Table of Contents
Dungeon Master's Guide
Note: I also have this in PDF and the actual book
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 Chapter 3: Creating Adventures Elements of a Great Adventure…. Published Adventures……. Adventure Structure…… Adventure Types…… Complications…… Creating Encou nters
Random Encounters…………..
Chapter 4: Creating Nonplayer
Characters……..
Designing NPCs…….
NPC Party Members……
Contacts…,…………
Hirelings…
Extras………..
Villains…….
Villainous Class Options…
Chapter 5: Adventure Environments.,.99
Dungeons…
Mapping a Dungeon….
Wilderness,.,.
Mapping a Wilderness Wilderness Survival….
Settlements…
Mapping a Settlement. Urban Encounters……..
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 === ITS 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. 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. ===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. ===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.
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 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 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?
Maps
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.
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
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
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
<s part of a larger empire. The satraps are bureaucrats
md military officers, or unusual characters or monsters.
The cities of Highport and Suderham in the Greyhawk
campaign setting are satrapies controlled by agents of a
vicious gang of marauders known as the Slave Lords.
Theocracy , Rulership falls to a direct representative
r a collection of agents of a deity. The centers of power
n a theocracy are usually located on sacred sites. In
he Eberron campaign setting, the nation of Thrane is
i theocracy devoted to the Silver Flame, a divine spirit
that resides in Thranes capital of Flamekeep.
Sample Hierarchy of Noble Titles
Rank
Title
Rank
Title
1st
Emperor/Empress
7th
Viscount/
2nd
King/Queen
Viscountess
3rd
Duke/Duchess
8th
Baron/Baroness
4th
Prince/Prlncess
9th
Baronet
5th
Marquess/Marquise
10th
Knight
6 th
Earl or Count/
Countess
Commerce
Even small villages can provide characters access to the
gear they need to pursue their adventures. Provisions,
tents, backpacks, and simple weapons are commonly
available. Traveling merchants carry armor, martial
weapons, and more specialized gear. Most villages have
inns that cater to travelers, where adventurers can find
a hot mea! and a bed, even if the quality leaves much to
be desired.
Villages rely heavily on trade with other settlements,
including larger towns and cities. Merchants pass
through regularly, selling necessities and luxuries to the
villagers, and any successful merchant has far-reaching
contacts across the region. Traveling merchants pass
on gossip and adventure hooks to the characters as
they conduct their business. Since merchants make
their living traversing roads that might be menaced
by bandits or wandering monsters, they hire guards to
keep their goods safe. They also carry news from town
to town, including reports of situations that cry out for
the attention of adventurers.
These merchants can't provide the services normally
found in a city. For instance, when the characters are in
need of a library or a dedicated sage, a trainer who can
handle the griffon eggs they've found, or an architect to
design their castle, they're better off going to a large city
than looking in a village.
===Currency===
The straightforward terms “gold piece” (gp), “silver
piece (sp), “copper piece” (cp), “electrum piece” (ep),
and “platinum piece 7 ' (pp) are used throughout the game
rules for clarity. You can imbue these denominations
wdth more interesting descriptions in your game
world. People give coins specific names, whether
as plain as “dime“ or lively as “gold double-eagle.
A
country typically mints its own currency, which might
correspond to the basic rules terms. In most worlds, few
currencies achieve widespread distribution, but nearly
all coins are accepted worldwide-^except by those
looking to pick a fight with a foreigner
Example: The Forgotten Realms
The world of the Forgotten Realms provides an
extensive example of currencies. Although barter,
blood notes, and similar letters of trade are common
enough in Faerfin, metal coins and trade bars are the
everyday currency.
Common Coinage . Goins appear in a bewildering
variety of shapes, sizes, names, and materials. Thanks
to the ambitious traders of Sembia, that nation’s oddly
shaped coins can be found throughout Faerfin. In
Sembia, square iron steelpence replace copper coins.
Triangular silver pieces are ravens, diamond-shaped
electrum pieces are harm arks (commonly called “blue
eyes”), and five-sided gold pieces are nobles. Sembia
doesn’t mint platinum coins. All coinage is accepted
in Sembia, including copper and platinum pieces
from abroad.
In Waterdeep, the bustling cosmopolitan center
of trade, coppers are called nibs, silvers are shards.
electrum pieces are moons* gold pieces are dragons,
and platinum coins are suns* The city's two local coins
are the toal and the harbor moon* The toal is a square
brass trading-coin pierced with a central hole to permit
it to be easily strung on a ring or string, worth 2 gp in
the city and nothing outside Waterdeep. The harbor
moon is a flat crescent of platinum with a central
hole and an electrum inlay* named for its traditional
use in the docks for buying large amounts of cargo at
once* The coin is worth 50 gp in Waterdeep and 30 gp
elsewhere.
The northern city of Silvery moon mints a crescent-
shaped, shining blue coin called an electrum moon,
worth 1 gp in that city and 1 ep elsewhere. The city also
issues a larger coin called an eclipsed moon* which
looks like an electrum moon combined a darker silver
wedge to form a round coin worth 5 ep within the city
and 2 ep outside it*
The favored form of currency in the kingdom of
Cor my r is the royal coinage of the court* stamped with
a dragon on one side and a treasury date mark on the
other. There* coppers are called thumbs* silvers are
silver falcons, electrum pieces are blue eyes, gold pieces
are golden lions, and platinum coins are tricrowns.
Even city-states mint their own copper, silver* and gold
pieces* Electrum and platinum pieces are rarer in these
lands. Smaller states use coinage borrowed from other
nations and looted from ancient sources. Travelers from
certain lands (notably the wizard-dominated realms of
Thay and Halruaa) use the currencies of other realms
when trading abroad because their own coins and
tokens are feared to be magically cursed* and so are
shunned by others.
