitution score +increases by 2, to a maximum of 20, while this pink +rhomboid orbits your head. + +Grea ter A bsorption (Legen dary). Wh Oe th is ma rble d +lavender and green ellipsoid orbits your head, you can +use your reaction to cancel a spell of 8th level or lower +cast by a creature you can see and targeting only you. + +Once the stone has canceled 50 levels of spells, it +burns out and turns dull gray, losing its magic. If you +are targeted by a spell whose level is higher than the +number of spell levels the stone has left, the stone can't +cancel it. + +Insight (Very Rare). Your Wisdom score increases +by 2, to a maximum of 20, while this incandescent blue +sphere orbits your head. + +Intellect (Very Rare). Your Intelligence score +increases by 2. to a maximum of 20, while this marbled +scarlet and blue sphere orbits your head. + +Leadership (Very Rare). Your Charisma score +ncrcases by 2, to a maximum of 20, while this marbled +pink and green sphere orbits your head. + +Mastery (Legendary). Your proficiency bonus +increases by 1 while this pale green prism orbits +vourhead. + +Protection (Rare). You gain a +1 bonus to AC while +this dusty rose prism orbits your head. + +Regeneration (Legendary). You regain 15 hit points +at the end of each hour this pearly white spindle orbits +your head, provided that you have at least 1 hit point. + +Reserve (Rare). This vibrant purple prism stores +spells cast into it, holding them until you use them. The +stone can store up to 3 levels worth of spells at a time. +When found, it contains ld4 - 1 levels of stored spells +chosen by the DM, + +Any creature can cast a spell of 1st through 3rd level +into the stone by touching it as the spell is cast. The +spell has no effect, other than to be stored in the stone. + +If the stone can t hold the spell, the spell is expended +without effect. The level of the slot used to cast the spell +determines how much space it uses. + +While this stone orbits your head, you can cast any +spell stored in it. The spell uses the slot level, spell save +DC, spell attack bonus, and spellcasting ability of the +original caster, but is otherwise treated as if you cast the + + + + + +spell. The spell cast from the stone is no longer stored in +it, freeing up space. + +Strength (Very Rare). Your Strength score increases +by 2. to a maximum of 20, while this pale blue rhomboid +orbits your head. + +Sustenance (Rare). You don’t need to eat or drink +while this clear spindle orbits your head. + +Iron Bands of Bilarro + +Wondrous item, rare + +This rusty iron sphere measures 3 inches in diameter +and weighs 1 pound. You can use an action to speak +the command word and throw the sphere at a Huge or +smaller creature you can see within 60 feet of you. As +the sphere moves through the air, it opens into a tangle +of metal bands. + +Make a ranged attack roll with an attack bonus equal +to your Dexterity modifier plus your proficiency bonus. +On a hit, the target is restrained until you take a bonus +action to speak the command word again to release it. +Doing so, or missing with the attack, causes the bands +to contract and become a sphere once more. + +A creature, including the one restrained, can use an +action to make a DC 20 Strength check to break the +iron bands. On a success, the item is destroyed, and +the restrained creature is freed. If the check fails, any +further attempts made by that creature automatically +fail until 24 hours have elapsed. + +Once the bands are used, they can’t be used again +until the next dawn. + + +GHAFTE R 7 I TREA50RE + + +177 + + + + + + + + +I + + +1 + + +I + +i + +t + +i + + +/ + + +* + +\ + + + +Iron Flask +Wondrous item. legendary + +This iron bottle has a brass stopper Yon can use an +action to speak the flask’s command word, targeting a +creature that you can see within 60 feet of you. If the +target is native to a plane of existence other than the one +you're on* the target must succeed on a DC 17 Wisdom +saving throw or be trapped in the flask. If the target has +been trapped by the flask before, it has advantage on the +saving throw. Once trapped, a creature remains in the +flask until released. The flask can hold only one creature +at a time. A creature trapped in the flask doesn't need to +breathe, eat, or drink and doesn't age. + +You can use an action to remove the flask s stopper +and release the creature the flask contains. The creature +is friendly to you and your companions for 1 hour and +obeys your commands for that duration. If you give no +commands or give it a command that is likely to result +in its death, it defends itself but otherwise takes no +actions. At the end of the duration, the creature acts in +accordance with its normal disposition and alignment. + +An identify spell reveals that a creature is inside +the flask, but the only way to determine the type of +creature is to open the flask. A newly discovered bottle +might already contain a creature chosen by the DM or +determined randomly. + + +dlOO + +Contents + +dl00 + +Contents + +01-50 + +Empty + +77-78 + +Elemental (any) + +51 + +Arcana loth + +79 + +Githyanki knight + +52 + +Cambion + +SO + +Githzerai zerth + +53-54 + +Dao + +S1-S2 + +Invisible stalker + +55-57 + +Demon (type 1) + +£3-84 + +Marid + +53=60 + +Demon (type 2) + +85-86 + +Mezzoloth + +61-62 + +Demon (type 3) + +87-88 + +Night hag + +63-64 + +Demon (type 4) + +89-90 + +Nycaloth + +65 + +Demon (type 5) + +91 + +Planetar + +66 + +Demon (type 6) + +92-93 + +Salamander + +67 + +Deva + +94-95 + +Slaad (any) + +68-69 + +Devil (greater) + +96 + +Solar + +70-72 + +Devil (lesser) + +97-98 + +Succubus/incubus + +73-74 + +Djinni + +99 + +Ultroloth + +75-76 + +Efreeti + +00 + +Xorn + + +Javelin of Lightning + +Weapon (javelin), uncommon + +This javelin is a magic weapon. When you hurl it and +speak its command word, it transforms into a bolt of +lightning, forming a line 5 feet wide that extends out +from you to a target within 120 feet. Each creature in +the line excluding you and the target must make a DC 13 +Dexterity saving throw, taking 4d6 lightning damage on +a failed save, and half as much damage on a successful +one. The lightning bolt turns back into a javelin when +it reaches the target. Make a ranged weapon attack +against the target. On a hit, the target takes damage +from the javelin plus 4d6 lightning damage. + +The javelin’s property can’t be used again until the +next dawn. In the meantime, the javelin can still be used +as a magic weapon. + + + +Iron Flask + + +Lantern of +Revealing + + +CHAPTER 7 | TREASURE + + + + + + + + + + + + + + +Keoghtom's Ointment + +51 androns item , uncommon + +\ his glass jar, 3 inches in diameter, contains U14 + 1 +doses of a thick mixture that smells faintly of aloe. The +jar and its contents weigh 1/2 pound. + +As an action, one dose of the ointment can be +swallowed or applied to the skin. The creature that +receives it regains 2d8 + 2 hit points, ceases to be +poisoned, and is cured of any disease. + +Lantern of Revealing +Wondrous item ♦ uncommon + +While lit, this hooded lantern burns for 6 hours on 1 pint +of oil. shedding bright light in a 3QToot radius and dim +light for an additional 30 feet. Invisible creatures and +objects are visible as long as they are in the lantern’s +bright light. You can use an action to lower the hood, +reducing the light to dim light in a 5-foot radius. + +Luck Blade + +Weapon (any sword), legendary (requires attunement) + +You gain a +1 bonus to attack and damage rolls made +with this magic weapon. While the sword is on your +person, you also gain a +1 bonus to saving throws. + +Luck. If the sword is on your person, you can call +on its luck (no action required) to reroll one attack roll +ability check, or saving throw you dislike. You must use +the second roll This property can’t be used again until +the next dawn. + +Wish. The sword has ld4 - 1 charges. While holding +it, you can use an action to expend 1 charge and cast +the wish spell from it. This property can’t be used again +until the next dawn. The sword loses this property if it +has no charges. + +Mace of Disruption + +Weapon (mace), rare (requires attunement) + +When you hit a liend or an undead with this magic +weapon, that creature takes an extra 2d6 radiant +damage. If the target has 25 hit points or fewer after +taking this damage, it must succeed on a DC 15 Wisdom +saving throw or be destroyed. On a successful save, the +creature becomes frightened of you unti l the end of your +next turn. + +While you hold this weapon, it sheds bright light in a +20-foot radius and dim light for an additional 20 feet. + +Mace of Smiting + +Weapon (mace), rare + +You gain a +1 bonus to attack and damage rolls made +with this magic weapon. The bonus increases to +3 +when you use the mace to attack a construct. + +When you roll a 20 on an attack roll made with +this weapon, the target takes an extra 7 bludgeoning +damage, or an extra 14 bludgeoning damage if ids a +construct. If a construct has 25 hit points or fewer after +taking this damage, it is destroyed. + + +CHAPTER 7 | TREASURE + + +]7Q + + + + + + + + + + + + + + + + + + + + +Mantle of +Spell Resistance + + +Manual of Clay Golems + + +Mace of Terror + + + + + + +T =■• * *-* ^ x /r + + +Manual of +Stone Golems + + +Mace of Terror + +l Veapon (mace), rare (requires attune went) + +This magic weapon has 3 charges. While holding it, +you can use an action and expend 1 charge to release a +wave of terror. Each creature of your choice in a 30-foc: +radius extending from you must succeed on a DC 15 +Wisdom saving throw or become frightened of you for +1 minute. While it is frightened in this way, a creature +must spend its turns trying to move as far away from yc - +as it can, and it can't willingly move to a space within +30 feet of you. It also can t take reactions. For its action +it can use only the Dash action or try to escape from ar. +effect that prevents it from moving. If it has nowhere it +can move, the creature can use the Dodge action. At the +end of each of its turns, a creature can repeat the saving +throw, ending the effect on itself on a success. + +The mace regains ld3 expended charges +daily at dawn. + +Mantle of Spell Resistance + +Wondrous item, rare (requires at tune went) + +You have advantage on saving throws against spells +while you wear this cloak. + +Manual of Bodily Health +Wondrous item, very rare + +This book contains health and diet tips, and its words +are charged with magic. If you spend 48 hours over a +period of 6 days or fewer studying the book's contents +and practicing its guidelines, your Constitution score +increases by 2, as does your maximum for that score. +The manual then loses its magic, but regains it in +a century. + +Manual of Gainful Exercise +Wondrous item , very rare + +This book describes fitness exercises, and its words are +charged with magic. If you spend 48 hours over a perioi +of 6 days or fewer studying the book s contents and +practicing its guidelines, your Strength score increases +by 2, as does your maximum for that score. The tnanua +then loses its magic, but regains it in a century. + +Manual of Golems + +Wondrous item, very rare + +This tome contains information and incantations +necessary to make a particular type of golem. The DM +chooses the type or determines it randomly. To decipher +and use the manual, you must be a spellcaster with at +least two 5th-level spell slots. A creature that can’t use +a manual of golems and attempts to read it takes 6d6 +psychic damage. + + +d20 + +Golem + +Time + +Cost + +1-5 + +Clay + +30 days + +65,000 gp + +6-17 + +Flesh + +60 days + +50,000 gp + +18 + +Iron + +120 days + +100,000 gp + +19-20 + +Stone + +90 days + +80,000 gp + + +CHAPTER 7 I I'REASURE + + + + + + + + + + + + + + + + + + + +To create a golem, you must spend the time shown on +the table, working without interruption with the manual +at hand and resting no more than S hours per day. You +must also pay the specified cost to purchase supplies. + +Once you finish creating the golem, the book is +consumed in eldritch flames. The golem becomes +animate when the ashes of the manual are sprinkled on +it. It is under your control, and it understands and obeys +your spoken commands. See the Monster Manual for its +^ame statistics. + +Manual of Quickness of Action + +Wondrous item, very rare + +This book contains coordination and balance exercises, +and its words are charged with magic. If you spend +48 hours over a period of 6 days or fewer studying +the book s contents and practicing its guidelines, your +Dexterity score increases by 2, as does your maximum +tor that score. The manual then loses its magic, but +regains it in a century. + +Mariner's Armor + +Armor (light* medium, or heavy), uncommon + +While wearing this armor, you have a swimming speed +equal to your walking speed. In addition, whenever you +start your turn underwater with 0 hit points, the armor +causes you to rise 60 feet toward the surface. The armor +is decorated with fish and shell motifs. + +Medallion of Thoughts +1 Vondrovs item, uncommon (requires at tune men t) + +The medallion has 3 charges. While wearing it, you can +use an action and expend 1 charge to cast the detect +thoughts spell (save DC 13) from it. The medallion +regains ld3 expended charges daily at dawn. + +Mirror of Life Trapping + +\ Vondrous item, very rare + +When this 4-foot-ta.il mirror is viewed indirectly, its +surface shows faint images of creatures. The mirror +weighs 50 pounds, and it has AC 11, 10 hit points, and +vulnerability to bludgeoning damage. It shatters and is +destroyed when reduced to 0 hit points. + +If the mirror is hanging on a vertical surface and you +are within 5 feet of it, you can use an action to speak its +command word and activate it. It remains activated until +you use an action to speak the command word again. +Any creature other than you that sees its reflection +in the activated mirror while within 30 feet of it must +succeed on a DC 15 Charisma saving throw or be +trapped, along with anything it is wearing or carrying, in +one of the mirror’s twelve extradimensional cells. This +saving throw is made with advantage if the creature +knows the mirror s nature, and constructs succeed on +the saving throw automatically. + +An extradimen si on a 1 cell is an infinite expanse filled +w ith thick fog that reduces visibility to 10 feet. Creatures +trapped in the mirror s cells don't age, and they don't +need to eat, drink, or sleep. A creature trapped w ithin +a cell can escape using magic that permits planar +travel. Otherwise, the creature is confined to the cell +until freed. + + + + +Mirror of +t fe Trapping + + +Flesh Golems + + +MANUAL OF + + +Manual of +00DILV bEALTH + + +Manual of +Quickness of Action + + +Cjjh + + +Medallion +of Thoughts + + +e H A PT E K 7 I T R El A S Lf RE + + +r8i + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +Necklace of Fireballs + + +Nine Lives Stealer + + +If the mirror traps a creature but its twelve +extradimensional cells are already occupied, the mirror +frees one trapped creature at random to accommodate +the new prisoner. A freed creature appears in an +unoccupied space within sight of the mirror but facing +away from it. If the mirror is shattered, all creatures +it contains are freed and appear in unoccupied +spaces near it. + +While within 5 feet of the mirror, you can use an +action to speak the name of one creature trapped in it or +call out a particular cell by number. The creature named +or contained in the named cell appears as an image +on the mirrors surface. You and the creature can then +communicate normally. + +In a similar way, you can use an action to speak a +second command word and free one creature trapped +in the mirror. The freed creature appears, along with +its possessions, in the unoccupied space nearest to the +mirror and facing away from it. + +Mithral Armor + +Armor (medium or heavy, but not hide), uncommon + +Mithral is a light, flexible metal. A mithral chain shirt +or breastplate can be worn under normal clothes. If the +armor normally imposes disadvantage on Dexterity +(Stealth) checks or has a Strength requirement, the +mithral version of the armor doesn’t. + +Necklace of Adaptation + +Wondrous item, uncommon (requires attunement) + +While wearing this necklace, you can breathe normally +in any environment, and you have advantage on saving +throws made against harmful gases and vapors (such +as cloudkill and stinking cloud effects, inhaled poisons, +and the breath weapons of some dragons). + +CHAPTER 7 | TREASURE + + +Necklace of +Prayer Beaos + + +Necklace of Fireballs + +"V + +Wondrous item, rare + +This necklace has ld6 + 3 beads hanging from it. You +can use an action to detach a bead and throw it up to 60 +feet away. When it reaches the end of its trajectory, the +bead detonates as a 3rd-level fireball spell (save DC 15). + +You can hurl multiple beads, or even the whole +necklace, as one action. When you do so. increase the +level of the fireball by 1 for each bead beyond the first. + +A + +Necklace of Prayer 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 +non magical 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. A necklace can have more than one bead of +the same type. To use one, you must be wearing the +necklace. Each bead contains a spell that you can cast +from it as a bonus action (using your spell save DC if a +save is necessary). Once a magic bead’s spell is cast, +that bead can’t be used again until the next dawn. + + +d20 + +Bead of... + +Spell + +1-6 + +Blessing + +Bless + +7-12 + +Curing + +Cure wounds (2nd level) or lesser +restoration + +13-16 + +Favor + +Greater restoration + +17-18 + +Smiting + +Branding smite + +19 + +Summons + +Planar ally + +20 + +Wind walking + +Wind walk + + + + + + + + + + + + + + + + + + + + +Necklace of +Adaptation + + +Nine Lives Stealer + +Weapon (any sword), very rare (requires attunement) + +You gain a +2 bonus to attack and damage rolls made +with this magic weapon. + +The sword has ld8 + 1 charges. If you score a crit ical +hit against a creature that has fewer than 100 hit points, +it must succeed on a DC 15 Constitution saving throw or +he slain instantly as the sword tears its life force from its +body (a construct or an undead is immune). The sword +loses t charge if the creature is slain. When the sword +has no charges remaining, it loses this property, + +Nolzur's Marvelous Pigments + +Wondrous item , very rare + +Typically found in ld4 pots inside a fine wooden box +with a brush (weighing 1 pound in total), these pigments +allow you to create three-dimensional objects by +painting them in two dimensions. The paint flows from +the brush to form the desired object as you concentrate +on its image. + +Each pot of paint is sufficient to cover 1,000 square +feet of a surface, which lets you create inanimate objects +or terrain features—such as a door, a pit, flowers, frees, +cells, rooms, or weapons—that are up to 10,000 cubic +feet. It takes 10 minutes to cover 100 square feet. + +When you complete the painting, the object or terrain +feature depicted becomes a real, non magical object. +Thus, painting a door on a wall creates an actual door +that can be opened to whatever is beyond. Painting a pit +on a floor creates a real pit, and its depth counts against +the total area of objects you create, + +Nothing created by the pigments can hav e a value +greater than 25 gp. If you paint an object of greater value + + +(such as a diamond or a pile of gold), the