Conversely* the coins of long-lost, legendary lands
and centers of great magic are honored, though those
who hnd them are wise to sell them to collectors rather
than merely spending them in markets. The coins of the
old elven court of Cormanthyr are particularly famous:
thalvers (coppers), bedoars (silvers), thammarchs
(electrum), shilmaers (golds), and ruendils (platinum).
These coins are fine, numerous* and sometimes still
used in trade among elves.
SlLVlrR Cqlm
Copper Cosn
Electrum Coin
Platimum Coin
Trade Bars . Large numbers of coins can be difficult
to transport and account for. Many merchants prefer
to use trade bars—ingots of precious metals and alloys
(usually silver) likely to be accepted by virtually anyone.
Trade bars are stamped or graven with the symbol of the
trading company or government that originally crafted
them. These bars are valued by weight, as follows:
* A 2-pound silver bar is worth 10 gp and is about 5
inches long. 2 inches wide, and 12 inch thick,
* A 5-pound silver bar is worth 25 gp and is about 6
inches long, 2 inches wide* and 1 inch thick,
* A 5-pound gold bar is worth 250 gp and is about the
size of a 2-pound silver bar.
The city of Baidur's Gale mints large numbers of
silver trade bars and sets the standard for this form of
currency. The city of Mirabar issues black iron spindle-
shaped trade bars with squared ends weighing about
2 pounds each, worth 10 gp in that city, markedly less
in nearby trade centers* and as iron is normally valued
elsewhere (1 sp per pound).
Odd Currency. Coins and bars aren't the only forms
of hard currency. Gond bells are small brass bells worth
10 gp in trade, or 20 gp to a temple of Gond, Shaar
rings, pierced and polished slices of ivory threaded
onto strings by the nomads of the Shaar* are worth 3 gp
per slice.
Creating Your Own
As shown in the previous examples, currency doesn t
need to obey a universal standard in your world. Each
country and era can have its own coins with its own
values. Your adventurers might travel through many
different lands and find long-lost treasures. Finding
- six hundred ancient bedoars from the rule of Coronal
Ekargrim twelve centuries before offers a deeper sense
of immersion in your world than finding 60 sp*
Varying names and descriptions of coins for the
major contemporary and historical realms of your world
adds an additional layer of texture. The golden lions of
Cormyr convey the noble nature of that kingdom. If a
nation mints gold coins stamped with leering demonic
faces and called torments, that currency expresses a
distinct flavor.
Creating new coins connected to specific locations*
like the toals of Waterdeep or the eclipsed moons of
Silvery moon, provides another level of detail. As long as
you keep the value of these new coins simple (in other
words* don't invent a coin worth T62 gp), you add local
flavor to key locations in your world without adding
undue complexity*
===Languages and Dialects ===
When fleshing out your world, you can create new
languages and dialects to reflect its unique geography
and history. You can replace the default languages
presented in the Players Handbook with new ones, or
split languages up into several different dialects.
In some worlds, regional differences might be much
more important than racial ones. Perhaps all the
dwarves, elves, and humans who live in one kingdom
speak a common language, which is completely different
Hampers
Order of the Gauntlet
Emerald Enclave
Lords' ^Alliance
Zhentarim
from that spoken in the neighboring kingdom. This
light make communication (and diplomacy) between
two kingdoms significantly more difficult.
Widely used languages might have ancient versions.
: there might be completely different ancient tongues
:hat adventurers find written in tombs and ruins. Such
languages can add an element of mystery to inscriptions
nd tomes that characters encounter.
You might invent additional secret languages, besides
Druidic and thieves' cant, that allow members of certain
rganizations or political affiliations to communicate.
You could even decide that each alignment has its
iwn language, which might be more of an argot used
ri manly to discuss philosophical concepts.
In a region where one race has subjugated another.
:he language of the conquerors can become a mark of
social status. Similarly, reading and writing might be
restricted by law to the upper classes of a society.
Factions and
Organizations
Temples, guilds, orders, secret societies, and
colleges are important forces in the social order of
my civilization. Their influence might stretch across
multiple towns and cities, with or without a similarly
wide-ranging political authority. Organizations can
play an important part in the lives of player characters,
; ecoming their patrons, allies, or enemies just like
dividual nonplayer characters. When characters join
these organizations, they become part of something
arger than themselves, which can give their adventures
a context in the wider world.
===Adventurers and Organizations===
At the start of a campaign, backgrounds are a great
way to connect adventurers to your world. As the game
progresses, though, background ties often become less
mportant.
Factions and organizations aimed at player characters
ire a way to keep higher-level adventurers connected
:o your world, providing ties to key NPCs and a clear
agenda beyond individual gain. In the same way,
villainous organizations create an ongoing sense of
menace above and beyond the threat of solitary foes.
Having different characters tied to different factions
:an create interesting situations at the gaming table, as
ng as those factions have similar goals and don't work
r: opposition to one another all the time. Adventurers
representing different factions might have competing
interests or priorities while they pursue the same goals.
Adventurer organizations are also a great source of
special rewards beyond experience points and treasure.
Increased standing in an organization has value in and
of itself, and might also come with concrete benefits
such as access to an organization's information,
equipment, magic, and other resources.
Creating Factions
Factions and organizations that you create for your
campaign should grow out of the stories that are
important to the world. Create organizations that your
players will want to interact with, whether as allies,
members, or enemies.
As a starting point, decide what role you want an
organization to play in the world. What is it all about?
What are its goals? Who founded it and why? What do
its members do? Answering these questions should
Sample Faction: The Harpers
The Harpers is a scattered network of spelJcasters and spies
who advocate equality and covertly oppose the abuse of
power, magical or otherwise.
The organization has risen, been shattered, and risen
again several times. Its longevity and resilience are largely
due to its decentralized, grassroots, secretive nature, and the
autonomy of its various members. The Harpers have small
cells and lone operatives throughout the Forgotten Realms,
although they interact and share information with one
another from time to time as needs warrant. The Harpers 7
ideology is noble, and its members pride themselves on their
ingenuity and incorruptibility. Harpers don't seek power or
glory, only fair and equal treatment for all.
Motto . “Down with tyranny. Fairness and equality for all?'
Beliefs * The Harpers' beliefs can be summarized as follows:
* One can never have too much information or arcane
knowledge.
* Too much power leads to corruption, and the abuse of
magic in particular must be closely monitored.
* No one should be powerless.
Coats. Gather information throughout Faerun, discern
the political dynamics within each region, and promote
fairness and equality by covert means. Act openly as a last
resort Thwart tyrants and any leader, government, or group
that grows too powerful. Aid the weak, the poor, and the
oppressed.
Typrcu/Quests, Typical Harper quests include securing
an artifact that would upset the balance of power in a
region, gathering information on a powerful individual or
organization, and determining the true intentions of an
ambitious political figure or evil spellcaster.
give you a good sense of the organization's personality.
From there, think about typical members. How might
people describe them? What are the typical members'
classes and alignments? What personality traits do they
tend to share?
Choosing a symbol and a motto for the organization
is a way of summing up the w ork you've done so far,
A faction that uses a stag as a symbol probably has a
very different personality from one that uses a winged
viper. For a motto, choose not just a message but also
a tone and style of speech that fits the organization as
you've defined it. Consider the motto of the Harpers;
“Down with tyranny. Fairness and equality for all” The
Harpers have a straightforward message of freedom
and prosperity. Contrast that with the motto of a
group of politically allied cities in the North calling
themselves the Lords' Alliance; “Threats to home must
be terminated without prejudice. Superiority is our
security.' These are sophisticated people involved in
a delicate political alliance, with more emphasis on
stability than on fairness and equality.
Finally, think about the ways that player characters
might come into contact with the organization. Who
are the important members—not just the leaders,
but the agents in the field that the adventurers might
encounter? Where are they active, and where do they
have headquarters or strongholds? If adventurers do
join, what kind of missions might they be sent on? What
rewards can they gain?
Renown
Renown is an optional rule you can use to track an
adventurer's standing within a particular faction or
organization. Renown is a numerical value that starts
at 0, then increases as a character earns favor and
reputation within a particular organization. You can tie
benefits to a character's renown, including ranks and
titles within the organization and access to resources.
A player tracks renown separately for each
organization his or her character is a member of. For
example, an adventurer might have 5 renown within
one faction and 20 renown within another, based on the
character's interaction with each organization over the
course of the campaign.
Gaining Renown
A character earns renown by completing missions or
quests that serve an organization's interests or involve
the organization directly. You award renown at your
discretion as characters complete these missions
or quests, typically at the same lime you award
experience points.
Examples of Faction Ranks
Advancing an organization's interests increases
a character's renown within that organization by 1.
Completing a mission specifically assigned by that
organization, or which directly benefits the organization,
increases the character’s renown by 2 instead.
For example, characters with connections to the noble
Order of the Gauntlet complete a mission in which
they free a town from the tyranny of a blue dragon.
Because the order likes to punish evildoers, you might
increase each character s renown within the order
by l. Conversely, if killing the dragon was a mission
given to the adventurers by a senior member of the
order, completing the task might instead increase each
character's renown by 2. showing the adventurers as
effective allies.
Meanwhile, the party's rogue might have looted a box
of rare poisons from the dragon's hoard and sold it to
a fence who is secretly a Zhentarim agent You might
increase the rogue's renown within the Zhentarim by 2
since this action directly increased that group's power
and wealth, even though the task was not assigned by an
agent of the Zhentarim.
Benefits of Renown
The benefits of increasing renown within an
organization can include rank and authority, friendly
attitudes from members of the organization, and
other perks.
Rank, Characters can earn promotions as their
renown increases. You can establish certain thresholds
of renown that serve as prerequisites (though not
necessarily the only prerequisites) for advancing in
rank, as shown in the Examples of Faction Ranks table.
For example, a character might join the Lords' Alliance
after earning I renown within that organization, gaining
the title of cloak. As the character s renown within the
organization increases, he or she might be eligible for
further increases in rank.
You can add rank prerequisites. For example, a
character affiliated with the Lords' Alliance might have
to be at least 5th level before becoming a stingblade. at
least 10th level to be a warduke, and at least 15th level
to be a lioncrown.
You can set these thresholds of renown to any
numbers that work for your game, creating appropriate
ranks and titles for the organizations in your campaign.
Attitudes of Organization Members* As a character's
renown within an organization grows, members of
that organization are increasingly likely to have heard
of the character. You can set thresholds at which the
default attitude of an organization’s members toward
the character becomes indifferent or friendly. For
example, members of the Emerald Enclave—a faction
Renown
Harpers
Order of the Gauntlet
Emerald Enclave
Lord’s Alliance
Zhentarim
l
Watcher
Chevall
Sprrngwarden
Cloak
Fang
3
Harpshadow
Marcheon
Summerstrider
Redknife
Wolf
TO
Srightcandie
Whttehawk
Autumn reaver
Stingblade
Viper
25
Wise Ow!