object looks +authentic, but close inspection reveals it is made from +paste, bone, or some other worthless material. + +If you paint a form of energy such as Are or lightning, +the energy appears but dissipates as soon as you +complete the painting, doing no harm to anything. + +Oathbow + +Weapon (longbow), very rare (requires a t tune men l) + +When you nock an arrow on this bow, it whispers in +Elvish, “Swift defeat to my enemies." When you use +this weapon to make a ranged attack, you can. as a +command phrase, say, “Swift death to you who have +wronged me." The target of your attack becomes your +sworn enemy until it dies or until dawn seven days later +You can have only one such sworn enemy at a time. +When your sworn enemy dies, you can choose a new +one after the next dawn. + +When you make a ranged attack roll with this weapon +against your sworn enemy, you have advantage on the +roll. In addition, your target gains no benefit from cover, +other than total cover, and you suffer no disadvantage +due to long range. If the attack hits, your sworn enemy +takes an extra 3d6 piercing damage. + +While your sworn enemy lives, you have disadvantage +on attack rolls with all other weapons. + +Oil of Etherealness + +Potion, rare + +Beads of this cloudy gray oil form on the outside of its +container and quickly evaporate. The oil can cover a +Medium or smaller creature, along with the equipment +it's wearing and carrying (one additional vial is required + + +C HA PTER 7 | TRE A5URE + + +Oathbow + + + + + + + + + + + + +for each size category above Medium). Applying the oil +takes 10 minutes. The affected creature then gains the +effect of the etherealness spell for 1 hour + +Oil of Sharpness + +Potion , very rare + +This clean gelatinous oil sparkles with tiny, ultrathin +silver shards. The oil can coat one slashing or piercing +weapon or up to 5 pieces of slashing or piercing +ammunition. Applying the oil takes 1 minute. For 1 +hour, the coated item is magical and has a *3 bonus to +attack and damage rolls. + +Oil of Slipperiness + +Potion, uncommon + +This sticky black unguent is thick and heavy in the +container, but it flows quickly when poured. The oil can +cover a Medium or smaller creature, along with the +equipment it's wearing and carrying (one additional +vial is required for each size category above Medium), +Applying the oil takes 10 minutes. The affected creature +then gains the effect of a freedom of movement spell +for 8 hours. + +Alternatively, the oil can be poured on the ground as +an action, where it covers a 10-foot square, duplicating +the effect of the grease spell in that area for 8 hours. + +Pearl of Power + +Wondrous item . uncommon (requires attunement by a +spellcastcr) + +You can use an action to speak this pearl's command + + +word and regain one expended spell slot of up to 3rd + +level. Once you have used the pearl, it can’t be used +again until the next dawn. + + +C H A PT E R 7 | TR E A 5 U R E + + +Periapt of Health + + +Periapt of Health + +Wondrous item , uncommon + +You are immune to contracting any disease while you +wear this pendant, if you are already infected with a +disease, the effects of the disease are suppressed you +while you wear the pendant. + +Periapt of Proof against Poison +Wondrous item, rare + +This delicate silver chain has a brilliant-cut black gem +pendant. While you wear it, poisons have no effect on +you. You arc immune to the poisoned condition and ha\e +immunity to poison damage. + +Periapt of Wound Closure + +Wondrous item, uncommon (requires attunement) + +While you wear this pendant, you stabilize whenever +you are dying at the start of your turn. In addition, +whenever you roll a Hit Die to regain hit points, double +the number of hit points it restores. + +Philter of Love +Potion, uncommon + +The next time you see a creature within 10 minutes +after drinking this philter, you become charmed by +that creature for 1 hour If the creature is of a species +and gender you are normally attracted to. you regard it +as your true love while you are charmed. This potion s +rose-hued, effervescent liquid contains one easy-to-miss +bubble shaped like a heart. + + +Periapt of +Wound Closure + + + + + + + + + + + + + + + + + + +Pipes of Haunting + + +Pipes of Haunting + +Wondrous item * uncommon + +You must be proficient with wind instruments to use +these pipes. They have 3 charges. You can use an action +to play them and expend 1 charge to create an eerie, +spellbinding tune. Each creature within 30 feet of you +that hears you play must succeed on a DC 15 Wisdom +saving throw or become frightened of you for 1 minute. + +If you wish, all creatures in the area that aren't hostile +toward you automatically succeed on the saving throw. + +A creature that fails the saving throw can repeat it at the +end of each of its turns, ending the effect on itself on a +success, A creature that succeeds on its saving throw +is immune to the effect of these pipes for 24 hours. The +pipes regain 1 c!3 expended charges daily at daw n. + +Pipes of the Sewers + +Wondrous item, uncommon (requires attunement) + +You must be proficient with wind instruments to use +these pipes. While you are attuned to the pipes, ordinary +rats and giant rats are indifferent toward you and will +not attack you unless you threaten or harm them. + +The pipes have 3 charges. If you play the pipes as +an action, you can use a bonus action to expend 1 to +3 charges, calling forth one swarm of rats (see the +Monster Manual for statistics) with each expended +charge, provided that enough rats are within half a mile +of you to be called in this fashion (as determined by +the DM), If there aren't enough rats to form a swarm, +the charge is wasted. Called swarms move toward the +music by the shortest available route but aren't under +your control otherwise. The pipes regain ld3 expended +charges daily at dawn. + + +Whenever a swarm of rats that isn't under another +creature's control comes within 30 feet of you while you +are playing the pipes, you can make a Charisma check +contested by the swarm's Wisdom check. If you lose +the contest, the swarm behaves as it normally would +and can't be swayed by the pipes' music for the next +24 hours. If you win the contest, the swarm is swayed +by the pipes’ music and becomes friendly to you and +your companions for as long as you continue to play the +pipes each round as an 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 and can't hear the +pipes' music, your control over that swarm ends, and +the swarm behaves as it normally would and can't be +swayed by the pipes' music for the next 24 hours. + +Plate Armor of Etherealn ess + +.4 rm or (pla te), legen da ry (req u ires a 11 unem ent) + +While you're wearing this armor, you can speak its +command word as an action to gain the effect of the +etherealness spell, which last for 10 minutes or until +you remove the armor or use an action to speak the +command word again. This property of the armor can’t +be used again until the next dawn. + +Portable Hole +Wondrous item , rare + +This fine black cloth, soft as silk, is folded up to the +dimensions of a handkerchief. It unfolds into a circular +sheet 6 feet in diameter. + +You can use an action to unfold a portable hole and +place it on or against a solid surface, whereupon the +portable hole creates an extradimensional hole 10 +feet deep. The cylindrical space within the hole exists + +CHAPTER 7 I TREASURE + +tfi + + + + + + + + + + + + + + + + + + + + + + +on a different plane, so it can't be > J create open +passages. Any creature inside an open portable hole can +exit the hole by climbing out of it. + +You can use an action to close a portable hole by +taking hold of the edges of the cloth and folding it up. +Folding the cloth closes the hole, and any creatures or +objects within remain in the extradimensional space. No +matter what’s in it. the bole weighs next to nothing. + +If the hole is folded up, a creature within the hole's +extradimensional space can use an action to make +a DC 10 Strength check. On a successful check, the +creature forces its way out and appears within 5 feet of +the portable hole or the creature carrying it. A breathing +creature within a closed portable hole can survive for up +to 10 minutes, after which time it begins to suffocate. +Placing a portable hole inside an extradimensional +space created by a bag of holding, Heward's handy +haversack, or simi lar item instantly destroys both items +and opens a gate to ihe Astral Plane. The gate originates +where the one item was placed inside the other. Any +creature within 10 feet of the gate is sucked through it +and deposited in a random location on the Astral Plane, +The gate then closes. The gate is one-way only and can't +be reopened. + +Potton of Animal Friendship +Potion, uncommon + +When you drink this potion, you can cast the animal +friendship spell (save DC 13) for 1 hour at will. Agitating +t his muddy liquid brings little bits into view: a fish scale, +a hummingbird tongue, a cat claw, or a squirrel hair. + +Potion of Clairvoyance +Potion, rare + +When you drink this potion, you gain the effect of the +ialrvoyance spell. An eyeball bobs in this yellowish +liquid but vanishes when the potion is opened. + +Potion of Climbing + +Potion t common + +When you drink this potion, you gain a climbing speed +equal to your walking speed for I hour. During this +time, you have advantage on Strength (Athletics) checks +you make to climb. The potion is separated into brown, +silver, and gray layers resembling bands of stone. +Shaking the bottle fails to mix the colors. + +Potion of Diminution +Potion f rare + +When you drink this potion, you gain the “reduce" +effect of the enlarge/reduce spell for ld4 hours (no +concentration required). The red in the potion’s liquid +continuously contracts to a tiny bead and then expands +to color the clear liquid around it. Shaking the bottle +■ails to interrupt this process. + +Potion of Fire Breath + +Potion, uncommon + +After drinking this potion, you can use a bonus action to +exhale fire at a target within 30 feet of you. The target + + +must make a DC 13 Dexterity saving throw, taking 4d6 +fire damage on a failed save, or half as much damage on +a successful one. The effect ends after you exhale the +fire three times or when I hour has passed. + +This potion s orange liquid flickers, and smoke fills the +top of the container and wafts out whenever it is opened. + +Potion of Flying + +Potion , very rare + +When you drink this potion, you gain a flying speed +equal to your walking speed for I hour and can hover. + +If you’re in the air when the potion wears off. you fall +unless you have some other means of staying aloft. This +potion’s clear liquid floats at the top of its container and +has cloudy white impurities drifting in it. + +Potion of Gaseous Form + +Potion, rare + +When you drink this potion, you gain the effect of +the gaseous form spell for 1 hour (no concentration +required) or until you end the effect as a bonus action. +This potion s container seems to hold fog that moves +and pours like water. + +Potion of Giant Strength +Potion, rarity varies + +When you drink this potion, your Strength score +changes for 1 hour. The type of giant determines the +score (see the table below). The potion has no effect +on you if your Strength is equal to or greater than +that score. + +This potion's transparent liquid has floating in it a +sliver of fingernail from a giant of the appropriate type. +The potion of frost giant strength and the potion of stone +giant strength have the same effect. + + +Type of Giant + +Strength + +Rarity + +Hill giant + +21 + +Uncommon + +Frost/stone giant + +23 + +Rare + +Fire giant + +25 + +Rare + +Cloud giant + +27 + +Very rare + +Storm giant + +29 + +Legendary + + +Potion of Growth + +Potion, uncommon + +When you drink this potion, you gain the “enlarge” +effect of the enlarge/reduce spell for Id4 hours (no +concentration required). The red in the potion’s liquid +continuously expands from a tiny bead to color the clear +liquid around it and then contracts. Shaking the bottle +fails to interrupt this process. + +Potion of Healing + +Potion , rarity varies + +You regain hit points when you drink this potion. The +number of hit points depends on the potion's rarity, as +shown in the Potions of Healing table. Whatever its +potency, the potion's red liquid glimmers when agitated. + + +CHAPTER 7 I TREASURE + + + + +Potions of Healing + + +Potion of... +Healing + +Greater healing +Superior healing +Supreme healing + + +Rarity + +Common + +Uncommon + +Rare + +Very rare + + +HP Regained +2d4 + 2 +4d4 + 4 +8d4 + 8 +10d4 + 20 + + +Potion of Heroism + +Potion , rare + +For 1 hour after drinking it, you gain 10 temporary hit +points that last for 1 hour. For the same duration, you +are under the effect of the bless spell (no concentration +required). This blue potion bubbles and steams as +if boiling. + +Potion of Invisibility + +Potion, very rare + +This potions container looks empty but feels as though +it holds liquid. When you drink it, you become invisible +for 1 hour. Anything you wear or carry is invisible with +you. The effect ends early if you attack or cast a spell. + +Potion of Invulnerability + +Potion, rare + +For 1 minute after you drink this potion, you have +resistance to all damage. The potions syrupy liquid +looks like liquified iron. + +Potion of Longevity + +Potion, very rare + +When you drink this potion, your physical age is +reduced by ld6 + 6 years, to a minimum of 13 years. +Each time you subsequently drink a potion of longevity, +there is 10 percent cumulative chance that you instead +age by ld6 + 6 years. Suspended in this amber liquid +are a scorpion’s tail, an adder s fang, a dead spider, +and a tiny heart that, against all reason, is still beating. +These ingredients vanish when the potion is opened. + +Potion of Mind Reading + +Potion , rare + +When you drink this potion, you gain the effect of the +detect thoughts spell (save DC 13). The potions dense, +purple liquid has an ovoid cloud of pink floating in it. + +Potion of Poison + +Potion, uncommon + +This concoction looks, smells, and tastes like a potion of +healing or other beneficial potion. However, it is actually +poison masked by illusion magic. An identify spell +reveals its true nature. + +If you drink it, you take 3d6 poison damage, and you +must succeed on a DC 13 Constitution saving throw or +be poisoned. At the start of each of your turns while you +are poisoned in this way, you take 3d6 poison damage. + +At the end of each of your turns, you can repeat the +saving throw. On a successful save, the poison damage +you take on your subsequent turns decreases by ld6. + +The poison ends when the damage decreases to 0. + + +Potion of Resistance + +Potion, uncommon + +When you drink this potion, you gain resistance to one +type of damage for 1 hour. The DM chooses the type or| +determines it randomly from the options below. + + +dlO Damage Type + +1 Acid + +2 Cold + +3 Fire + +4 Force + +5 Lightning + + +dlO Damage Type + +6 Necrotic + +7 Poison + +8 Psychic + +9 Radiant + +10 Thunder + + +Potion of Speed + +Potion, very rare + +When you drink this potion, you gain the effect of the +haste spell for 1 minute (no concentration required), +potions yellow fluid is streaked with black and swirls +on its own. + +Potion of Vitality + +Potion, very rare + +When you drink this potion, it removes any exhaustior. +you are suffering and cures any disease or poison +affecting you. For the next 24 hours, you regain the +maximum number of hit points for any Hit Die you +spend. The potion’s crimson liquid regularly pulses wit +dull light, calling to mind a heartbeat. + +Potion of Water Breathing + +Potion, uncommon + +You can breathe underwater for 1 hour after drinking +this potion. Its cloudy green fluid smells of the sea and +has a jellyfish-like bubble floating in it. + +Quaal’s Feather Token + +Wondrous item, rare + +This tiny object looks like a feather. Different types of +feather tokens exist, each with a different single-use +effect. The DM chooses the kind of token or determines +it randomly. + + +dlOO + +Feather Token + +dlOO + +Feather Token + +01-20 + +Anchor + +51-65 + +Swan boat + +21-35 + +Bird + +66-90 + +Tree + +36-50 + +Fan + +91-00 + +Whip + + +Anchor . You can use an action to touch the token to a +boat or ship. For the next 24 hours, the vessel can’t be +moved by any means. Touching the token to the vessel +again ends the effect. When the effect ends, the token +disappears. + +Bird, You can use an action to toss the token 5 feet +into the air. The token disappears and an enormous, +multicolored bird takes its place. The bird has the +statistics of a roc (see the Monster Manual), but it obeys +your simple commands and can’t attack. It can carry +up to 500 pounds while flying at its maximum speed +(16 miles an hour for a maximum of 144 miles per day. +with a one-hour rest for every 3 hours of flying), or 1,000 + + +CHAPTER 7 I TREASURE + + + + +pounds at half that speed. The bird disappears after +dying its maximum distance for a day or if it drops to 0 +hit points. You can dismiss the bird as an action* + +Fan . If you are on a boat or ship* you can use an action +to toss the token up to 10 feet in the air, The token +disappears, and a giant flapping fan takes its place. The +fan floats and creates a wind strong enough to fill the +sails of one ship, increasing its speed by 5 miles per +hour for S hours. You can dismiss the fan as an action. + +Swan Boat, You can use an action to touch the token +to a body of water at least 60 feet in diameter* The token +disappears, and a 50-foot-long, 20-foot-wide boat shaped +like a swan takes its place. The boat is self-propelled +and moves across water at a speed of 6 miles per hour. +You can use an action while on the boat to command it +to move or to turn up to 90 degrees. The boat can carry +up to thirty-two Medium or smaller creatures. A Large +creature counts as four Medium creatures, while a +Huge creature counts as nine. The boat remains for 24 +hours and then disappears. You can dismiss the boat as +an action* + +Tree . You must be outdoors to use this token. You +an use an action to touch it to an unoccupied space +on the ground. The token disappears* and in its place +a non magical oak tree springs into existence* The tree +is 60 feet tall and has a 5-foot-diameter trunk, and its +branches at the top spread out in a 20-foot radius. + +Whip, You can use an action to throw the token to a +point within 10 feet of you. The token disappears, and a +floating whip takes its place. You can then use a bonus +action to make a melee spell attack against a creature +within 10 feet of the whip, w ith an attack bonus of +9* + +On a hit, the target takes Ld6 + 5 force damage* + +As a bonus action on your turn, you can direct the +whip to fly up to 20 feet and repeat the attack against a +creature within 10 feet of it* The whip disappears after 1 +hour, when you use an action to dismiss it, or when you +are incapacitated or die* + + +C>UJVEJR OF EHLONNA +\ l ondrous item , uncommon + + +Each of the quiver's three compartments connects to +an extradimensional space that allows the quiver to +hold numerous items while never weighing more than +2 pounds. The shortest compartment can hold up to +sixty arrows, bolts, or similar objects* The midsize +compartment holds up to eighteen javelins or similar +objects* The longest compartment holds up to six