Vindicator
Winterstalker
Warduke
Ardragon
50
High Harper
Righteous Hand
Master of the Wild
Lioncrown
Dread Lord
dedicated to preserving the natural order—might be
less friendly toward characters who have not cultivated
it least 3 renown within that organization, becoming
friendly by default only when a character has gained 10
renown within the Emerald Enclave. These thresholds
apply only to the default attitude of most members of an
rganization, and such attitudes aren’t automatic, NFC
faction members might dislike an adventurer despite
rhat character's renown—or perhaps because of it
Perks . Earning a rank within an organization comes
v. ith certain benefits, as defined by you, A character of
w rank might gain access to a reliable contact and
adventure leads, a safe house, ora trader willing to
her a discount on adventuring gear, A middle-ranked
haracter might gain a follower (see chapter 4, “Creating
Xonplayer Characters'), access to potions and scrolls,
: he ability to call in a favor, or backup on dangerous
missions, A high-ranking character might be able to
rail on a small army, take custody of a rare magic item* *
_ tin access to a helpful spellcaster, or assign special
missions to members of lower rank.
Downtime Activities* You might allow characters
to spend downtime between adventures building
relationships and gaining renown within an
rganization. For more information on downtime
activities, see chapter 6, “Between Adventures.’
Losing Renown
Disagreements with members of an organization
aren’t enough to cause a loss of renown within that
; rganization. However, serious offenses committed
gainst the organization or its members can result
in a loss of renown and rank within the organization.
The extent of the loss depends on the infraction and is
left to your discretion. A character's renown within an
organization can never drop below 0,
Piety
With a few alterations, the renown system can also
serve as a measure of a character's link to the gods. It's
- great option for campaigns where the gods take active
roles in the world.
Using this approach, you track renown based on
-pecific divine figures in your campaign. Each character
has the option to select a patron deity or pantheon with
_ ials, doctrine, and taboos that you have created. Any
renown he or she earns is called piety. A character
_ains piety for honoring his or her gods, fulfilling their
mmands, and respecting their taboos. A character
loses piety for working against those gods, dishonoring
hem, defiling their temples, and foiling their aims.
The gods bestow favors on those who prove their
devotion. With each rank of piety gained, a character
can pray for divine favor once per day. This favor usually
:omes in the form of a cleric spell like bless . The favor
: hen comes with a sign of the divine benefactor: for
example ( a character dedicated to Thor might receive a
spell accompanied by the boom of thunder,
A high level of piety can also lead to a character
gaining a more persistent benefit, in the form of a
blessing or charm (see chapter 7, “Treasure,’ for such
supernatural gifts).
===Magic in Your World ===
In most D&D worlds, magic is natural but still wondrous
and sometimes frightening. People everywhere know
about magic, and most people see evidence of it at some
point in their lives. It permeates the cosmos and moves
through the ancient possessions of legendary heroes,
the mysterious ruins of fallen empires, those touched
by the gods, creatures born with supernatural power,
and individuals who study the secrets of the multi verse.
Histories and fireside tales are filled with the exploits of
those who wield it.
What normal folk know of magic depends on where
they live and whether they know characters who
practice magic. Citizens of an isolated hamlet might not
have seen true magic used for generations and speak
in whispers of the strange powers of the old hermit
living in the nearby woods. In the city of Waterdeep
in the Forgotten Realms setting, the Watchful Order
of Magists and Protectors is a guild of wizards. These
arcanists wish to make wizardry more accessible so the
order’s members can profit from selling their services.
Some D&D settings have more magic in them than
others. On Athas, the harsh world of the Dark Sun
setting, arcane magic is a hated practice that can drain
life from the world. Much of Athas’s magic lies in the
hands of evildoers. Conversely, in the world of Eberron,
magic is as commonplace as any other commodity.
Mercantile houses sell magic items and services to
Sample Faction: The Zhentarim
The Zhentarim {also known as the Black Network) is an
unscrupulous shadow network that seeks to expand its
influence and power throughout the Forgotten Realms.
The public face of the Black Network appears relatively
benign. It offers the best and cheapest goods and services,
both iegal and illicit, thus destroying its competitors and
making everyone dependent on it,
A member of the Zhentarim thinks of himself or herself
as a member of a very large family and relies on the Black
Network for resources and security However, members are
granted the autonomy to pursue their own interests and gain
some measure of personal wealth and influence. As a whole,
the Zhentarim promises “the best of the best, 1 ' although
in truth the organization is more interested in spreading
its own propaganda and influence than investing in the
improvement of its individual members.
Motto , “join us and prosper. Oppose us and suffer/ 1
Beliefs. The ZhentarinVs beliefs can be summarized
as follows:
* The Zhentarim is your family You watch out for it, and it
watches out for you,
* You are the master of your own destiny. Never be less than
what you deserve to be,
* Everything and everyone has a price.
Coeds, Amass wealth, power, and influence, and thereby
dominate Faerun,
Typical Quests. Typical Zhentarim quests include
plundering or stealing a treasure hoard, powerful magic item,
or artifact; securing a lucrative business contract or enforcing
a preexisting one; and establishing a foothold in a place
where the Zhentarim holds little sway
anyone who can afford them. People purchase tickets to
ride airships and trains propelled by elemental magic.
Consider these questions when fitting magic into
your world:
* Is some magic common? Is some socially
unacceptable? Which magic is rare?
- How unusual are members of each spellcasting
class? How common are those who can cast high-
level spells?
* How rare are magic items, magical locations,
and creatures that have supernatural powers? At
what power level do these things go from everyday
to exotic?
- How do authorities regulate and use magic? How
do normal folks use magic and protect them¬
selves from it?