long +objects, such as bows, quarter staffs, or spears. + +You can draw any item the quiver contains as if doing +so from a regular quiver or scabbard. + + +Ring of Animal Influence +Ring, rare + +This ring has 3 charges, and it regains ld3 expended +charges daily at dawn. While wearing the ring, you can +use an action to expend 1 of its charges to cast one of +the following spells: + + +- Animal friendship (save DC 13) + +* Fear (save DC 13), targeting only beasts that have an +Intelligence of 3 or lower + +* SpeaA with animals + + +Fan Token + +Jm + + +Anchor Token + + +CHAPTER 7 ! TREASURE + + +Quaal's + +Featkcb Tokens + + +S’wan Boat Token + + + + + + + + + + + +Ring of Djinni Summoning + +Ring, legendary (requires attunement) + +While wearing this ring, you can speak its command +word as an action to summon a particular djinni from +the Elemental Plane of Air. The djinni appears in an +unoccupied space you choose within 120 feet of you. ft +remains as long as you concentrate (as if concentrating +on a spell), to a maximum of 1 hour, or until it drops to 0 +hit points. It then returns to its home plane. + +While summoned, the djinni is friendly to you and +your companions. It obeys any commands you give it, no +matter what language you use. If you fail to command it, +the djinni defends itself against attackers but takes no +other actions. + +After the djinni departs, it can’t be summoned again +for 24 hours, and the ring becomes non magical if the +djinni dies. + +Ring of Elemental Command + +Ring, legendary (requires attunement) + +This ring is linked to one of the four Elemental +Planes. The DM chooses or randomly determines the +linked plane. + +While wearing this ring, you have advantage on attack +rolls against elementals from the linked plane, and +they have disadvantage on attack rolls against you. In +addition, you have access to properties based on the +linked plane. + +The ring has 5 charges. It regains ld4 + 1 expended +charges daily at dawn. Spells cast from the ring have a +save DC of 17. + +Ring of Air Elemental Command. You can expend 2 +of the ring's charges to cast dominate monster on an air +elemental. In addition, when you fall, you descend 60 +feet per round and take no damage from falling. You can +also speak and understand Auran. + +If you help slay an air elemental while attuned to +the ring, you gain access to the following additional +properties: + + +CHAPTER 7 ! TREASURE + + +Ring of A - +Elemental C : ; + + +* You have resistance to lightning damage. + +* You have a flying speed equal to your walking spee _ +and can hover. + +* You can cast the following spells from the ring, +expending the necessary number of charges: chair +lightning (3 charges), gust of wind (2 charges), or wn +wall{ 1 charge). + +Ring of Barth Elemental Command, You can exp- +2 of the ring's charges to cast dominate monster on +earth elemental. In addition, you can move in difficuf +terrain that is composed of rubble, rocks, or dirt as +if it were normal terrain. You can also speak and +understand Terran* + +If you help slay an earth elemental wdiile attuned tc +the ring, you gain access to the following additional +properties: + +* You have resistance to acid damage. + +* You can move through solid earth or rock as if those +areas were difficult terrain. If you end your turn the _ +you are shunted out to the nearest unoccupied spa*: +you last occupied. + +* You can cast the following spells from the ring, +expending the necessary number of charges: stone +shape (2 charges), stoneskirt (3 charges), or wall of +stone (3 charges). + +Ring of Fire Elemental Command. You can expen: +2 of the ring s charges to cast dominate monster on a +fire elemental. In addition, you have resistance to fire +damage. You can also speak and understand Ignan. + +If you help slay a fire elemental while attuned to +the ring, you gain access to the following additional +properties: + +* You are immune to fire damage. + +* You can cast the following spells from the ring, +expending the necessary number of charges: burning +hands (1 charge), fireball (2 charges), and wall of fir: +(3 charges). + + +S2ing of +Free Action + + +Rjng of Animal Influence + + +Ring of + +Djinni Summoning + + + + + + + + + + + + + + + + + + + + + +Ring of Water Elemental Command . You can expend +2 of the ring's charges to cast dominate monster on a +water elemental. In addition, you can stand on and walk +across liquid surfaces as if they were solid ground. You +can also speak and understand Aquan. + +If you help slay a water elemental while attuned to +the ring, you gain access to the following additional +properties: + +* You can breathe underwater and have a swimming +speed equal to your walking speed, + +* You can east the following spells from the ring, +expending the necessary number of charges: create or +destroy water (1 charge), control water (3 charges), ice +storm (2 charges), or wall of ice (3 charges). + +Ring of Evasion + +Ring, rare (requires attunement) + +This ring has 3 charges, and it regains ld3 expended +charges daily at dawn. When you fail a Dexterity saving +throw while wearing it, you can use your reaction +to expend 1 of its charges to succeed on that saving +throw r instead. + +Ring of Feather Falling + +Ring, rare (requires attunement) + +When you fall while wearing this ring, you descend 60 +feet per round and take no damage from falling. + +Ring of Free Action + +Ring, rare (requires attunement) + +While you wear this ring, difficult terrain doesn’t cost +you extra movement. In addition, magic can neither +reduce your speed nor cause you to be paralyzed or +restrained. + +Ring of Invisibility + +Ring, legendary (requires attunement) + +While wearing this ring, you can turn invisible as an +action. Anything you are wearing or carrying is invisible + + +with you. You remain invisible until the ring is removed, +until you attack or cast a spell, or until you use a bonus +action to become visible again. + +Ring of Jumping + +Ring, uncommon (requires attunement) + +While wearing this ring, you can cast the jump spell +from it as a bonus action at will, but can target only +yourself when you do so. + +Ring of Mind Shielding +Ring, uncommon (requires attunement) + +While wearing this ring, you are immune to magic +that allows other creatures to read your thoughts, +determine whether you are lying, know your alignment, +or know your creature type. Creatures can telepathically +communicate with you only if you allow it. + +You can use an action to cause the ring to become +invisible until you use another action to make it visible, +until you remove the ring, or until you die. + +If you die while wearing the ring, your soul enters it, +unless it already houses a soul. You can remain in the +ring or depart for the afterlife. As long as your soul is +in the ring, you can telepathically communicate with +any creature wearing it. A wearer can’t prevent this +telepathic communication. + +Ring of Protection + +Ring, rare (requires attunement) + +You gain a +1 bonus to AC and saving throw's while +wearing this ring. + +Ring of Regeneration + +Ring, very rare (requires attunement) + +While wearing this ring, you regain ld6 hit points every +10 minutes, provided that you have at least 1 hit point I f +you lose a body part, the ring causes the missing part to +regrow and return to full functionality after ld6 + 1 days +if you have at least 1 hit point the whole time. + + +CHAPTER 7 I TREASURE + + +19 3 + + + + + + + + + + + + +Ring of Protection + + +Ring of + +Fire Resistance + + +Ring of +Regeneration + + +Ring of Resistance + +Ring, rare (requires attunement) + +You have resistance to one damage type while wearing +this ring. The gem in the ring indicates the type, which +the DM chooses or determines randomly. + + +dlO + +Damage Type + +Gem + +1 + +Acid + +Pearl + +2 + +Cold + +Tourmaline + +3 + +Fire + +Garnet + +4 + +Force + +Sapphire + +5 + +Lightning + +Citrine + +6 + +Necrotic + +Jet + +7 + +Poison + +Amethyst + +8 + +Psychic + +Jade + +9 + +Radiant + +Topaz + +10 + +Thunder + +Spinel + + +Ring of Shooting Stars + +Ring, very rare (requires attunement outdoors at night) + +While wearing this ring in dim light or darkness, you +can cast dancing lights and light from the ring at will. +Casting either spell from the ring requires an action. + +The ring has 6 charges for the following other +properties. The ring regains ld6 expended charges +daily at dawn. + +Faerie Fire. You can expend 1 charge as an action to +cast faerie fire from the ring. + +Ball Lightning. You can expend 2 charges as an +action to create one to four 3-foot-diameter spheres +of lightning. The more spheres you create, the less +powerful each sphere is individually. + +Each sphere appears in an unoccupied space you can +see within 120 feet of you. The spheres last as long as +you concentrate (as if concentrating on a spell), 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 you. +When a creature other than you comes within 5 feet of a + + +Ring of +Spell Storing + + +Ring of + + +Telekinesis + + +sphere, the sphere discharges lightning at that creature +and disappears. That creature must make a DC 15 +Dexterity saving throw. On a failed save, the creature +takes lightning damage based on the number of spheres +you created. + + +Spheres + +4 + +3 + +2 + +1 + + +Lightning Damage +2d4 +2d6 +5d4 +4dl2 + + +Shooting Stars. You can expend 1 to 3 charges as +an action. For every charge you expend, you launch +a glowing mote of light from the ring at a point you +can see within 60 feet of you. Each creature within a +15-foot cube originating from that point is showered in +sparks and must make a DC 15 Dexterity saving throw, +taking 5d4 fire damage on a failed save, or half as much +damage on a successful one. + +Ring of Spell Storing + +Ring, rare (requires attunement) + +This ring stores spells cast into it, holding them until the +attuned wearer uses them. The ring can store up to 5 +levels worth of spells at a time. When found, it contains +ld6 - 1 levels of stored spells chosen by the DM. + +Any creature can cast a spell of 1st through 5th level +into the ring by touching the ring as the spell is cast. + +The spell has no effect, other than to be stored in the +ring. If the ring can't hold the spell, the spell is expendec +without effect. The level of the slot used to cast the spel’ +determines how much space it uses. + +While wearing this ring, you can cast any spell stored +in it. The spell uses the slot level, spell save DC, spell +attack bonus, and spellcasting ability of the original +caster, but is otherwise treated as if you cast the spell. +The spell cast from the ring is no longer stored in it, +freeing up space. + + + +CHAPTER 7 I TREASURE + + + + + + + + + + + + + + +E N G OF +E£ Wishes + + +RlNG OF + + +Ring of + + +Spell Turning + + +Shooting Stars + + +Water Walking + + +Ring of Spell Turning + +Ring, legendary (requires attunement) + +While wearing this ring, you have advantage on saving +throws against any spell that targets only you (not in +an area of effect). In addition, if you roll a 20 for the +save and the spell is 7th level or lower, the spell has no +effect on you and instead targets the caster, using the +slot level, spell save DC, attack bonus, and spellcasting +ability of the caster. + +Ring of Swimming + +Ring, uncommon + +You have a swimming speed of 40 feet while wearing +this ring. + +Ring of Telekinesis + +Ring, very rare (requires attunement) + +While wearing this ring, you can cast the telekinesis +spell at will, but you can target only objects that aren't +being worn or carried. + +Ring of the Ram + +Ring, rare (requires attunement) + +This ring has 3 charges, and it regains Id3 expended +charges daily at dawn. While wearing the ring, you can +use an action to expend 1 to 3 of its charges to attack +one creature you can see within 60 feet of you. The ring +produces a spectral ram s head and makes its attack roll +with a +7 bonus. On a hit, for each charge you spend, +ihe target takes 2d 10 force damage and is pushed 5 feet +away from you. + +Alternatively, you can expend 1 to 3 of the ring's +harges as an action to try to break an object you can +see within 60 feet of you that isn't being worn or carried. +The ring makes a Strength check with a +5 bonus for +each charge you spend. + +Ring of Three Wishes + +Ring, legendary + +While wearing this ring, you ean use an action to +expend 1 of its 3 charges to cast the wish spell from + + +it. The ring becomes non magic al when you use the +last charge. + +Ring of Warmth + +Ring, uncommon (requires attunement) + +While wearing this ring, you have resistance to cold +damage. In addition, you and everything you wear and +carry are unharmed by temperatures as low as -50 +degrees Fahrenheit, + +Ring of Water Walking + +Ring, uncommon + +While wearing this ring, you can stand on and move +across any liquid surface as if it were solid ground. + +Ring of X-ray Vision + +Ring, rare (requires attunement) + +While wearing this ring, you can use an action to speak +its command word. W hen you do so. you can see into +and through solid matter for 1 minute. This vision has a +radius of 30 feet. To you. solid objects within that radius +appear transparent and don’t prevent light from passing +through them. The vision can penetrate 1 foot of stone, + +1 inch of common metal, or up to 3 feet of wood or dirt. +Thicker substances block the vision, as does a thin +sheet of lead. + +Whenever you use the ring again before taking a long +rest, you must succeed on a DC 15 Constitution saving +throw or gain one level of exhaustion. + +Robe of Eyes + +Wondrous item , rare (requires attunement) + +This robe is adorned with eyelike patterns. W hile you +wear the robe, you gain the following benefits: + +- The robe lets you see in all directions, and you have +advantage on Wisdom (Perception) checks that +rely on sight. + +* You have darkvision out to a range of 120 feet, + +- You can see invisible creatures and objects, as well as +see into the Ethereal Plane, out to a range of 120 feet. + + +CHAPTER 7 | TREASURE + + + + + + + + + + +Robe of Eyes + + +Rose of Stars + + +194 + + +CHAPTER 7 i TREASURE + + +The eyes on the robe can t be closed or averted. +Although you can close or avert your own eyes, you are +never considered to be doing so while wearing this rob- +A light spelt cast on the robe or a daylight spell cast +within 5 feet of the robe causes you to be blinded for 1 +minute. At the end of each of your turns, you can make - +Constitution saving throw (DC 11 for light or DC 15 for +daylight), ending the blindness on a success. + +Robe of Scintillating Colors + +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 use +an 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. Creatures that can see you have +disadvantage on attack rolls against you. In addition, +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 become stunned until the +effect ends. + +Robe of Stars I + +Wondrous item, very rare (requires attunement) + +This black or dark blue robe is embroidered with smab +white or silver stars. You gain a +1 bonus to saving +throws while you wear it. + +Six stars, located on the robe s upper front portion, +are particularly large. While wearing this robe, you can +use an action to pull off one of the stars and use it to +cast magic missile as a Sthdevel spell. Daily at dusk, 1.. +removed stars reappear on the robe. + +While you wear the robe, you can use an action to +enter the Astral Plane along with everything you are +wearing and carrying. You remain there until you +use an action to return to the plane you were on. You +reappear in the last space you occupied, or if that spar 7 +is occupied, the nearest unoccupied space. + +Robe of the Arch magi 1 + +Wondrous item f legendary (requires attunement by a +sorcerer, warlock, or wizard) + +This elegant garment is made from exquisite cloth of +white, gray, or black and adorned with silvery runes. + +The robe's color corresponds to the alignment for whic h +the item was created. A white robe was made for good +gray for neutral, and black for evil. You cant attune to +a robe of the arch magi that doesn’t correspond to your +alignment. + +You gain these benefits while wearing the robe: + +* If you aren’t wearing armor, your base Armor Class is +15 Tyour Dexterity modifier, + +■ You have advantage on saving throws against spells +and other magical effects. + +■ Your spell save DC and spell attack bonus each +increase by 2. + + + + + + + + + + + + + +Robe or Useful Items + +libndrous item , uncommon + +This robe has cloth patches oi various shapes and colors +covering it. While wearing the robe. >ou can use an +action to detach one of the patches, causing it to become +the object or creature it represents. Once the last patch +is removed, the robe becomes an ordinary garment. + +The robe has two of each of the following patches: + +* Dagger + +* Builseye lantern (filled and lit) + +■ Steel mirror + +* 10-foot pole + +■ Hempen rope (50 feet, coiled) + +* Sack + +In addition, the robe has 4d4 other patches. The DM +chooses the patches or determines them randomly. + +dlOO Patch + +01-08 Bag of TOO gp + +09-15 Silver coffer (1 foot long, 6 inches wide and deep) +worth 500 gp + +16-22 Iron door (up to 10 feet wide and 10 feet high, + +barred on one side of your choice), which you can +place in an opening you can reach; it conforms to +fit the opening, attaching and hinging itself +23-30 10 gems worth 100 gp each + +31-44 Wooden ladder (24 feet long) + +45-51 A riding horse with saddle bags (see the A/fonster +Manual for statistics) + +52-59 Pit (a cube 10 feet on a side), which you can place +on the ground within 10 feet of you +60-68 4 potions of healing + +69-75 Rowboat (12 feet long) + +76-83 Spell scroll containing one spell of 1st to 3rd level +84-90 2 mastiffs (see the Monster Manual for statistics) + +91-96 Window (2 feet by 4 feet, up to 2 feet deep), which +you can place on a vertical surface you can reach +97-00 Portable ram + +Rod of Absorption + +Rod very rare (requires attunement) + +While holding this rod, you can use your reaction to +absorb a spell that is targeting only you and not with an +area of effect. The absorbed spell's effect is canceled, +and the spells energy—not the spell itself—is stored in +the rod. The energy has the same level as the spell when +was cast. The rod can absorb and store up to 50 levels +f energy over the course of its existence. Once the rod +absorbs 50 levels of energy, it cant absorb more. If you +ire targeted by a spell that the rod can't store, the rod +has no effect on that spell. + +W hen you become attuned to the rod, you know how +many levels of energy the rod has absorbed over the +ourse of its existence, and how many levels of spell +energy it currently has stored. + +If you are a spellcaster holding the rod. you can +convert energy stored in it into spell slots to cast spells +you have prepared or know. You can create spell slots +inly of a level equal to or lower than your own spell + + + +Rod of + + +Roes of THE + +Arcwmagi + + +I9S + + +CHAPTER 7 I TREASURE + + + + + + + + + + + + + + + + + + + +Rgo of +Resurrection + + +CHAPTER 7 I TREASURE +196 + + + +slots, up to a maximum of 5th level You use the stored +levels in place of your slots, but otherwise cast the spel’ +as normal. For example, you can use 3 levels stored in +the rod as a 3rd-!eve! spell slot, + +A newly found rod has Id 10 levels of speli energy +stored in it already. A rod that