The answers to some questions suggest the answers
to others. For example, if spelicasters of low-level
spells are common, as in Eberron, then authorities and
common folk are more likely to have access to and use
the results of such spells. Buying commonplace magic
isn't only possible, but also less expensive. People are
more likely to keep well-known magic in mind, and to
protect against it, especially in risky situations.
Restrictions on Magic _
Some civilized areas might restrict or prohibit the use
of magic. Spellcasting might be forbidden without a
license or official permission. In such a place, magic
items and continual magical effects are rare, with
protections against magic being the exception.
Some localities might prohibit specific spells. It could
be a crime to cast any spells used to steal or swindle,
such as those that bestow invisibility or produce
illusions. Enchantments that charm or dominate others
are readily outlawed, since they rob their subjects of
free will. Destructive spells arc likewise prohibited, for
obvious reasons, A local ruler could have a phobia about
a specific effect or spell (such as shapeshifting effects if
he or she were afraid of being impersonated) and enact
a law restricting that type of magic.
Schools of Magic _
The rules of the game refer to the schools of magic
(abjuration, illusion, necromancy, and so on), but it’s
up to you to determine what those schools signify in
your world. Similarly, a few class options suggest the
existence of magic-using organizations in the world—
bardic colleges and druid circles—which are up to you to
flesh out.
You could decide that no formal structures like these
exist in your world. Wizards (and bards and druids)
might be so rare that a player character learns from a
single mentor and never meets another character of the
same class, in which case wizards would learn their
school specialization without any formal training.
However, if magic is more common, academies can
be the embodiments of the schools of magic. These
institutions have their own hierarchies, traditions,
regulations, and procedures. For example, Materros
the necromancer could be a brother of the necromantic
Cabal of Thar-Zad. As a sign of his high standing w ithin
its hierarchy, he is allowed to wear the red and green
robes of a master. Of course, when he wears these
robes, his occupation is easily identified by those who
know' of the cabal. This recognition could be a boon or
a nuisance, since the Cabal of Thar-Zad has a fearsome
reputation.
If you go th is route, you can treat schools of magic,
bardic colleges, and druid circles as organizations,
using the guidelines for organizations presented earlier
in this chapter. A player character necromancer might
cultivate renown within the Cabal of Thar-Zad. while
a bard seeks increasing renown within the College of
Mac-Fiiirmidh.
Teleportation Circles _
The presence of permanent teleportation circles in
major cities helps cement their important place in the
economy of a fantasy world. Spells such as plane shift,
teleport , and teleportation circle connect with these
circles, which are found in temples, academies, the
headquarters of arcane organizations, and prominent
civic locations. However, since every teleportation circle
is a possible means of entry into a city, they're guarded
by military and magical protection.
As you design a fantasy city, think about the
teleportation circles it might contain and which ones
adventurers are likely to know about, [f the adventurers
commonly return to their home base by means of
a teleportation circle, use that circle as a hook for
plot developments in your campaign. What do the
adventurers do if they arrive in a teleportation circle and
find all the familiar wards disabled and guards lying
in pools of blood? What if their arrival interrupts an
argument between two feuding priests at the temple?
Adventure ensues!
Bringing Back the Dead _
When a creature dies, its soul departs its body, leaves
the Material Plane, travels through the Astral Plane,
and goes to abide on the plane where the creature s
deity resides. If the creature didn’t worship a deity, its
soul departs to the plane corresponding to its alignment.
Bringing someone back from the dead means retrieving
the soul from that plane and returning it to its body.
Enemies can take steps to make it more difficult for
a character to be returned from the dead. Keeping
the body prevents others from using raise dead or
resurrection to restore the slain character to life.
A soul can't be returned to life if it doesn't wish to
be. A soul knows the name, alignment, and patron
deity (if any) of the character attempting to revive it and
might refuse to return on that basis. For example, if
the honorable knight Sturm Brightblade is slain and a
high priestess of Takhisis (god of evil dragons) grabs
his body, Sturm might not wish to be raised from the
dead by her. Any attempts she makes to revive him
automatically fail. If the evil cleric wants to revive Sturm
to interrogate him. she needs to find some way to trick
his soul, such as duping a good cleric into raising him
and then capturing him once he is alive again.
===Creating a Campaign ===
The world you create is the stage for the
: ’ventures you set in it. You don't have to give more
thought to it than that You can run adventures in
an episodic format, with the characters as the only
ommon element, and also weave themes throughout
those adventures to build a greater saga of the
Characters' achievements in the world.
Planning an entire campaign might seem like a
daunting task, but you don’t have to plot out every
ieraii right from the start. You can start with the
■asics. running a few adventures, and think about
larger plotlines you want to explore as the campaign
regresses. You're free to add as much or as little detail
as you wish.
The start of a campaign resembles the start of an
iventure. You want to jump quickly into the action,
'how the players that adventure awaits, and grab
their attention right away. Give the players enough
information to make them want to come back week after
. vek to see how the story plays out.
Start Small
V. hen you first start building your campaign, start
small, The characters need to know only about the
y, town, or village where they start the game, and
erhaps the nearby dungeon. You might decide that
the barony is at war with a nearby duchy, or that a
is slant forest is crawling with ettercaps and giant
spiders, and you should note these things. But at
he start of the game, the local area is enough to get
:he campaign off the ground. Follow^ these steps to
reate that local area:
L Create a Home Base
S ee the “Settlements' section earlier in this chapter
for guidance on building this settlement. A small
town or village at the edge of the wilderness serves
- a fine home base in most D&D campaigns. Use
. larger town or city if you want a campaign with
: rba n adventuring.
2 , Create a Local Region
S ee “Mapping the Campaign” earlier in this chapter
: r guidance. Draw a map at province scale (1 hex “
1 mile) with the home base near the center. Fill
the area within a day's travel—about 25 to 30
lies—of the home base. Pepper it w ith two to
ur dungeons or similar adventure locales.
An area that size is likely to have one to three
: dditiona! settlements as well as the home base,
' give thought to them as well.
3 Craft a Starting Adventure
* -ingle dungeon makes a good first adventure
f r most campaigns. See chapter 3. “Creating
.’ventures/ * 1 * 3 * * * for guidance.
A home base provides a common starting
a [ion for the characters. This starting point
might be the village where they grew 7 up or a
tty that attracted them from points beyond.
Or perhaps they begin the campaign in the dungeons
of an evil baron s castle where they've been locked up
for various reasons (legitimate or otherwise), throwing
them into the midst of the adventure*
For each of these steps, give the locations only as
much detail as they need. You don’t need to identify
every building in a village or label every street in a large
city. If the characters start in the baron's dungeon, you'll
need the details of this first adventure site, but you
don’t have to name alt the barons knights. Sketch out
a simple map. think about the surrounding area, and
consider whom the characters are most likely to interact
with early in the campaign. Most important, visualize
how this area fits into the theme and story you have in
mind for your campaign. Then start working on your
first adventure!
Set the Stage
As you start to develop your campaign, you'll need to
fill in the players on the basics. For easy distribution,
compile essential information into a campaign
handout. Such a handout typically includes the
following material:
* Any restrictions or new options for character creation,
such as new r or prohibited races,
- Any information in the backstory of your campaign
that the characters would know about. If you have
a theme or direction in mind for the campaign, this
information could include seeds hinting at that focus,
* Basic information about the area where the characters
are starting, such as the name of the town, important
locations in and around it, prominent NPCs they’d
know about, and perhaps rumors that point to trouble
that’s brewing.
Keep this handout short and to the point. Two pages
is a reasonable maximum. Even if you have a burst of
creative energy that produces twenty pages of great
background material, save it for your adventures. Let
the players uncover the details gradually in play.
Involving the Characters
Once you’ve identified what your campaign is about,
let the players help tell the story by deciding how their
characters are involved. This is their opportunity to
tie their characters' history and background to the
campaign, and a chance for you to determine how the
various elements of each character's background tie
into the campaign's story. For example, what secret has
the hermit character learned? What is the status of the
noble character's family? What is the folk hero's destiny?
Some players might have trouble coming up with
ideas—not everyone is equally inventive. You can help
spur their creativity with a few questions about their
characters:
* Are you a native, born and raised in the area? If so.
who’s your family? What's your current occupation?
* Are you a recent arrival? Where did you come from?
Why did you come to this area?
* Are you tied to any of the organizations or people
involved in the events that kick off the campaign? Are
they friends or enemies?
Listen to the players’ ideas, and say yes if you can.
Even if you want all the characters to have grown up in
the starting town, consider allowing a recent arrival or
a transplant if the player's story is convincing enough.
Suggest alterations to a character's story so it better fits
your world, or weave the first threads of your campaign
into that story.
Creating a Background_
Backgrounds are designed to root player characters
in the world, and creating new backgrounds is a great
way to introduce players to the special features of your
world. Backgrounds that have ties to particular cultures,
organizations, and historical events from your campaign
are particularly strong. Perhaps the priests of a certain
religion live as beggars supported by a pious populace,
singing the tales of their deity’s exploits to entertain
and enlighten the faithful. You could create a mendicant
priest background (or modify the acolyte background)
to reflect these qualities. It could include musical
instrument proficiency, and its feature probably involves
receiving hospitality from the faithful.
Guidelines for creating a new background are
provided in chapter 9, “Dungeon Master's Workshop.’”
Campaign Events
Significant events in the history of a fantasy world tend
toward immense upheavals: wars that pit the forces
of good against evil in an epic confrontation, natural
disasters that lay waste to entire civilizations, invasions
of vast armies or extra planar hordes, assassinations
of world leaders. These world-shaking events title the
chapters of history.
In a D&D game, such events provide the sparks that
can ignite and sustain a campaign. The most common
pitfall of serial stories without a set beginning, middle,
and end is inertia. Like many television shows and
comic-book series, a D&D campaign runs the risk of
retreading the same ground long after the enjoyment’s
gone. Just as actors or writers drift away from those
other mediums, so can players—the actors and writers
of a D&D game. Games stagnate when the story
meanders too long without a change in tone, wdien the
same villains and similar adventures grow r tiresome and
predictable, and when the world doesn’t change around
the characters and in response to their actions.
World-shaking events force conflict They set new ?
events and power groups in motion. Their outcomes
change the world by altering the tone of the setting
in a meaningful way. They chronicle the story of your
world in big, bold print. Change—especially change that
occurs as a result of the characters’ actions—keeps the
story moving. If change is imperceptible, the actions
of the characters lack significance. When the world
becomes reliable, it's time to shake things up.
Putting Events in Motion
World-shaking events can happen at any time in
a campaign or story arc, but the biggest incidents
naturally fall at the beginning, middle, and end
of a story.
That placement reflects the structure of dramatic
stories. At the beginning of a story, something happens
to shake the protagonists' world and spur them into
action. The characters take action to resolve their
problems, but other forces oppose them. As they reach a
significant milestone toward their goal, a major conflict
disrupts the characters' plans, shaking their world
again; failure seems imminent. At the end of the story,
they succeed or fail and the world is shaken again by
the way the characters changed it for good or ill.