can no longer absorb +spell energy and has no energy remaining becomes +non magical + +Rod of Alertness + +Rod, very rare (requires attunement) + +This rod has a hanged head and the following +properties. + +Alertness. While holding the rod t you have advantage +on Wisdom (Perception) checks and on rolls for +initiative. + +Spells . While holding the rod, you can use an action +to cast one of the following spells from it: detect evil and +good, detect magic, detect poison and disease, or see +invisibility + +Protective Aura. As an action, you can plant the haft +end of the rod in the ground, whereupon the rod's head +sheds bright light in a 60-foot radius and dim light for +an additional 60 feet. While in that bright light you and +any creature that is friendly to you gain a +1 bonus to +AC and saving throws and can sense the location of an> +invisible hostile creature that is also in the bright light. + +The rod s head stops glowing and the effect ends afte^ +10 minutes, or when a creature uses an action to pull +the rod from the ground. This property can't be used +again until the next dawn. + +Rod of Lordly Might +Rod. legendary (requires attunement) + +This rod has a flanged head, and it functions as a magi +mace that grants a +3 bonus to attack and damage roll- +made with it. The rod has properties associated with si>: +different buttons that are set in a row along the haft. It +has three other properties as well detailed below. + +Six Buttons. You can press one of the rod s six +buttons as a bonus action. A button's effect lasts until +you push a different button or until you push the same +button again, which causes the rod to revert to its +normal form. + +If you press button 1 , the rod becomes a dame tongue +as a fiery blade sprouts from the end opposite the rod s +flanged head. + +if you press button 2, the rod’s flanged head folds +down and two crescent-shaped blades spring out, +transforming the rod into a magic battleaxe that grants +a +3 bonus to attack and damage rolls made with it. + +If you press button 3. the rod's flanged head folds +down* a spear point springs from the rod s tip, and the +rod s handle lengthens into a 6-foot haft, transforming +the rod into a magic spear that grants a +3 bonus to +attack and damage rolls made with it. + +If you press button 4. the rod transforms into a +climbing pole up to 50 feet long, as you specify. In +surfaces as hard as granite, a spike at the bottom and +three hooks at the top anchor the pole. Horizontal +bars 3 inches long fold out from the sides, 1 foot apart, +forming a ladder. The pole can bear up to 4,000 pound- + + + + + + +lore weight or Sack of solid an ■ ^ _ > - In rod to + +revert to its normal form. + +[f you press button 5, the rod transf rms into a +handheld battering ram and grants irs user a -10 bonus +10 Strength checks made to break through doors, +barricades, and other barriers. + +If you press button 6, the rod assumes or remains in +its normal form and indicates magnetic north. (Nothing +happens if this function of the rod is used in a location +rhat has no magnetic north.) The rod also gives you +knowledge of your approximate depth beneath the +ground or your height above it. + +Drain Life. When you hit a creature with a melee +attack using the rod, you can force the target Lo make a +DC 17 Constitution saving throw. On a failure, the target +lakes an extra 4d6 necrotic damage, and you regain a +number of hit points equal to half that necrotic damage. +This property can t be used again until the next dawn. +Paralyze, When you hit a creature with a melee attack +using the rod, you can force the target to make a DC +17 Strength saving throw. On a failure, the target is +paralyzed for 1 minute. The target can repeat the saving +throw at the end of each of its turns, ending the effect +on a success. This property can't be used again until the +next dawn. + +Terrify. While holding the rod. you can use an, action +to force each creature you can see within 30 feet of you + +- make a DC 17 Wisdom saving throw. On a failure, +i target is frightened of you for 1 minute. A frightened + +.rget can repeat the saving throw at the end of each of +is turns, ending the effect on itself on a success. This +r >perty can t be used again until the next dawn. + +Rod of the Pact Keeper + +Rod\ uncommon (+l) t rare (+2), or very rare (+3) +squires attunement by a warlock) + +While holding this rod, you gain a bonus to spell attack + +- Us and to the saving throw DCs of your warlock spells. +The bonus is determined by the rod's rarity. + +In addition, you can regain one warlock spell slot +- an action while holding the rod. You can t use this +: roperty again until you finish a long rest. + +Rod of Resurrection + +- ocL legendary (requires attunement by a cleric r druid, +-paladin) + +The rod has 5 charges. While you hold it, you can use +action to cast one of the follow ing spells from it: heal +pends 1 charge) or resurrection (expends 5 charges). +The rod regains 1 expended charge daily at dawn. If +rod is reduced to 0 charges, roll a d20. On a 1. the +: : disappears in a burst of radiance. + +Rod of Rulership + +Rod, rare (requires attunement) + +. u can use an action to present the rod and command +bedience from each creature of your choice that you +an see within 120 feet of you. Each target must succeed +an a DC 15 Wisdom saving throw or be charmed by you +8 hours. While charmed in this way, the creature +regards you as its trusted leader. If harmed by you or +j ur companions, or commanded to do something + + +ontrary to its nature, a target ceases to be charmed +in this way. The rod can't be used again until the +next dawn. + +Rod of Security +Rod. very rare + +While holding this rod, you can use an action to activate +it. The rod then instantly transports you and up to 199 +other willing creatures you can see to a paradise that +exists in an extraplanar space. You choose the form that +the paradise takes. It could be a tranquil garden, lovely +glade, cheery tavern, immense palace, tropical island, +fantastic carnival, or whatever else you can imagine. +Regardless of its nature, the paradise contains enough +water and food to sustain its visitors. Everything else +that can be interacted with inside the extraplanar space +can exist only there. For example, a flower picked from +a garden in the paradise disappears if it is taken outside +the extraplanar space. + +For each hour spent in the paradise, a visitor regains +hit points as if it had spent 1 Hit Die. Also, creatures +don't age while in the paradise, although time passes +normally. Visitors can remain in the paradise for up to +200 days divided by the number of creatures present +(round down). + +When the time runs out or you use an action to end it, +all visitors reappear in the location they occupied when +you activated the rod, or an unoccupied space nearest +that location. The rod can t be used again until ten days +have passed. + +Rope of Climbing + +Wondrous item , uncommon + +This 60-foot length of silk rope weighs 3 pounds and +can hold up to 3,000 pounds. If you hold one end of the +rope and use an action to speak the command word, the +rope animates. As a bonus action, you can command the +other end to move toward a destination you choose. That +end moves 10 feet on your turn when you first command +it and 10 feet on each of your turns until reaching its +destination, up to its maximum length away, or until you +tell it to stop. You can also tell the rope to fasten itself +securely to an object or to unfasten itself, to knot or +unknot itself, or to coil itself for carrying. + +If you tell the rope to knot, large knots appear at +1-foot intervals along the rope. While knotted, the rope +shortens to a 50-foot length and grants advantage on +checks made to climb it. + +The rope has AC 20 and 20 hit points. It regains 1 +hit point every 5 minutes as long as it has at least 1 hit +point. If the rope drops to 0 hit points, it is destroyed. + +Rope of Entanglement +Wondrous item , rare + +This rope is 30 feet long and weighs 3 pounds. If you +hold one end of the rope and use an action to speak its +command word, the other end darts forward to entangle +a creature you can see within 20 feet of you. The target +must succeed on a DC 15 Dexterity saving throw or +become restrained. + +You can release the creature by using a bonus action +to speak a second command word, A target restrained + + +CHAPTER 7 l TREASURE + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +by the rope can use an action to make a DC 15 Strength +or Dexterity check (target 1 s choice). On a success, the +creature is no longer restrained by the rope. + +The rope has AC 20 and 20 hit points. It regains 1 +hit point every 5 minutes as long as it has at least 1 hit +point. If the rope drops to 0 hit points, it is destroyed. + + +dlOO + +Creature Type + +dlOO + +Creature Type + +01-10 + +Aberrations + +41-50 + +Fey + +11-20 + +Beasts + +51—75 + +Fiends + +21-30 + +Celestials + +76-80 + +Plants + +31-40 + +Elemental + +81-00 + +Undead + + +Saddle of the Cavalier + +Wondrous hem, uncommon + +While in this saddle on a mount, you can’t be +dismounted against your will if you’re conscious, and +attack rolls against the mount have disadvantage. + +Scarab of Protection + +I Vondrous item, legendary (requires attunement) + +if you hold this beetle-shaped medallion in your hand for +1 round, an inscription appears on its surface revealing +Its magical nature. It provides two benefits while it is on +your person: + +* You have advantage on saving throws against spells. + +- The scarab has 12 charges. If you fail a saving throw +against a necromancy spell or a harmful effect +originating from an undead creature, you can use +your reaction to expend 1 charge and turn the failed +save into a successful one. The scarab crumbles +into powder and is destroyed when its last charge +is expended. + +Scimitar of Speed + +I Yeapon (scimitar), very rare (requires attunement) + +You gain a +2 bonus to attack and damage rolls made +with this magic weapon. In addition, you can make one +attack with it as a bonus action on each of your turns. + +Scroll of Protection +Scroll rare + +Each scroll of protection works against a specific type of +creature chosen by the DM or determined randomly by +roiling on the following table. + + +Using an action to read the scroll encloses you in a +invisible barrier that extends from you to form a 5-foot- +radius, 10-foot-high cylinder. For 5 minutes, this barrier +prevents creatures of the specified type from entering or +affecting anything within the cylinder. + +The cylinder moves with you and remains centered on +you. However, if you move in such a way that a creature +of the specified type would be inside the cylinder, the +effect ends. + +A creature can attempt to overcome the barrier by +using an action to make a DC 15 Charisma check. + +On a success, the creature ceases to be affected by +the barrier. + +Sending Stones + +Wondrous item, uncommon + +Sending stones come in pairs, with each smooth stone +carved to match the other so the pairing is easily +recognized. While you touch one stone, you can use an +action to cast the sending spell from it. I'he 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 don't cast the spelh + +Once sending is cast through the stones, they can't be +used again until the next dawn. If one of the stones in a +pair is destroyed, the other one becomes nonmagical. + +Sentinel Shield +A rnior (sh ieId), uncom mon + +While holding this shield, you have advantage on +initiative rolls and Wisdom (Perception) checks. The +shield is emblazoned with a symbol of an eye. + + +CHAPTER 7 | TREASURE + + +*99 + + + + + + + +ld of Missile + +Att^ACTlOM + + +Suppers of +Spiper Climbing + + +Spellguard + +Shield + + +Slippers of Spider Climbing + +Wondrous item , uncommon (requires attunement) + +While you wear these light shoes, you can move up. +down, and across vertical surfaces and upside down +along ceilings, while leaving your hands free* You have +a climbing speed equal to your walking speed. Howeyer +the slippers don't allow you to move this way on a +slippery surface* such as one covered by ice or oil. + +Sovereign Glue + +Wondrous item , legendary + +This viscous, milky-white substance can form a +permanent adhesive bond between any two objects. + +It must be stored in ajar or flask that has been coated +inside with oil of slipperiness. When found* a container +contains Id6 + 1 ounces* + +One ounce of the glue can cover a 1-foot square +surface. The glue takes 1 minute to set. Once it has +done so, the bond it creates can be broken only by the +application of universal solvent or o/7 of etherealness , r +with a wish spell. + +Spell Scroll + +Scroll . varies + +A spell scroll bears the words of a single spell, writtei +a mystical cipher. If the spell is on your class's spell Ih +you can use an action to read the scroll and cast its spe + +without having to provide any of the spell's componer +Otherwise, the scroll is unintelligible. + +If the spell is on your class's spell list but of a highe +level than you can normally cast, you must make an +ability check using your spellcasting ability to determ - +whether you cast it successfully. The DC equals 10 + rh* +spell's level. On a failed check, the spell disappears lr ~ +the scroll with no other effect. + +Once the spell is cast, the words on the scroll fade, +and the scroll itself crumbles to dust. + +The level of the spell on the scroll determines the +spells saving throw DC and attack bonus, as well as th +scroll's rarity, as shown in the Spell Scroll table. + +Spell Scroll + + +Shield, +1, +2, or +3 + +Armor (shield), uncommon (+1). rare (+2), or very +rare (+3) + +While holding this shield, you have a bonus to AC +determined by the shield’s rarity. This bonus is in +addition to the shield’s normal bonus to AC* + +Shield of Missile Attraction + +Armor (shield), rare (requires attunement) + +While holding this shield, you have resistance to +damage from ranged weapon attacks* + +Curse . This shield is cursed. Attuning to it curses +you until you are targeted by the remove curse spell +or similar magic. Removing the shield fails to end the +curse on you* Whenever a ranged weapon attack is +made against a target within 10 feet of you, the curse +causes you to become the target instead. + + +Spell Level + +Rarity + +Save DC + +Attack Bonus + +Cantrip + +Common + +13 + ++5 + +1st + +Common + +13 + ++5 + +2nd + +Uncommon + +13 + +*5 + +3rd + +Uncommon + +15 + ++7 + +4th + +Rare + +15 + ++7 + +5th + +Rare + +17 + ++9 + +6th + +Very rare + +17 + ++9 + +7th + +Very rare + +IS + ++10 + +Sth + +Very rare + +IS + ++10 + +9th + +Legendary + +19 + ++11 + + +A wizard spell on a spell scroll can be copied just +as spells in spellbooks can be copied. When a spell is +copied from a spell scroll , the copier must succeed on +an Intelligence (Arcana) check with a DC equal to 10 ++ the spell’s level* If the check succeeds, the spell is + + +CHAPTER 7 I TREASURE + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +successfully copied. Whether the :he:k succeeds or +fails, the spell scroll is destroyed. + +Sfellguard Shield + +Armor (shield), very rare (requires anunement) + +While holding this shield, you have advantage on saving +throws against spells and other magical effects, and +spell attacks have disadvantage against you. + +Sphere of Annihilation + +\ Vondrous item, legendary + +This 2Toot-diameter black sphere is a hole in the +multi verse, hovering in space and stabilized by a +magical field surrounding it. + +The sphere obliterates all matter it passes through +and all matter that passes through it. Artifacts are the +exception. Unless an artifact is susceptible to damage +from a sphere of annihilation, it passes through the +sphere unscathed. Anything else that touches the sphere +but isn’t wholly engulfed and obliterated by it takes 4clI0 +force damage. + +The sphere is stationary until someone controls it. + +If you are within 60 feet of an uncontrolled sphere, +you can use an action to make a DC 25 Intelligence +: Arcana) check. On a success, the sphere levitates in one +direction of your choice, up to a number of feet equal to +5 x your Intelligence modifier (minimum 5 feet). On a +failure, the sphere moves 10 feet toward you. A creature +whose space the sphere enters must succeed on a DC +13 Dexterity saving throw or be touched by it, taking +4dlQ force damage. + +If you attempt to control a sphere that is under another +creature’s control, you make an Intelligence (Arcana) +check contested by the other creature’s Intelligence +(Arcana) check. The winner of the contest gains control +of Lhe sphere and can levitate it as normal. + +If the sphere comes into contact with a planar +portal such as that created by the gate spell or an +extradimensional space, such as that within a portable +hole, the DM determines randomly what happens, using +the following table, + +cflOQ Result + +61 —50 The sphere is destroyed, + +51-85 The sphere moves through the portal or into the +extradimensional space, + +S6-GQ A spatial rift sends each creature and object within +180 feet of the sphere, including the sphere, to a +random plane of existence. + +Staff of Charming + +Staff rare (requires attunement by a bard, cleric, druid, +sorcerer warlock, or wizard) + +While holding this staff, you can use an action to expend +1 of its 10 charges to cast charm person, command, or +comprehend languages from it using your spell save DC. +The staff can also be used as a magic quarterstaff. + +If you are holding the staff and fail a saving throw' +against an enchantment spell that targets only you, you +can turn your failed save into a successful one. You +can't use this property of the staff again until the next + + + +Stapfop +CwrtRMlhtG + + +dawn. If you succeed on a save against an enchantment +spell that targets only you, with or without the staffs +intervention, you can use your reaction to expend I +charge from the staff and turn the spell back on its +caster as if you had cast the spell +The staff regains ld8 + 2 expended charges daily at +dawn. If you expend the last charge, roll a d2Q. On a 1. +the staff becomes a nonmagical quarterstaff. + + +Staff of Fire + + +Staff, very rare (requires attunement by a druid, +sorcerer ; warhek, or wizard) + + +You have resistance to fire damage while you hold +this staff. + +The staff has 10 charges. White holding it, you can use +an action to expend 1 or more of its charges to cast one +of the following spells from it, using vour spell save DC: +burning hands (1 charge), fireball (3 charges), or wall of +fire (4 charges). + +The staff regains UJ6 + 4 expended charges daily +at dawn. If you expend the Iasi charge, roll a d20. On +a 1, the staff blackens, crumbles into cinders, and is +destroyed. + + +CHAPTER 7 I TREASURE + +SOI + + + + + + + + + + + + + + +Staff of +Power + + + + +Staff of + +Swarming Insects + + +Staff of Frost + +Staff, very rare (requires artunement by a druid* +sorcerer, warlock, or wizard) + +You have resistance to cold damage while you hold +this staff. + +The staff has 10 charges. White holding it. you can use +an action to expend 1 or more of its charges to cast on>r +of the following spells from it, using your spell save DC +cone of cold (5 charges), fog cloud (1 charge), ice stern +(4 charges), or wall of ice (4 charges). + +The staff regains ld6 + 4 expended charges daily at +dawn. If you expend the last charge, roll a d20. On a 