At the beginning of a D&D campaign, world-shaking
events create instant adventure hooks and affect the
characters’ lives directly, in the middle, they make great
turning points as the characters' fortunes reverse-
rising after a defeat or falling after a victory. Near
the end of a campaign* such events serve as excellent
climactic episodes with far-reaching effects. They might
even occur after the story has ended, as a result of the
characters’ actions.
When Not to Shake It Up
In constructing a narrative, beware of “false action,”
or action for its own sake. False action doesn't move
a story forward, engage characters, or cause them to
change. Many action movies suffer from false action, in
which car chases, gunfights, and explosions abound but
do little more than inconvenience the characters and
eventually bore the audience with their repetition and
dearth of meaningful stakes* Some D&D campaigns fall
into the same trap, stringing world-spanning disasters
together one after another with little impact on the
characters or the world. Thus, it’s probably not in the
DM's best interest to reorder the world every single time
there's a lull in the action, lest world-shaking events
become ordinary.
As a general rule, a campaign can sustain up to
three large-scale, world-shaking events: one near the
beginning, one near the middle, and one near the
end. Use as many small-scale events that disturb the
bounded microcosms of towns, villages, tribes, fiefs,
duchies, provinces, and so forth as you like. Every
significant event shakes someone's world, after all, no
matter how small that world might be. Let unexpected
and terrible events regularly afflict the world's smaller
territories, but unless your story demands it, save the
large-scale map-spanning events for the biggest, most
important moments of your campaign.
World-Sha king Ev ents _
You can use this section for ideas and inspiration to
expand on world-shaking events already occurring (or
^oon to occur) within your world. Alternatively, you can
roll on the tables below to randomly generate an event
to inspire your imagination. The attempt to justify a
random result can reveal unforeseen possibilities.
Fo get started, select a world-shaking event category
or roll on the World-Shaking Events table.
World-Shaking Events
dlO Event
1 Rise of a leader or an era
2 Fall of a leader or an era
3 Cataclysmic disaster
4 Assault or invasion
5 Rebellion, revolution, overthrow
6 Extinction or depletion
7 New organization
S Discovery, expansion, invention
9 Prediction, omen, prophecy
10 Myth and legend
1-2. Rise or Fall of a Leader or an Era
Eras are often defined by the prominent leaders,
innovators, and tyrants of the day These people change
the world and etch their signatures indelibly on the
pages of history. When they rise to power, they shape
the time and place where they live in monumental ways.
When they fall from power or pass away, the ghost of
their presence lingers.
Determine the kind of leader that influences the new
or passing era. You can choose the type of leader or
determine one randomly using the Leader Types table.
Leader Types
dG Leader Type
1 Political
2 Religious
3 Military
4 Crime/underwodd
5 Art/culture
6 Phtlosophy/learning/magic
Political leaders arc monarchs, nobles, and chiefs.
Religious leaders include deities avatars, high priests
and messiahs, as well as those in charge of monasteries
and leaders of influential religious sects. Major military
leaders control the armed forces of countries. They
include military dictators, warlords, and the heads of
a ruler s war council. Minor military leaders include
the heads of local militias, gangs, and other martial
organizations. At the broadest scale, a criminal or
underworld leader wields power through a network of
spies, bribes, and black-market trade. On the smallest
scale, these are local gang bosses, pirate captains, and
brigands. A leader in art or culture is a virtuoso whose
work reflects the spirit of the age and changes the w^ay
people think: a prominent playwright, bard, or court fool
in whose words, art, or performance the people perceive
universal truih. On a smaller scale, this might be an
influential local poet, minstrel, satirist, or sculptor.
A major leader in philosophy, learning, or magic is
a genius philosopher, a counselor to emperors, an
enlightened thinker, the head of the highest institution
of learning in the world, or an arch mage. A minor leader
might be a local sage, seer, hedge wizard, wise elder,
or teacher.
Rise of a Leader, Beginning of an Bra * In dramatic
stories, a new leader’s rise often comes at the end of
a period of struggle or turmoil. Sometimes it's a war
or uprising; other times it’s an election, the death of a
tyrant, a prophecy fulfilled, or the appointment of a hero.
Conversely, the new leader might be a tyrant, a fiend, or
black-hearted villain, and the era that just ended could
have been one of peace, tranquility, and justice.
A new leader shakes the foundations of your campaign
world and begins a new era in the selected region. How
does this person or this era begin to affect the world?
Here are several things to consider when determining
the leader’s impact on the world:
* Name one thing that has been consistently true about
the world, which is now no longer true due to this
leader’s rise or influence. This is the biggest change
that occurs when the new leader takes power and
becomes the prevailing trail that defines the era, the
characteristic for which it is remembered.
* Name the person (or people) whose death, defeat, or
loss opened the door for this leader to take power.
This might be a military defeat, the overthrow of
old ideas, a cultural rebirth, or something else. Who
died, lost, or was defeated? What weren’t they willing
to compromise? Was the new leader complicit in
the death, defeat, or loss, or was the opportunity
serendipitous?
* Despite the leader s virtues, one flaw in particular
outrages a certain segment of the populace. What
is that flaw? What person or group of persons will
do their utmost to foil this leader because of it?
Conversely, what is this leader's greatest virtue, and
who rises to the leader’s defense because of it?
* Who believes in this leader now, but still retains
doubts? This is someone dose to the leader, who has
the leader’s trust and knows his or her secret fears,
doubts, or vices.
Fad of a Leader, End of an Era . All that begins must
end. With the fall of kings and queens, the maps of the
world are redrawn. Laws change, new customs become
all the rage, and old ones fall out of favor. The attitude
of the citizens toward their fallen leader shifts subtly at
first and then changes dramatically as they look back or
reminisce about the time before.