1* +the staff turns to water and is destroyed. + +Staff of Healing + +Staff, rare (requires altunement by a bard, cleric, or +druid) + +This staff has 10 charges. While holding it. you can use +an action to expend 1 or more of its charges to cast one +of the following spells from it, using your spell save DC +and spellcasting ability modifier: cure wounds (1 chare* +per spell level, up to 4th). lesser restoration (2 charges +or mass cure wounds (5 charges). + +The staff regains ld6 + 4 expended charges daily at +dawn. If you expend the last charge, roll a d20. On a 1. +the staff vanishes in a hash of light, lost forever. + +Staff of Power + +Staff, very rare (requires at tenement by a sorcerer +warlock . or wizard) + +This staff can be wielded as a magic quarterstaff that +grants a +2 bonus to attack and damage rolls made with +it. While holding it. you gain a +2 bonus to Armor Gas- +saving throws, and spell attack rolls. + +The staff has 20 charges for the following properties. +The staff regains 2d8 + 4 expended charges daily at +dawn. If you expend the last charge, roll a d20. On a 1. +the staff retains its +2 bonus to attack and damage rolls +but loses all other properties. On a 20, the staff regains +ld8 + 2 charges. + +Power Strike* When you hit with a melee attack using +the staff, you can expend l charge to deal an extra ld6 +force damage to the target. + +Spells • While holding this staff, you can use an actio: +to expend I or more of its charges to cast one of the +following spells from it. using your spell save DC and +spell attack bonus: cone of cold (5 charges), fireball +(5th-level version, 5 charges), globe of invulnerability (6 +charges), hold monster (5 charges), levitate (2 charges). +lightning bolt (5th4evel version, 5 charges), magic +missile (1 charge), ray of enfceblcment (1 charge), or +wall of force (5 charges). + +Retributive Strike, You can use an action to break +the staff over your knee or against a solid surface, +performing a retributive strike. The staff is destroyed +and releases its remaining magic in an explosion that +expands to fill a 30-foot-radius sphere centered on it. + +You have a 50 percent chance to instantly travel to +a random plane of existence, avoiding the explosion. + +If you fail to avoid the effect, you take force damage + + +Staff of +Frost + + +CHAPTER 7j TREASURE + + + + + + + + + + + + + +equal to 16 * the number of charges in :he staff. Every +[her creature in the area must make a DC i " Dexterity +saving throw. On a failed save, a creature takes an +amount of damage based on how far awa\ it is from the +point of origin, as shown in the follow ing table. On a +successful save, a creature takes half as much damage. + +Distance from Origin Damage + +10 ft. away or closer S x the number of charges in the staff + +11 to 20 ft. away 6 x the number of charges in the staff +21 to 30 ft. away 4 x the number of charges in the staff + +Staff of Striking + +Staff, very rare (requires at tenement) + +This staff can he wielded as a magic quarterstaff +.hat grants a 4-3 bonus to attack 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 of its charges. + +For each charge you expend, the target takes an extra +ld6 force damage. The staff regains ld6 + 4 expended +. barges daily at dawn. If you expend the last charge, +roll a d20, On a 1, the staff becomes a nonmagical +:;ua rterstaff. + +Staff of Swarming Insects + +Staff, rare (requires attunement by a bard, cleric, druid, +sorcerer, warlock, or wizard) + +This staff has 10 charges and regains ld6 + 4 expended +barges daily at dawn. If you expend the last charge, + +“oil a d20. On a 1, a swarm of insects consumes and +destroys the staff, then disperses. + +Spells . While holding the staff, you can use an +action to expend some of its charges to cast one of the +following spells from it T using your spell save DC: giant +insect (4 charges) or insect plague (5 charges). + +Insect Cloud, While holding the staff, you can use +an action and expend 1 charge to cause a swarm of +harmless flying insects to spread out in a 30-foot radius +from you. The insects remain for 10 minutes, making +the area heavily obscured for creatures other than you. +The swarm moves with you, remaining centered on +you. A wind of at least 10 miles per hour disperses the +swarm and ends the effect. + +Staff of the Adder + +Staff, uncommon (requires attunement by a cleric, druid, +or warlock) + +You can use a bonus action to speak this staffs +command word and make the head of the staff become +that of an animate poisonous snake for 1 minute. By +using another bonus action to speak the command word +again, you return the staff to its normal inanimate form. + +You can make a melee attack using the snake head, +which has a reach of 5 feet. Your proficiency bonus +applies to the attack roll. On a hit, the target takes +ld6 piercing damage and must succeed on a DC 15 +Constitution saving thrower take 3d6 poison damage. + + +The snake head can be attacked while it is animate. It +has an Armor Class of 15 and 20 hit points. If the head +drops to 0 hit points, the staff is destroyed. As long as +it’s not destroyed, the staff regains all lost hit points +when it reverts to its inanimate form. + +Staff of the Magi + +Staff, legendary (requires attunement by a sorcerer, +warlock, or wizard) + +This staff can be wielded as a magic quarterstaff that +grants a +2 bonus to attack and damage rolls made +with it. While you hold it, you gain a +2 bonus to spell +attack rolls. + +The staff has 50 charges for the following properties. + +It regains 4d6 + 2 expended charges daily at dawn. If +you expend the last charge, roll a d20. On a 20, the staff +regains Id 12 + 1 charges. + +Spell Absorption. While holding the staff, you have +advantage on saving throws against spells. In addition, +you can use your reaction when another creature casts +a spell that targets only you. If you do, the staff absorbs +the magic of the spelt, canceling its effect and gaining +a number of charges equal to the absorbed spell s level. +However, if doing so brings the staff's total number of +charges above 50, the staff explodes as if you activated +its retributive strike (see below). + +Spells . While holding the staff, you can use an +action to expend some of its charges to cast one of the +following spells from it, using your spell save DC and +spellcasting ability: conjure elemental (7 charges), dispel +magic (3 charges), fireball (7th-level version, 7 charges), +darning sphere (2 charges), ice storm (4 charges). +invisibility (2 charges), knock (2 charges), lightning bolt +(7th-level version. 7 charges), passwali (5 charges), plane +shift (7 charges), telekinesis (5 charges), wall of fire (4 +charges), or web (2 charges). + +You can also use an action to cast one of the following +spells from the staff without using any charges: arcane +lock, detect magic, enlarge/reduce, light , mage hand, or +protection from evil and good. + +Retributive Strike * You can use an action to break +the staff over your knee or against a solid surface, +performing a retributive strike. The staff is destroyed +and releases its remaining magic in an explosion that +expands to fill a 30-foot-radius sphere centered on it. + +You have a 50 percent chance to instantly travel to +a random plane of existence, avoiding the explosion. + +If you fail to avoid the effect, you take force damage +equal to 16 * the number of charges in the staff. Every +other creature in the area must make a DC 17 Dexterity +saving throw. On a failed save, a creature takes an +amount of damage based on how far away it is from the +point of origin, as shown in the following table. On a +successful save, a creature takes half as much damage. + +Di sta n ce fro m Ori g i n Dam age + +10 ft. away or closer S x the number of charges in the staff + +11 to 20 ft. away 6 x the number of charges in the staff + +21 to 30 ft, away 4 x the number of charges in the staff + + +C: H A FT ER 7 [ TR V- A SU k E + + +204 + + + +Staff of the Python + +Staff, uncommon (requires attunement by a cleric, druid, +or warlock) + +You can use an action to speak this staff’s command +word and throw the staff on the ground within 10 feet +of you. The staff becomes a giant constrictor snake (see +the Monster Manual for statistics) under your control +and acts on its own initiative count. By using a bonus +action to speak the command word again, you return the +staff to its normal form in a space formerly occupied by +the snake. + +On your turn, you can mentally command the snake +if it is within 60 feet of you and you aren't incapacitated. +You decide what action the snake takes and where it +moves during its next turn, or you can issue it a general +command, such as to attack your enemies or guard +a location. + +if the snake is reduced to 0 hit points, it dies and +reverts to Its staff form. The staff then shatters and is +destroyed. If the snake reverts to staff form before losing +all its hit points, it regains all of them. + +Staff of the Woodlands + +Staff rare (requires attunement by a druid) + +This staff can be wielded as a magic quarterstaff that +grants a +2 bonus to attack and damage rolls made +with it. While holding it, you have a +2 bonus to spell +attack rolls. + +The staff has 10 charges for the following properties. + +It regains ld6 + 4 expended charges daily at dawn. + +If you expend the last charge, roll a d20. On a 1, the +staff loses its properties and becomes a non magical +quarterstaff. + +Spells . You can use an action to expend 1 or more +of the staffs charges to cast one of the following spells +from it. using your spell save DC: animal friendship (1 +charge), awaken (5 charges), barkskin (2 charges), locate +animals or plants (2 charges), speak with animals (1 +charge), speak with plants (3 charges), or wall of thorns +(6 charges). + +You can also use an action to cast the pass without +trace spell from the staff without using any charges. + +Tree Form . You can use an action to plant one end +of the staff in fertile earth and expend 1 charge to +transform the staff into a healthy tree. The tree is 60 feet +tall and has a 5-foot-diameter trunk, and its branches at +the top spread out in a 20-foot radius. The tree appears +ordinary but radiates a faint aura of transmutation +magic if targeted by defect magic. While touching the +tree and using another action to speak its command +word, you return the staff to its normal form. Any +creature in the tree falls when it reverts to a staff. + +Staff of Thunder and Lightning + +Staff very rare (requires attunement) + +This staff can he wielded as a magic quarterstaff that +grants a +2 bonus to attack and damage rolls made with +it. It also has the following additional properties. When +one of these properties is used, it can’t be used again +until the next dawn. + + +CHAFF ER 7 TREASURE + + + + + + + + + + + + +m~- of Thunder +_ - Cj H T N L N & + + +Staff of the Woodlands + + += "%ff of Withering + + +Stone of Controlling +Earth Eleventa^s + + +Lightning. When you hit with a melee attack using +the staff, you can cause the target to take an extra 2d6 +lightning damage* + +Thunder* When you hit with a melee attack using the +staff* you can cause the staff to emit a crack of thunder, +audible out to 300 feet. The target you hit must succeed +on a DC 17 Constitution saving throw or become +stunned until the end of your next turn. + +Lightning Strike* You can use anactiootocausea +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 must make a DC 17 Dexterity saving throw* taking +9d6 lightning damage on a failed save* or half as much +damage on a successful one. + +Thunderclap* You can use an action to cause the staff +to issue a deafening thunderclap* audible out to 600 +feet. Each creature within 60 feet of you (not including +you) must make a DC 17 Constitution saving throw* On +a failed save* a creature takes 2d6 thunder damage and +becomes deafened for 1 minute* On a successful save, a +creature takes half damage and isn't deafened* + +Thunder and Lightning* You can use an action to +use the Lightning Strike and Thunderclap properties at +the same time* Doing so doesn't expend the daily use of +those properties* only the use of this one* + +Staff of Withering + +Staff, rare (requires allurement by a cleric, druid, or +warlock) + +This staff has 3 charges and regains 1d3 expended +charges daily at dawn. + +The staff can be wielded as a magic quarterstaff. On +a hit, it deals damage as a normal quarterstaff, and you +can expend 1 charge to deal an extra 2d 10 necrotic +damage to the target. In addition* the target must +succeed on a DC 15 Constitution saving throw or have +disadvantage for 1 hour on any ability check or saving +throw that uses Strength or Constitution* + +Stone of Controlling Earth Elementals + +Wondrous item* rare + +If the stone is touching the ground, you can use an +action to speak its command word and summon an +earth elemental, as if you had cast the conjure elemental +spell* The stone can t be used this way again until the +next dawn. The stone weighs 5 pounds* + +Stone of Good Luck (Luckstone) + +Wondrous item, uncommon (requires at tenement) + +While this polished agate is on your person* you gain a ++1 bonus to ability checks and saving throws. + +Sun Blade + +Weapon (iongsword), rare (.requires attunement) + +This item appears to be a Iongsword hilt* While +grasping the hilt, you can use a bonus action to cause a +blade of pure radiance to spring into existence, or make +the blade disappear. While the blade exists* this magic +Iongsword has the finesse property. If you are proficient +with shortsw r ords or longswords* you are proficient with +the sun blade . + + +CHAPTER 7 1 TREASURE + + +SO 5 + + + + + + + + + + + + + + + + + + + + + +Sword of Sharpness + + +You gain a +2 bonus to attack and damage rolls made +with this weapon, which deals radiant damage instead +of slashing damage. When you hit an undead with it, +that target takes an extra 1 dS radiant damage. + +I he sword s luminous blade emits bright light in a +15-foot radius and dim light for an additional 15 feet. +The light is sunlight. While the blade persists, you can +use an action to expand or reduce its radius of bright +and dim light by 5 feet each, to a maximum of 30 feet +each or a minimum of 10 feet each. + +Sword of Answering + +Weapon (longsword). legendary (requires attunement by +a creature with the same alignment as the sword) + +In the world of Greyhawk, only nine of these blades are +known to exist Each is patterned after the legendary +sword Fragaraeh, which is variously translated as +“Final Word," Each of the nine swords has its own +name and alignment, and each bears a different gem in +its pommel. + + +Name + +Alignment + +Gem + +Answerer + +Chaotic good + +Emerald + +Back Talker + +Chaotic evil + +jet + +Concluder + +Lawful neutral + +Amethyst + +Last Quip + +Chaotic neutral + +Tourmaline + +Rebutter + +Neutral good + +Topaz + +Repfier + +Neutral + +Peridot + +Retorter + +Lawful good + +Aquamarine + +Scather + +Lawful evil + +Garnet + +Squelcher + +Neutral evil + +Spinel + + +You gain a +3 bonus to attack and damage rolls made +with this sword. In addition, while you hold the sword, +you can use your reaction to make one melee attack +with it against any creature in your reach that deals +damage to you. You have advantage on the attack roll, +and any damage dealt with this special attack ignores +any damage immunity or resistance the target has. + + +Sword of Life Stealing + +Weapon (any sword), rare (requires attunement) + +When you attack a creature with this magic weapon m +roll a 20 on the attack roll, that target takes an extra 11 +necrotic damage if it isn't a construct or an undead. \ +also gain 10 temporary hit points. + +Sword of Sharpness I + +Weapon (any sword that deals slashing damage), very +rare (requires attunement) + +When you attack an object with this magic sword +and hit, maximize your weapon damage dice against +the target. + +When you attack a creature with this weapon and +roll a 20 on the attack roll, that target takes an extra +slashing damage. Then roll another d20, If you roll a - li +you lop off one of the target's limbs, with the effect of +such loss determined by the DM. If the creature has : +limb to sever, you lop off a portion of its body instead +In addition, you can speak the sword's command w +to cause the blade to shed bright light in a 10-foot rad; J +and dim light for an additional 10 feet. Speaking the +command word again or sheathing the sword puts out +the light. + +Sword of Vengeance 1 + +Weapon (any sword% uncommon (requires attuneme: t + +You gain a +1 bonus to attack and damage rolls mad- +with this magic weapon. + +Corse, This sword is cursed and possessed by a +vengeful spirit. Becoming attuned to it extends the cu: ^ +to you. As long as you remain cursed, you are unwili ::.z +to part with the sword, keeping it on your person at +all times. While attuned to this weapon, you have +disadvantage on attack rolls made with weapons other +than this one. + +In addition, while the sword is on your person, +you must succeed on a DC 15 Wisdom saving throw +whenever you take damage in combat. On a failed sav? +you must attack the creature that damaged you until. o* + + +CHAPTER 7 + + +TREASURE + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +Talisman of +Ultimate Evil + + +alignment, a flaming Assure opens under it. The target +must succeed on a DC 20 Dexterity saving throw or fall +into the fissure and be destroyed, leaving no remains. +The fissure then closes, leaving no trace of its existence. +When you expend the last charge, the talisman +disperses into motes of golden light and is destroyed. + +Talisman of the Sphere + +Wondtons item , legendary (requires attunemcnt) + +When you make an Intelligence (Arcana) check to +control a sphere of annihilation while you are holding +this talisman, you double your proficiency bonus on the +check. In addition, when you start your turn with control +over a sphere of annihilation, you can use an action to +levitate it 10 feet plus a number of additional feet equal +to 10 x your Intelligence modifier. + +Talisman of Ultimate Evil + +Wondrous item, legendary (requires at tune me nt by a + +creature of evil alignment) + +This item symbolizes unrepentant evil A creature that +is neither good nor evil in alignment takes 6d6 necrotic +damage upon touching the talisman, A good creature +takes 8d6 necrotic damage upon touching the talisman. +Either sort of creature takes the damage again each +time it ends its turn holding or carrying the talisman. + +If you are an evil cleric or paladin, you can use the +talisman as a holy symbol, and you gain a +2 bonus to +spell attack rolls while you wear or hold it. + +The talisman has 6 charges. If you are wearing or +holding it, you can use an action to expend 1 charge +from the talisman and choose one creature you can +see on the ground within 120 feet of you. If the target +is of good alignment, a flaming Assure opens under it. +The target must succeed on a DC 20 Dexterity saving +throw or fall into rhe Assure and be destroyed, leaving +no remains. The Assure then closes, leaving no trace +of its existence. W hen you expend the last charge, +the talisman dissolves into foul-smelling slime and is +destroyed. + + +CHAPTER 7 | TREASURE + + +2Q7 + + +Tallyman +of the Sphere + + +Sword of Wounding + +Weapon (any sword), rare (requires attunement) + +liit points lost to this weapon's damage can be regained +only through a short or long rest, rather than by +regeneration, magic, or any other means. + +Once per turn, when you hit a creature with an attack +using this magic weapon, you can wound the target. + +At the start of each of the wounded creatures turns, +it takes Id4 necrotic damage for each time you’ve +wounded it, and it can then make a DC 15 Constitution +saving throw ? , ending the effect of all such wounds on +itself on a success. Alternatively, the wounded creature, +or a creature within 5 feet of it, can use an action to +make a DC 15 Wisdom (Medicine) check, ending the +effect of such wounds on it on a success. + + +Talisman of Pure Good + +\ Vondrous item t legendary (requires attunement by a +: feature of good alignment) + +This talisman is a mighty symbol of goodness, A +creature that is neither good nor evil in alignment takes +6d6 radiant damage upon touching the talisman. An +evil creature takes 8d6 radiant damage upon touching +he talisman. Either sort of creature takes the damage +igain each time it ends its turn holding or carrying +lie talisman. + +If you are a good cleric or paladin, you can use the +alisman as a holy symbol, and you gain a +2 bonus to +spell attack rolls while you wear or hold it. + +The talisman has 7 charges. If you are wearing or +holding it, you can use an action to expend 1 charge +from it and choose one creature you can see on the +ground within 120 feet of you. If the target is of evil + + +drop to 0 hit points or it does, or until you can't reach +the creature to make a melee attack against it. + +You can break the curse in the usual ways. +Alternatively, casting banishment on the sword forces +Lhe vengeful spirit to leave it. The sword then becomes a ++] weapon with no other properties. + + + + + + + + + + + + + + + + + + + + + + +Vicious Weapon + + + +Tome of Clear Thought + + +Tentacle Rod + + +Tome of Le ad e sshi p + + +Tome of +Understanding + + +208 + + +Tentacle Rod + +Rod , rare (requires attune men t) + + +Made by the drow, this rod is a magic weapon that ends +in three rubbery tentacles. While holding the rod, you +can use an action to direct each tentacle to attack a +creature you can see within 15 feet of you. Each tentac - +makes a melee attack roll with a +9 bonus. On a hit, +the tentacle deals ld6 bludgeoning damage. If you hit +a target with all three tentacles, it must make a DC 15 +Constitution saving throw. On a failure, the creature's +speed is halved, it has disadvantage on Dexterity +saving throws, and it can't use reactions for 1 minute. +Moreover, on each of its turns, it can take either an +action or a bonus action, but not both. At the end of ea r +of its turns, it can repeat the saving throw, ending the +effect on itself on a success. + + +Tome of Clear Thought + +Wondrous item, very rare + +This book contains memory and logic exercises, and - +words are charged with magic. If you spend 48 hours +over a period of 6 days or fewer studying the book s +contents and practicing its guidelines, your Intelligent, +score increases by 2, as does your maximum for that +score. The manual then loses its magic, but regains it +a century. + +Tome of Leadership and Influence + +Wondrous item, very rare + +This book contains guidelines for influencing and +charming others, and its words are charged with +magic. If you spend 48 hours over a period of 6 days or +fewer studying the book’s contents and practicing its +guidelines, your Charisma score increases by 2. as d< - +your maximum for that score. The manual then loses +magic, but regains it in a century. + +Tome of the Stilled Tongue + +Wondrous item r legendary (requires attunement by a +wizard) + +This thick leather-bound volume has a desiccated +tongue pinned to the front cover. Five of these tomes +exist, and it’s unknown which one is the original Thv +grisly cover decoration on the first tome of the stilled +tongue once belonged to a treacherous former servant +of the lich-god Veen a, keeper of secrets. The tongues +pinned to the covers of the four copies came from other +spell casters who crossed Vecna, The first few T pages < +each tome are filled with indecipherable scrawls. The +remaining pages are blank and pristine. + +If you can attune to this item, you can use it as a +spellbook and an arcane focus. In addition, while +holding the tome, you can use a bonus action to cast a +spell you have written in this tome, without expendin_ +a spell slot or using any verbal or somatic component +Once used, this property of the tome can't be used agars +until the next dawn. + +While attuned to the book, you can remove the tong;_- +from the book's cover, if you do so, all spells written in +the book are permanently erased. + + + +CHAPTER 7 I TREASURE + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +CHAPTER 7 ! TREASURE + + +Veen a watches anyone using this tome. He can also +v. rite cryptic messages in the book. These messages +appear at midnight and fade awaj after they are read. + +Tome of Understanding + +7 1 ondrous item, very rare + +This book contains intuition and insight exercises, and +ns words are charged with magic. If you spend 48 hours +er a period of 6 days or fewer studying the book's +.intents and practicing its guidelines, your Wisdom +- ore increases by 2. as does your maximum for that +~ ore* The manual then loses its magic, but regains it in +a century. + + +v/or^al s^oao + + +Vorpal Sword + +Weapon (any sword that deals slashing damage), + +.egendary (requires attuncment) + +You gain a +3 bonus to attack and damage rolls made +with this magic weapon* In addition, the weapon ignores +resistance to slashing damage. + +When you attack a creature that has at least one head +with this weapon and roll a 20 on the attack roll, you +cut off one of the creature's heads* The creature dies +if it can't survive without the lost head. A creature is +immune to this effect if it is immune to slashing damage* +doesn’t have or need a head, has legendary actions, or +i he DM decides that the creature is too big for its head +io he cut off with this weapon. Such a creature instead +takes an extra 6d8 slashing damage from the hit. + + +Wand of Binding + +l Vand\ rare (requires attunement by a spellc aster) + +This wand has 7 charges for the following properties. It +regains ld6 + 1 expended charges daily at dawn. If you +expend the wand s last charge, roll a d20, On a L the +wand crumbles into ashes and is destroyed. + +Spells . While holding the wand, you can use an +action to expend some of its charges to cast one of the + + +Universal + +Solvent + + +I r. i dent of Fish Command +U eapon (trident), uncommon (requires attunement) + +This trident is a magic weapon* It has 3 charges. While +an carry it* you can use an action and expend 1 charge +: ' cast dominate beast (save DC 15) from it on a beast +hat has an innate swimming speed. The trident regains +ld3 expended charges daily at dawn. + + +Universal Solvent + +■ i ondrous item , legendary + +This tube holds milky liquid with a strong alcohol +smell You can use an action to pour the contents of the +tube onto a surface within reach. The liquid instantly +dissolves up to 1 square foot of adhesive it touches, +including sovereign glue * + + +Vicious Weapon +I Yeapon (any), rare + +When you roll a 20 on your attack roll with this magic +weapon, the target lakes an extra 7 damage of the +weapons type. + + +Trident of +Fjsn Command + + + + + + + + + +following spells (save DC 17}: hold monster (5 charges) +or hold person (2 charges). + +Assisted Escape. While holding the wand, you +can use your reaction to expend 1 charge and gain +advantage on a saving throw you make to avoid being +paralyzed or restrained, or you can expend 1 charge +and gain advantage on any check you make to escape +a grapple. + +Wand of Enemy Detection ] + +Wand, rare (requires attunement) + +This wand has 7 charges. While holding it, you can use +an action and expend 1 charge to speak its command +word. For the next minute, you know the direction of the +nearest creature hostile to you within 60 feet, but not its +distance from you. The wand can sense the presence of +hostile creatures that are ethereal invisible, disguised, +or hidden, as well as those in plain sight. The effect ends +if you stop holding the wand. + +The wand regains ld6 + 1 expended charges daily at +dawn. If you expend the wand’s last charge, roll a d20. + +On a 1. the wand crumbles into ashes and is destroyed, + +Wand of Fear I + +Wand, rare (requires attunement) + +This wand has 7 charges for the following properties. It +regains ld6+ 1 expended charges daily at dawn. If you +expend the wand's last charge, roll a d20. On a 1, the +wand crumbles into ashes and is destroyed. + +Command . While holding the wand, you can use +an action to expend I charge and command another +creature to flee or grovel, as with the command spell +(save DC 15). + +Cone of Fear. While holding the wand, you can use +an action to expend 2 charges, causing the wand's tip tc +emit a 60-foot cone of amber light. Each creature in the +cone must succeed on a DC 15 Wisdom saving throw +or become frightened of you for 1 minute. While it is +frightened in this way, a creature must spend its turns +trying to move as far away from you as it can, and it car ' +willingly move to a space within 30 feet of you. It also +can't take reactions. For its action, it can use only the +Dash action or try to escape from an effect that prevent =• +it from moving, if it has nowhere it can move, the +creature can use the Dodge action. At the end of each +its turns, a creature can repeat the saving throw, ending +the effect on itself on a success. + +Wand of Fireballs + +Wand, rare (requires attunement by a spellcaster) + +This wand has 7 charges. While holding it, you can us~ +an action to expend 1 or more of its charges to cast the +fireball spell (save DC 15) from it. For 1 charge, you +cast the Srd-Ievel version of the spell. You can increase +the spell slot level by one for each additional charge +you expend. + +The wand regains ld6 + 1 expended charges daily at +dawn. If you expend the wand's last charge, roll a d20. + +On a 1, the wand crumbles into ashes and is destroyed + + +yio + + +CHAPTER 7 i TREASL RL + + + + + + + + +■'■and of Lightning Bolts + +Hand rare (requires attunement by a spellcaster) + +This wand has 7 charges. While holding it, you can use +an action to expend 1 or more of its charges to cast the +Sghtning bolt spell (save DC 15) from it* For 1 charge, +u cast the 3rd-level version of the spell. You can +increase the spell slot level by one for each additional +rharge you expend. + +The wand regains ld6 + 1 expended charges daily at +:awn, If you expend the wands last charge, roll a d20* +n a 1, the wand crumbles into ashes and is destroyed* + +Wand of Magic Detection + +Wand, uncommon + +This wand has 3 charges. While holding it, you can +-xpend 1 charge as an action to cast the detect magic +spell from it. The wand regains ld3 expended charges +daily at dawn* + +Wand of Magic Missiles + +Viand, uncommon + +This wand has 7 charges. While holding it, you can use +n action to expend 1 or more of its charges to cast the +: agic missile spell from it. For 1 charge, you cast the +1 st-level version of the spell. You can increase the spell +- 3t level by one for each additional charge you expend. + +The wand regains ld6 + 1 expended charges daily at +dawn* If you expend the wand’s last charge, roll a d20. + +1 1 a 1, the wand crumbles into ashes and is destroyed. + +Wand of Paralysis + +\ and , rare (requires attunement by a spellcaster) + +This wand has 7 charges. While holding it* you can use +an action to expend 1 of its charges to cause a thin blue +ray to streak from the tip toward a creature you can see +within 60 feet of you. Make a ranged attack roll against + +_ that creature using your spell attack bonus. On a hit* the + +target is paralyzed for 1 minute. At the end of each of the +target's turns* it can repeat the saving throw* ending the +effect on itself on a success* + +The wand regains ld6 + 1 expended charges daily at +dawn* If you expend the wand’s last charge, roll a d20. +On a 1, the wand crumbles into ashes and is destroyed, + +■ Wand of Polymorph + +\ l and. very rare (requires attunement by a spe lie aster) + +This wand has 7 charges. While holding it* you can +use an action to expend 1 of its charges to cast the +polymorph spell (save DC 15) from it. + +The wand regains ld6 + 1 expended charges daily at +dawn. If you expend the wand’s last charge* roll a d20. +On a L the wand crumbles into ashes and is destroyed, + +I Wand of Secrets + +Wand, uncommon + +The wand has 3 charges. While holding it, you can use +an action to expend 1 of its charges, and if a secret door +or trap is within 30 feet of you, the wand pulses and +points at the one nearest to you* The wand regains ld3 +expended charges daily at dawn* + + + + +Wand o? Lightning. Bolts + + +Wand of Magic Detection + + +Wand of Magic Missiles + + +Wand of Paralysis + + + + +CHAPTER ? | fKILASURE + +V---. 211 + + + + + + + + + + + + + + + + + + + + + + +dl 00 +01-05 +06-10 +11-15 + +16-20 +21 -25 + + +26-30 + +31-3.3 + + +34-36 + + +37-46 + +47-49 + + + + + + +Wand of Wee + + +wand of Wonder + + +50-53 + + +Effect + +You cast stow. + +You cast faerie fire. + +You are stunned until the start of your next turr, +bel ieving something awesome just happened. + +You cast gust oj wind . + +You cast detect thoughts on the target you chose +If you didn't target a creature, you instead take ": f +psychic damage. + +You cast stinking cloud. + +Heavy rain falls in a 60-foot radius centered on r e +target. The area becomes lightly obscured. The ri ~ +falls until the start of your next turn. + +An animal appears in the unoccupied space +nearest the target. The animal isn't under your +control and acts as it normally would. Roll a did +to determine which animal appears. On a 01-25, +a rhinoceros appears; on a 26—50, an elephant +appears; and on a 51-100, a rat appears. See the +Monster Manual for the animal's statistics. + +You cast lightning holt , + +A cloud of 600 oversized butterflies fills a 30-foc: +radius centered on the target. The area becomes +heavily obscured. The butterflies remain for 10 +minutes. + +You enlarge the target as if you had cast enlarge +reduce , If the target can't be affected by that spe I, +or if you didn't target a creature, you become the +target. + + +CHAPTER 7 ! fREASliR£ + + +Wand of the War Mage, + 1 , + 2 , or +3 + +Wand. uncommon (+l) r rare (+2), or very rare (+3) +(requires attunement by a spe I toaster) + +While holding this wand, you gain a bonus to spell +attack rolls determined by the wand’s rarity. In addition, +you ignore half cover when maki ng a spell attack. + +Wand of Web + +Wand, uncommon (requires attunement by a spell caster) + +This wand has 7 charges. While holding it, you can use +an action to expend 1 of its charges to cast the web spell +(save DC 15) from it. + +The wand regains 1d6 + 1 expended charges daily at +dawn. If you expend the wand's last charge, roll a d20. +On a 1, the wand crumbles into ashes and is destroyed. + +Wand of Wonder + +Wand, rare (requires attunement by a speltoaster) + +This wand has 7 charges. While holding it, you can use +an action to expend 1 of its charges and choose a target +within 120 feet of you. The target can be a creature, an +object, or a point in space. Roll dlOQ and consult the +following table to discover what happens. + +If the effect causes you to cast a spell from the wand, +the spell’s save DC is 15. If the spell normally has a +range expressed in feet, its range becomes 120 feel if it +isn't already. + +If an effect covers an area, you must center the spell +on and include the target. If an effect has multiple +possible subjects, the DM randomly determines which +ones are affected. + +The wand regains ld6 + 1 expended charges daily at +dawn. If you expend the wand’s last charge, roll a d2G. +On a 1, the wand crumbles into dust and is destroyed. + + + + + + + + +dlOO Effect + +54-58 You cast darkness. + +59-62 Crass grows on the grounc n a 60-Foot radius +centered on the target. If grass is already there, +it grows to ten times its norma' size and remains +overgrown for 1 minute.. + +63-65 An object of the DM’s choice disappears into the +Ethereal Plane. The object must be neither worn +nor carried, within 120 feet of the target, and no +larger than 10 feet in any dimension. + +66-69 You shrink yourself as if you had cast enlarge/ +reduce on yourself +70-79 You castfirebatL +S0-S4 You cast invisibility on yourself +85-87 Leaves grow from the target. If you chose a point in +space as the target, leaves sprout from the creature +nearest to that point. Unless they are picked off, +the leaves turn brown and fall off after 24 hours. +£8-90 A stream; of ld4 x 10 gems, each worth 1 gp, + +shoots from the wand's tip in a line 30 feet long +and 5 feet wide. Each gem deals 1 bludgeoning +damage, and the total damage of the gems is +divided equally among all creatures in the line. +91-95 A burst of colorful shimmering light extends from +you in a 30-foot radius. You and each creature in + + +Weapon, +1, +2, or +3 + +Weapon (any), uncommon (+1) rare (+2), or very rare (+3) + +You have a bonus to attack and damage rolls made with +ibis magic weapon. The bonus is determined by the +weapon's rarity. + +Weapon of Warning + +Weapon (any), uncommon (requires attunement) + +This magic weapon warns you of danger. While +the weapon is on your person, you have advantage +on initiative rolls. In addition, you and any of your +companions within 30 feet of you can t be surprised, +except when incapacitated by something other than +non magical sleep. The weapon magically awakens you +and your companions within range if any of you are +sleeping naturally when combat begins. + +Well of Many Worlds +Wondrous item , hgen da ry + +This line black cloth, soft as silk, is folded up to the +dimensions of a handkerchief It unfolds into a circular +sheet 6 feet in diameter. + +You can use an action to unfold and place the well of +many worlds on a solid surface* whereupon it creates a +two-way portal to another world or plane of existence. +Bach time the item opens a portal, the DM decides +where it leads. You can use an action to close an open + + + + + +Tq + + +DE + + +NT + + +OF + + +N + + +96-97 + + +98-00 + + +the area that can see must succeed on a DC 15 +Constitution saving throw or become blinded for +1 minute. A creature can repeat the saving throw +at the end of each of its turns, ending the effect on +itself on a success. + +The target's skin turns bright blue for IdlO days. If +you chose a point in space, the creature nearest to +that point is affected, + +if you targeted a creature, it must make a DC 15 +Constitution saving throw. If you didn't target a +creature, you become the target and must make +the saving throw. If the saving throw fails by 5 or +more, the target is instantly petrified. On any other +failed save,, the target is restrained and begins to +turn to stone. While restrained in this way, the +target must repeat the saving throw at the end of +its next turn, becoming petrified on a failure or +ending the effect on a success. The petrification +lasts until the target is freed by the greater +restoration spell or similar magic. + + +portal by taking hold of the edges of the cloth and +folding it up. Once well of many worlds has opened a +portal, it can t do so again for IdB hours. + + +Wind Fan + +Wondrous item , uncommon + +While holding this fan. you can use an action to cast the +gust of wind spell (save DC 13) from it. Once used, the +fan shouldn't be used again until the next dawn. Each +time it is used again before then* it has a cumulative 20 +percent chance of not working and tearing into useless, +non magical tatters. + + + + +- <*- + +V + + + + +CHAPTER 7 I TREASURE + + + + + + + + + + + + + + + +Winged Boots + + +Wings op Flying + + +Winged Boots + +Wondrous item, uncommon (requires attunement) + + +While you wear these boots* you have a flying speed +equal to your walking speed. You can use the boots to +fly for up to 4 hours, all at once or in several shorter +flights, each one using a minimum of 1 minute from the +duration. If you are flying when the duration expires, you +descend at a rate of 30 feet per round until you land. + +The boots regain 2 hours of flying capability for every +12 hours they aren’t in use. + + +Wings of Flying + +Wondrous item „ rare (requires attunement) + +While wearing this cloak, you can use an action to +speak its command word, Thish turns the cloak into a +pair of bat wings or bird wings on your back for 1 hour +or until you repeat the command word as an action. + +The wings give you a flying speed of 60 feet. When they +disappear, you can't use them again for Id 12 hours. + + +Sentient Magic Items + +Some magic items possess sentience and personality. +Such an item might be possessed, haunted by the spir : +of a previous owner, or self-aware thanks to the magi +used to create it. In any case, the item behaves like a +character, complete with personality quirks, ideals, +bonds, and sometimes flaws, A sentient item might +be a cherished ally to its wielder or a continual thorn +in the side. + +Most sentient items are weapons. Other kinds of iter^n +can manifest sentience, but consumable items such a- +potions and scrolls are never sentient. + +Sentient magic items function as NPCs under the +DMs control. Any activated property of the item is +under the item’s control, not its wielders. As long' as +the wielder maintains a good relationship with the +item, the wielder can access those properties normal 1>. + +If the relationship is strained, the item can suppress +its activated properties or even turn them against +the wielder. + +Creating Sentient Magic Items + +When you decide to make a magic item sentient, you +create the item’s persona in the same way you would +create an NPC, with a few exceptions described here. + +Abilities + +A sentient magic item has Intelligence, Wisdom, and +Charisma scores. You can choose the item's abilities +or determine them randomly. To determine them +randomly, roll 4d6 for each one, dropping the lowest roO +and totaling the rest. + +Communication + +A sentient item has some ability to communicate* eithc _ +by sharing its emotions, broadcasting its thoughts +telepathieslly* or speaking aloud. You can choose how +communicates or roll on the following table. + +i + +d 100 Co m m u n i cat to n + +01-60 The item communicates by transmitting emotion +to the creature carrying or wielding it. + +61-90 The Item can speak, read, and understand one or +more languages, + +91-00 The item can speak, read, and understand one +or more languages. In addition, the item can +communicate telepathicaNy with any character thai +carries or wields it. + +Senses + +With sentience comes awareness. A sentient item can +perceive its surroundings out to a limited range. You car. +choose its senses or roll on the following table, + +d4 Senses + +1 Hearing and normal vision out to 30 feet, + +2 Hearing and normal vision out to 60 feet + +3 Hearing and normal vision out to 120 feet. + +4 Hearing and dark vision out to 120 feet. + + +CHAPTER 7 1 TREASURE + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +Alignment + +A sentient magic Item has an alignment. Its creator or +nature might suggest an alignment. If not, you can pick +an alignment or roll on the following table. + + +dlOO + +Alignment + +dfOO + +Alignment + +01-15 + +lawful good + +74-85 + +Chaotic neutral + +16-35 + +Neutral good + +86-89 + +Lawful evil + +36 —50 + +Chaotic good + +90-96 + +Neutral evil + +31-63 + +64-73 + +Lawful neutral + +Neutral + +97-00 + +Chaotic evil + + +Characteristics + +Use the information on creating NPCs in chapter 4 +to develop a sentient item s mannerisms, personality +traits, ideals, bonds, and flaws. You can also draw on the +"Special Features” section earlier in this chapter. + +If you determine these characteristics randomly, +ignore or adapt any result that doesn't make sense +for an inanimate object. You can reroll until you get a +result you like. + +Special Purpose + +You can give a sentient item an objective it pursues, +perhaps to the exclusion of all else. As tong as the +wielder’s use of the item aligns with that special +purpose, the item remains cooperative. Deviating from +this course might cause conflict between the wielder +and the item, and could even cause the item to prevent +the use of its activated properties. You can pick a special +purpose or roll on the following table. + +dlO Purpose + +1 Aligned: The item seeks to defeat or destroy those +of a diametrically opposed alignment. (Such an +item is never neutral.) + +2 Bane: The item seeks to defeat or destroy creatures +of a particular kind, such as fiends, shapechangers, +trolls, or wizards. + +3 Protector: The item seeks to defend a particular +race or kind of creature, such as elves or druids. + +4 Crusader: The item seeks to defeat, weaken, or +destroy the servants of a particular deity, + +5 Templar: The item seeks to defend the servants +and interests of a particular deity. + +6 Destroyer: The Item craves destruction and goads +its user to fight arbitrarily. + +7 Glory Seeker: The item seeks renown as the +greatest magic item in the world, by establishing +its user as a famous or notorious figure, + +3 Lore Seeker: The item craves knowledge or is + +determined to solve a mystery, learn a secret, or +unravel a cryptic prophecy. + +9 Destiny Seeker: The item is convinced that it and its +wielder have key roles to play in future events. + +10 Creator Seeker: The item seeks its creator and +wants to understand why it was created. + + +Conflict + +A sentient item has a will of its own, shaped by its +personality and alignment. If its wielder acts in a +manner opposed to the item's alignment or purpose, +conflict can arise. When such a conflict occurs, the item +makes a Charisma check contested by the wielder's +Charisma check. If the item wins the contest, it makes +one or more of the following demands; + +* The item insists on being carried or worn at all time^ + +* The item demands that its wielder dispose of anyth ir .. +the item finds repugnant. + ++ The item demands that its wielder pursue the item s +goals to the exclusion of all other goals. + +* The item demands to be given to someone else. + +If its wielder refuses to comply with the item's wishes +the item can do any or all of the following: + +* Make it impossible for its wielder to attune to it. + +- Suppress one or more of its activated properties. + +* Attempt to take control of its wielder. + +If a sentient item attempts to take control of its +wielder, the wielder must make a Charisma saving +throw, with a DC equal to 12 + the item’s Charisma +modifier. On a failed save, the wielder is charmed by :~ +item for Id 12 hours. While charmed, the wielder mus +try to follow' the item’s commands. If the wielder taker +damage, it can repeat the saving throw, ending the effe r +on a success. Whether the attempt to control its user +succeeds or fails, the item can t use this power again +until the next dawn. + +Sample Sentient Items _ + +The sentient weapons described here have storied +histories. + +Blackrazor + +Weapon (greatsword). legendary (requires attunemen: +by a creature of non-lawfuI alignment) + +Hidden in the dungeon of White Plume Mountain, +Blackrazor shines like a piece of night sky filled with +stars. Its black scabbard is decorated with pieces of +cut obsidian. + +You gain a +3 bonus to attack and damage rolls made +with this magic weapon. It has the following addition;, +properties. + +Devour SotiL Whenever you use it to reduce a +creature to 0 hit points, the sword slays the creature an: +devours its soul, unless it is a construct or an undead. 1 +creature whose soul has been devoured by Blackrazor +can be restored to life only by a wish spell, + +W hen it devours a soul, Blackrazor grants you +temporary hit points equal to the slain creature's hit +point maximum. These hit points fade after 24 hours. +As long as these temporary hit points last and you keep +Blackrazor in hand, you have advantage on attack rolK +saving throws, and ability checks. + +If you hit an undead with this weapon, you take Idle +necrotic damage and the target regains IdlO hit poini' + +If this necrotic damage reduces you to 0 hit points, +Blackrazor devours your soul. + + +chapter ? + + +treasure + + + + + + + + + + + + +Soul Hunter.. W hile you 1 1 o Id i h: \ e a r on * yo it a re +aware of the presence of Tiny or larger creatures within +60 feet of you that aren't constructs >r undead. You also +can't be charmed or frightened, + +Blackrazor can cast the haste spell on you once per +day* It decides when to cast the spell and maintains +oncentration on it so that you don't have to. + +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 darkvtsion out to a +range of 120 feet. + +The weapon can speak, read, and understand +Common, and can communicate with its wielder +.elepathically* Its voice is deep and echoing. While you +ire attuned to it Blackrazor also understands every +language you know. + +Personality. Black razor spea ks with an imperious +:one t as though accustomed to being obeyed. + +The sword’s purpose is to consume souls. It doesn't +are whose souls it eats* including the wielders. The +sword believes that all matter and energy sprang from +void of negative energy and will one day return to it. +Blackrazor is meant to hurry that process along. + +Despite its nihilism, Blackrazor feels a strange +kinship to Wave and Whelm, two other weapons locked +away under White Plume Mountain, It wants the three +weapons to be united again and wielded together in +combat, even though it violently disagrees with Whelm +and finds Wave tedious. + +Blackrazor s hunger for souls must be regularly fed. If +:he sword goes three days or more without consuming +c soul, a confl ict between it and its wielder occurs at the +next sunset. + +Moonblade + +\ 1 capon (longsword). legendary (requires allurement by +an elf or half-elf of neutral good alignment) + +Jf all the magic items created by the elves, one of the +most prized and jealously guarded is a moonblade. In +ancient times* nearly all elven noble houses claimed one +such blade. Over the centuries, some blades have faded +from the world, their magic lost as family lines have +become extinct. Other blades have vanished with their +bearers during great quests. Thus, only a few of these +weapons remain, + +A moonblade passes down from parent to child. The +sword chooses its bearer and remains bonded to that +person for life. If the bearer dies, another heir can +claim the blade. If no worthy heir exists, the sword lies +dormant. It functions like a normal lotigsword until a +worthy soul finds it and lays claim to its power, + +A moonblade serves only one master at a time. The +artunement process requires a special ritual in the +:krone room of an elven regent or in a temple dedicated +lo the elven gods. + +A moonblade won t serve anyone it regards as +craven, erratic, corrupt, or at odds with preserving and +protecting elvenkind. If the blade rejects you, you make +ability checks, attack rolls, and saving throws with +disadvantage for 24 hours* If the blade accepts you, you +become attuned to it and a new rune appears on the + + +blade. You remain attuned to the weapon until you die or +the weapon is destroyed. + +V moonblade has one rune on its blade for each +master it has served (typically ld6 + 1). The first rune +always grants a +1 bonus to attack and damage rolls +made with this magic weapon. Each rune beyond the +first grants the moonblade an additional property. The +DM chooses each property or determines it randomly on +the Moon Blade Properties table. + +Moonblade Properties + +dlOO Property + +01-40 Increase the bonus to attack and damage rolls by +1, to a maximum of+3. Reroll if the moonblade +already has a +3 bonus. + +41 -SO The moonblade gains a randomly determined + +minor property (see “Special Features” earlier in +this chapter), + +31-82 The moonblade gains the finesse property. + +83-84 The moonblade gains the thrown property (range +20/60 feet). + +85-86 The moonblade functions as a defender + +87-90 The moonblade scores a critical hit on a roll of 19 +or 20. + +91-92 When you hit with an attack using the moonblade, +the attack an extra ld6 slashing damage. + +93-94 When you hit a creature of a specific type (such as +dragon, fiend, or undead) with the moonblade, the +target takes an extra ld6 damage of one of these +types: acid, cold, fire, lightning, or thunder* + +95-96 You can use a bonus action to cause the moonblade +to flash brightly. Each creature that can see you and +is within 30 feet of you must succeed on a DC 15 +Constitution saving throw or become blinded for +1 minute. A creature can repeat the saving throw +at the end of each of its turns, ending the effect +on itself on a success. This property can’t be used +again until you take a short rest while attuned to +the weapon. + +97-98 The moonblade functions as a ring of spell storing ; + +99 You can use an action to call forth an elfshadow, +provided that you don't already have one serving +you. The elfshadow appears in an unoccupied +space within 120 feet of you. It uses the statistics +for a shadow from the Monster Manual, except it +is neutral, immune to effects that turn undead, +and doesn't create new shadows. You control +this creature, deciding how it acts and moves. It +remains until it drops to 0 hit points or you dismiss +it as an action. + +00 The moonblade functions as a vorpaf si word. + +Sentience * A moonblade is a sentient neutral good +weapon with an Intelligence of 12, a Wisdom of 10, and +a Charisma of 12, It has hearing and dark vision out to a +range of 120 feet. + +The weapon communicates by transmitting emotions* +sending a tingling sensation through the wielder’s hand + + +C H A FT E R 7 1 TREAM T R l + + +when it wants to communicate something it has sensed. +It can communicate more explicitly, through visions or +dreams, when the wielder is either in a trance or asleep. + +Personality. Every moonblade seeks the advancement +of elvenkind and elven ideals. Courage, loyalty, beauty, +music, and life are all part of this purpose. + +The weapon is bonded to the family line it is meant to +serve. Once it has bonded with an owner who shares its +ideals, its loyalty is absolute. + +If a moonblade has a flaw, it is overconfidence. Once +it has decided on an owner, it believes that only that +person should wield it. even if the owner falls short of +elven ideals. + +Wave + +Weapon (trident), legendary (requires attunement by a +creature that worships a god of the sea) + +Held in the dungeon of White Plume Mountain, this +trident is an exquisite weapon engraved with images +of waves, shells, and sea creatures. Although you must +worship a god of the sea to attune to this weapon. Wave +happily accepts new converts. + +You gain a +3 bonus to attack and damage rolls made +with this magic weapon. If you score a critical hit with it, +the target takes extra necrotic damage equal to half its +hit point maximum. + +The weapon also functions as a trident of fish +command and a weapon of warning. It can confer the +benefit of a cap of water breathing while you hold it. and +you can use it as a cube of force by choosing the effect, +instead of pressing cube sides to select it. + +Sentience. Wave is a sentient weapon of neutral +alignment, with an Intelligence of 14. a Wisdom of 10, +and a Charisma of 18. It has hearing and darkvision out +to a range of 120 feet. + +The weapon communicates telepathically with its +wielder and can speak, read, and understand Aquan. It +can also speak with aquatic animals as if using a speak +with animals spell, using telepathy to involve its wielder +in the conversation. + +Personality. When it grows restless, Wave has a habit +of humming tunes that vary from sea chanteys to sacred +hymns of the sea gods. + +Wave zealously desires to convert mortals to the +worship of one or more sea gods, or else to consign the +faithless to death. Conflict arises if the wielder fails to +further the weapons objectives in the world. + +The trident has a nostalgic attachment to the +place where it was forged, a desolate island called +Thunderforge. A sea god imprisoned a family of storm +giants there, and the giants forged Wave in an act of +devotion to—or rebellion against—that god. + +Wave harbors a secret doubt about its own nature and +purpose. For all its devotion to the sea gods, Wave fears +that it was intended to bring about a particular sea god’s +demise. This destiny is something Wave might not be +able to avert. + + +Whelm + +Weapon (warhammer), legendary (requires attunement +by a dwarf) + +Whelm is a powerful warhammer forged by dwarves +and lost in the dungeon of White Plume Mountain. + +You gain a +3 bonus to attack and damage rolls +made with this magic weapon. At dawn the day after +you first make an attack roll with Whelm , you develop +a fear of being outdoors that persists as long as you +remain attuned to the weapon. This causes you to have +disadvantage on attack rolls, saving throws, and ability +checks while you can see the daytime sky. + +Thrown Weapon. Whelm has the thrown property, +with a normal range of 20 feet and a long range of 60 +feet. When you hit with a ranged weapon attack using +it, the target takes an extra ld8 bludgeoning damage, or +an extra 2d8 bludgeoning damage if the target is a gian: +Each time you throw the weapon, it flies back to your +hand after the attack. If you don’t have a hand free, the +weapon lands at your feet. + +Shock Wave. You can use an action to strike the +ground with Whelm and send a shock wave out from +the point of impact. Each creature of your choice on the +ground within 60 feet of that point must succeed on a +DC 15 Constitution saving throw or become stunned for +1 minute. A creature can repeat the saving throw at the +end of each of its turns, ending the effect on itself on a +success. Once used, this property can’t be used again +until the next dawn. + +Supernatural Awareness. While you are holding +the weapon, it alerts you to the location of any secret or +concealed doors within 30 feet of you. In addition, you +can use an action to cast detect evil and good or locate +object from the weapon. Once you cast either spell, you +can’t cast it from the weapon again until the next dawn. + +Sentience. Whelm is a sentient lawful neutral weapon +with an Intelligence of 15, a Wisdom of 12, and a +Charisma of 15. It has hearing and darkvision out to a +range of 120 feet. + +The weapon communicates telepathically with its +wielder and can speak, read, and understand Dwarvish. +Giant, and Goblin. It shouts battle cries in Dwarvish +when used in combat. + +Personality. Whelm' s purpose is to slaughter giants +and goblinoids. It also seeks to protect dwarves against +all enemies. Conflict arises if the wielder fails to destroy +goblins and giants or to protect dwarves. + +Whelm has ties to the dwarf clan that created it, +variously called the Dankil or the Mightyhammer clan. + +It longs to be returned to that clan. It would do anything +to protect those dwarves from harm. + +The hammer also carries a secret shame. Centuries +ago, a dwarf named Ctenmiir wielded it valiantly for +a time. But Ctenmiir was turned into a vampire. His +will was strong enough that he bent Whelm to his evil +purposes, even killing members of his own clan. + + +CHAPTER 7 | TREASURE + + + + + + + + + + + + +Artifacts + +An artifact is a unique magic item of tremendous power, +with its own origin and history. An artifact might have +been created by gods or mortals of awesome power. + +It could have been created in the midst of a crisis that +threatened a kingdom, a world, or the entire multiverse. +and carry the weight of that pivotal moment in history. + +Some artifacts appear when they are needed most. +For others, the reverse is true; when discovered, the +world trembles at the ramifications of the find. In either +case, introducing an artifact into a campaign requires +forethought. The artifact could be an item that opposing +sides are hoping to claim, or it might be something the +adventurers need to overcome their greatest challenge. + +Characters don’t typically find artifacts in the +normal course of adventuring. In fact, artifacts only +appear when you want them to, for they are as much +plot devices as magic items. Tracking down and +recovering an artifact is often the main goal of an +adventure. Characters must chase down rumors. + + +undergo significant trials, and venture into dangerous, +half-forgotten places to find the artifact they seek. +Alternatively, a major villain might already have the +artifact. Obtaining and destroying the artifact could +be the only way to ensure that its power can’t be +used for evil. + +Artifact Properties + +Each artifact has its own magical properties, as +other magic items do. and the properties are often +exceptionally powerful. An artifact might have other +properties that are either beneficial or detrimental. + +You can choose such properties from the tables in +this section or determine them randomly. You can +also invent new beneficial and detrimental properties. +These properties typically change each time an artifact +appears in the world. + +An artifact can have as many as four minor beneficial +properties and two major beneficial properties. It can +have as many as four minor detrimental properties and +two major detrimental properties. + + +Minor Beneficial Properties + +dlOO Property + +01-20 While attuned to the artifact, you gain proficiency +in one skill of the DM’s choice. + +While attuned to the artifact, you are immune to +disease. + +While attuned to the artifact, you can’t be charmed +or frightened. + +While attuned to the artifact, you have resistance +against one damage type of the DM’s choice. + +While attuned to the artifact, you can use an action +to cast one cantrip (chosen by the DM) from it. +While attuned to the artifact, you can use an action +to cast one lst-level spell (chosen by the DM) from +it. After you cast the spell, roll a d6. On a roll of +1-5, you can’t cast it again until the next dawn. +71-80 As 61-70 above, except the spell is 2nd level. + +81-90 As 61-70 above, except the spell is 3rd level. + +91-00 While attuned to the artifact, you gain a +1 bonus +to Armor Class. + + + + +ii?; + + +Major + +dlOO + +01-20 + + +21-30 + + +31-40 + + +41-50 + + +51-60 + + +61-70 + +71-80 + +81-90 + +91-00 + + + + + + +Beneficial Properties + +Property + +While attuned to the artifact, one of your ability +scores (DM’s choice) increases by 2, to a +maximum of 24. + +While attuned to the artifact, you regain ld6 hit +points at the start of your turn if you have at least +1 hit point. + +When you hit with a weapon attack while attuned +to the artifact, the target takes an extra ld6 +damage of the weapon’s type. + +While attuned to the artifact, your walking speed +increases by 10 feet. + +While attuned to the artifact, you can use an action +to cast one 4th-!evel spell (chosen by the DM) from +it. After you cast the spell, roll a d6. On a roll of +1-5, you can’t cast it again until the next dawn. + +As 51-60 above, except the spell is 5th level. + +As 51-60 above, except the spell is 6th level. + +As 51-60 above, except the spell is 7th level. + +While attuned to the artifact, you can’t be blinded, +deafened, petrified, or stunned. + + + + + + +V* + + + + + + + + +Minor Detrimental Properties + + +d 100 Property + +01 -05 While attuned to the artifact, you have + +disadvantage on saving throws against spells, +06-10 The first time you touch a gem or piece of jewelry +while attuned to this artifact, the value of the gem +or jewelry is reduced by half, + +11-15 While attuned to the artifact, you a re b I i nded when +you are more than 10 feet away from it. + +16-20 While attuned to the artifact, you have + +disadvantage on saving throws against poison, +21-30 While attuned to the artifact, you emit a sour +stench noticeable from up to 10 feet away, + +31-35 While attuned to the artifact, all holy water within +10 feet of you is destroyed, + +36-40 While attuned to the artifact, you are physically +it! and have disadvantage on any ability check or +saving throw that uses Strength or Constitution, +41-45 While attuned to the artifact, your weight increases +by l d4 x 10 pounds, + +46-50 While attuned to the artifact, your appearance +changes as the DM decides, + +51-55 While attuned to the artifact, you are deafened +when you are more than 10 feet away from it, + +56-60 While attuned to the artifact, your weight drops by +1d4 x 5 pounds. + +61-65 While attuned to the artifact, you can't smell, + +66-70 While attuned to the artifact, nonmagical flames +are extinguished within 30 feet of you. + +71 —SO While you are attuned to the artifact, other + +creatures can't take short or long rests while within +300 feet of you. + +81-85 While attuned to the artifact, you deal ld6 necrotic +damage to any plant you touch that isn't a creature, +S6-90 While you are attuned to the artifact, animals +within 30 feet of you are hostile toward you, + +91-95 While attuned to the artifact, you must eat and +drink six times the normal amount each day. + +96-00 While you are attuned to the artifact, your flaw is +amplified in a way determined by the DM. + + +Major Detrimental Properties + +dl 00 Property + +01-05 While you are attuned to the artifact, your body +rots over the course of four days, after which the +rotting stops. You lose your hair by the end of day +1, finger tips and toe tips by the end of day 2, lips +and nose by the end of day 3, and ears by the end +of day 4. A regenerate spell restores lost body pans + +06-10 While you are attuned to the artifact, you + +determine your alignment daily at dawn by rolling +a d6 twice. On the first roll, a 1-2 indicates lawfu +3-4 neutral, and 5-6 chaotic. On the second roll. ^ +1-2 indicates good, 3-4 neutral, and 5-6 evil. + +11-15 When you first attune to the artifact, it gives you a +quest determined by the DM. You must complete +this quest as if affected by the geas spell. Once yo +complete the quest, you are no longer affected b> +this property, + +16-20 The artifact houses a bodiless Ire force that is +hostile toward you. Each time you use an action +to use one of the artifact’s properties, there is a +50 percent chance that the life force tries to leave +the artifact and enter your body. If you fail a DC +20 Charisma saving throw, it succeeds, and you +become an NPC under the DM's control until the +intruding life force is banished using magic such +the dispel evil and good spell, + +21-25 Creatures with a challenge rating of 0, as well as +plants that aren’t creatures, drop to 0 hit points +when within 10 feet of the artifact. + +26-30 The artifact : mprisons a death slaad (see the + +Monster Manual ), Each time you use one of the +artifact's properties as an action, the slaad has +a 10 percent chance of escaping, whereupon it +appears within 15 feet of you and attacks you. + +31-35 While you are attuned to the artifact, creatures of i +particular type other than humanoid (as chosen b\ +the DM) are always hostile toward you, + +36-40 The artifact dilutes magic potions within 10 feet o r +it, rendering them nonmagical, + +41-45 The artifact erases magic scrolls within 10 feet of +it, rendering them nonmagical, + +46-50 Before using one of the artifact’s properties as +an action, you must use a bonus action to draw +blood, either from yourself or from a willing or +incapacitated creature within your reach, using a +piercing or slashing melee weapon. The subject +takes ld4 damage of the appropriate type. + +51-60 When you become attuned to the artifact, you + +gain a form of long-term madness (see chapter 8. +“Running the Game"). + +61 — 65 You take 4dl0 psychic damage when you become +attuned to the artifact, + +66-70 You take Sdl0 psychic damage when you become +attuned to the artifact, + +71-75 Before you can become attuned to the artifact, you +must kill a creature of your alignment. + + +CHAPTER 7 i TREASURE + + + + + + + + + + + + + + + +dlOO Property + +76-80 When you become attires :: :-.e an '"act, one +of your ability scores s 'ec..: : I a: random!. + +A greater restoration sps restore? :ieabii tv to +normal. + +SI-85 Each time you become attuned to ve artifact. + +you age 3d1G years. You must succeed on a DC 10 +Constitution saving throw or die from the shock, [f +you die, you are instantly transformed into a wight +(see the Monster Manual) under the DM’s control +that ts sworn to protect the artifact. + +86-90 While attuned to the artifact, you lose the ability to +speak. + +91-95 While attuned to the artifact, you have vulnerability +to ail damage. + +96-00 When you become attuned to the artifact, there is +a 10 percent chance that you attract the attention +of a god that sends an avatar to wrest the artifact +from you. The avatar has the same alignment as its +creator and the statistics of an empyrean (see the +Monster Manual). Once it obtains the artifact, the +avatar vanishes. + +Destroying Artifacts _ + +An artifact must be destroyed in some special way. +Otherwise, it is impervious to damage. + +Each artifact has a weakness by which its creation +can be undone. Learning this weakness might require +extensive research or the successful completion of a +quest. The DM decides how a particular artifact can be +destroyed. Some suggestions are provided here; + +- The artifact must be melted down in the volcano, +forge, or crucible in which it was created, + +■ The artifact must he dropped into the River Styx. + +- The artifact must be swallowed and digested by the +tarrasque or some other ancient creature, + +- The artifact must be bathed in the blood of a god +or an angel + +- The artifact must be struck and shattered by a special +weapon crafted for that purpose, + +■ The artifact must be pulverized between the titanic +gears of Mechanus. + +■ The artifact must be returned to its creator, who can +destroy it by touch. + +Sample Artifacts _ + +The artifacts presented here have appeared in one or +more of D&D worlds. Use them as guides when creating +your own artifacts, or modify them as you see fit. + +Axe of the Dwarvish Lords +\ 1 capon (battieaxe), artifact (requires attunement) + +Seeing the peril his people faced, a young dwarf prince +nme to believe that his people needed something to +unite them. Thus, he set out to forge a weapon that +would be such a symbol + +Venturing deep under the mountains, deeper than +any dwarf had ever delved, the young prince came to + + +the blazing heart of a great volcano. With the aid of +Moradin* the dwarven god of creation, he first crafted +four great tools; the Brutal Pick , the Earth heart Forge, +the Anvil of Songs, and the Shaping Hammer With +them, he forged the Axe of the Dwarvish Lords. + +Armed with the artifact, the prince returned to the +dwarf clans and brought peace. His axe ended grudges +and answered slights. The clans became allies, and +they threw back their enemies and enjoyed an era +of prosperity. This young dwarf is remembered as +the First King. When he became old, he passed the +weapon, which had become his badge of office, to his +heir. The rightful inheritors passed the axe on for many +generations. + +Later, in a dark era marked by treachery and +wickedness, the axe was lost in a bloody civil war +fomented by greed for its power and the status it +bestowed. Centuries later, the dwarves still search for +the axe, and many adventurers have made careers of +chasing after rumors and plundering old vaults to find it. + +Magic Weapon . The Axe of the Dwarvish Lords is +a magic weapon that grants a +3 bonus to attack and +damage rolls made with it. The axe also functions as a +holt of dwarven kind, a dwarven thrower and a sword of +sharpness , + +Random Properties . The axe has the following +randomly determined properties: + + + +Axe or the +Dwarvish Lords + + +* 2 minor beneficial properties + +* 1 major beneficial property + +* 2 minor detrimental properties + + + + + + + + + + + + + + + + + + + + + + +Blessings ofMoradin ■ If you are a dwarf attuned to +the axe. you gain the following benefits: + +* You have immunity to poison damage. + +* The range of your darkvision increases by 60 feet, + +* You gain proficiency with artisan s tools related to + +blacksmithing, brewing, and stonemasonry* + +Conjure Earth Elemental . If you are holding the axe, +you can use your action to cast the conjure elemental +spell from it, summoning an earth elemental. You can’t +use this property again until the next dawn. + +Travel the Depths . You can use an action to touch the +axe to a fixed piece of dwarven stonework and cast the +teleport spell from the axe. If your intended destination +is underground, there is no chance of a mishap or +arriving somewhere unexpected. You can't use this +property again until 3 days have passed. + +Corse. The axe bears a curse that affects any non¬ +dwarf that becomes attuned to it. Even if the attlinement +ends, the curse remains. With each passing day, the +creature's physical appearance and stature become +more dwarflike. After seven days, the creature looks like +a typical dwarf, but the creature neither loses its racial +traits nor gains the racial traits of a dwarf. The physical +changes wrought by the axe aren’t considered magical +in nature (and therefore can t be dispelled), but they can +be. undone by any effect that removes a curse, such as a +greater restoration or remove curse spell. + +Destroying the Axe . The only way to destroy the +axe is to melt it down in the Earth heart Forge , where +it was created. It must remain in the burning forge for +fifty years before it finally succumbs to the fire and +is consumed. + +Book of Exalted Deeds + +Wondrous item , artifact (requires attunement by a +creature of good alignment) + +The definitive treatise on all that is good in the +multiverse* the fabled Book of Exalted Deeds figures +prominently in many religions. Rather than being a +scripture devoted to a particular faith, the book’s various +authors filled the pages with their own vision of true +virtue, providing guidance for defeating evil. + +The Book of Exalted Deeds rarely lingers in one place. +As soon as the book is read, it vanishes to some other +corner of the multiverse where its moral guidance can +bring light to a darkened world. Although attempts +have been made to copy the work, efforts to do so fail +to capture its magical nature or translate the benefits it +offers to those pure of heart and firm of purpose. + +A heavy clasp, wrought to look like angel wings, +keeps the book’s contents secure. Only a creature of +good alignment that is attuned to the book can release +the clasp that holds it shut. Once the book is opened, +the attuned creature must spend 80 hours reading and +studying the book to digest its contents and gain its +benefits. Other creatures that peruse the book's open +pages can read the text but glean no deeper meaning +and reap no benefits. An evil creature that tries to read +from the book takes 24d6 radiant damage. This damage +ignores resistance and immunity, and can’t be reduced +or avoided by any means. A creature reduced to 0 hit + + +points by this damage disappears in a blinding flash a: +is destroyed, leaving its possessions behind. + +Benefits granted by the Book of Exalted Deeds Iasi +only as long as you strive to do good. If you fail to +perform at least one act of kindness or generosity with +the span of 10 days, or if you willingly perform an evil +act, you lose all the benefits granted by the book. + +Random Properties, The Book of Exalted Deeds has +the following random properties: + +- 2 minor beneficial properties +« 2 major beneficial properties + +Increased Wisdom * After you spend the requisite +amount of time reading and studying the book, your +Wisdom score increases by 2, to a maximum of 24, Y _ +can't gain this benefit from the book more than once. + +Enlightened Magic. Once you’ve read and studied +the book, any spell slot you expend to cast a cleric or +paladin spell counts as a spell slot of one level higher + +Halo. Once you've read and studied the book, you +gain a protective halo. This halo sheds bright light +in a 10-foot radius and dim light for an additional 10 +feet. You can dismiss or manifest the halo as a bonus +action. While present, the halo gives you advantage on +Charisma (Persuasion) checks made to interact with +good creatures and Charisma (Intimidation) checks +made to interact with evil creatures. In addition, fiends +and undead within the halo’s bright light make attack +rolls against you with disadvantage. + +Destroying the Book. It is rumored that the Book of +Exalted Deeds can't be destroyed as long as good exu s +in the multiverse. However, drowning the book in the +River Styx removes all writing and imagery from its +pages and renders the book powerless for Id 100 years. + +Book or Vile Darkness ! + +Wondrous item , artifact (requires attunement) + +The contents of this foul manuscript of ineffable +wickedness are the meat and drink of those in evil’s +thrall. No mortal was meant to know the secrets it +contains, knowledge so horrid that to even glimpse the: +scrawled pages invites madness. + +Most believe the Hch-god Veen a authored the Book f +Vile Darkness. He recorded in its pages every diseased +idea, every unhinged thought, and every example of +blackest magic he came across or devised. Vecna +covered every vile topic he could, making the book a +gruesome catalog of all mortal wrongs. + +Other practitioners of evil have held the book and +added their own input to its catalog of vile knowledge. +Their additions are clear, for the writers of later works +stitched whatever they w ere writing into the tome or. in +some cases, made notations and additions to existing +text. There are places where pages are missing, torn, +or covered so completely with Ink, blood, and scratch +that the original text can’t be divined. + +Nature can’t abide the book's presence. Ordinary +plants wither in its presence, animals are unw illing to +approach it. and the book gradually destroys whatever +it touches. Even stone racks and turns to powder if i: +book rests on it long enough. + + + + + +Vile Lore + +The Book of Vile Darkness touches on even, evil in the +cosmos, A character can use the