The fallen leader might have been a benevolent
ruler, an influential citizen, or even an adversary to the
characters. How does the death of this person affect
those formerly under his or her influence? Here are
several things to consider when determining the effects
of a leader’s passing;
- Name one positive change that the leader brought to
his or her domain or sphere of influence. Does that
change persist after the leader’s death?
* State the general mood or attitude of the people under
this person’s power. What important fact didn't they
realize about this person or his or her reign, which
will later come to light?
* Name one person or group that tries to fill the leader’s
shoes in the resulting power vacuum,
CHAPTER t I A WORLD Of YOUR OWN
* Name one person or group that plotted against
this leader.
- Name three things for which this leader will be
remembered.
3, Cataclysmic Disaster
Earthquake, famine, fire, plague, flood disasters on a
grand scale can eradicate whole civilizations without
warning. Natural (or magical) catastrophes redraw
maps, destroy economies, and alter worlds. Sometimes
the survivors rebuild from the ruins. The Great Chicago
Fire, for instance, provided an opportunity to rebuild
the city according to a modern plan. Most of the time
the disaster leaves only ruins—buried under ash like
Pompeii, or sunk beneath the waves like Atlantis.
You can choose the cataclysm or determine one
randomly using the Cataclysmic Disasters table.
Cataclysmic Disasters
dlO Cataclysmic Disaster
1 Earthquake
2 Fam En e/drought
3 Fire
4 Flood
5 Plague/disease
6 Rain offire (meteoric impact)
7 Storm (hurricane, tornado, tsunami)
3 Volcanic eruption
9 Magic gone awry or a planar warp
10 Divine judgment
Some of the disasters on the table might not make
immediate sense in the context of your campaign
w T orld, A flood i n the desert? A volcanic eruption on
grassy plains? If you randomly determine a disaster
that conflicts with your setting, you can reroll, but the
challenge of justifying the catastrophe can produce
interesting results.
With two exceptions, the disasters on the table
resemble those that affect our own w r orld. Think
of planar warps and magic gone aw ry like nuclear
incidents; they’re big events that unnaturally alter
the land and its people. For example, in the Eberron
campaign setting, a magical catastrophe lays waste
to an entire country, transforming it into a hostile
wasteland and ending the Last War
Divine judgment is something else entirely. This
disaster takes whatever form you w r ant, but it’s always a
big, bold, unsubtle sign of a deity’s displeasure.
You might decide to wipe a town, region, or nation off
the map of your world, A disaster ravages the land and
effectively eliminates a place the characters once knew.
Leave one or tw^o survivors to tell the characters w'hat
happened, and ensure that the characters feel the depth
of the catastrophe. What are the ongoing effects of this
cataclysm? The following points can help you define the
nature and consequences of the disaster:
* Decide what caused this cataclysm and w r here it
originated.
* An omen presaged this event, or a series of signs and
omens. Describe the omen in detail.
• Describe or name the creature that warned the
populace about the oncoming disaster. Who listened?
• Who were the lucky (or unlucky) ones who survived?
• Describe what the area looks like after the disaster, in
contrast to how it looked before.
4. Assault or Invasion
One of the most common world-shaking events, an
invasion occurs when one group forcibly takes over
another, usually by military strength, but also by
ir. nitration and occupation.
An assault differs from an invasion in that the
. .tacking force isn’t necessarily interested in occupation
r taking power. On the other hand, an assault might be
the first step of an invasion.
Regardless of the scale, a world-shaking assault or
invasion stands out because its repercussions change
\ne characters’ world, and its effects echo long after the
nitial attack or takeover.
Imagine that part of your campaign world is attacked
c r invaded. Depending on the current scale of your
rampaign, the area might be as small as a section
: a city or as large as a continent, world, or plane of
existence.
Define the aggressor and whether it represents a
known enemy or a previously unknown adversary.
Select a threat that already poses a danger to the area
you’ve chosen, or use the Invading Forces table to
determine the aggressor.
Invading Forces
d8 Invading Force
1 A criminal enterprise
2 Monsters or a unique monster
3 A planar threat
4 A past adversary reawakened, reborn, or resurgent
5 A splinter faction
6 A savage tribe
7 A secret society
8 A traitorous ally
Now consider these other aspects of the conflict:
• Name one element of the invasion or assault that the'
defenders didn’t expect or couldn’t repel.
• Something happened to the first defenders who stood
against the invasion or assault—something no one
wants to talk about. What was it?
• The attackers or invaders had a motive for their
action that wasn't obvious or understood at first.
What was it?
• Who turned traitor, and at what point did they turn?
Why did they do it? Did an attacker try to stop the
incursion, or did a prominent defender throw in with
the invaders?
5. Rebellion, Revolution, Overthrow
Dissatisfied with the current order, a person or group
of people overturns the dominant regime and takes
over—or fails to take over. Regardless of the result, a
revolution (even an attempted one) can shape the destiny
of nations.
The scale of a revolution need not involve the common
masses against the nobility. A revolution can be as small
as a merchants’ guild revolting against its leadership
or a temple overthrowing its priesthood in favor of a
new creed. The spirits of the forest might attempt to
overthrow the forces of civilization in a nearby city that
cut down trees for timber. Alternatively, the scale can be
as dramatic as humanity rising to overthrow the gods.
CHAPTER 1 I A WORLD OF YOUR OWN
HMli *
*• - ■*»j:r-. .
‘-CE
Imagine that part of your campaign world erupts in
revolution. Pick a power group in your current campaign
and name (or invent) a group that opposes it, fomenting
revolution. Then let the following points help you flesh
out the conflict:
* Name three things the rebels want or hope to achieve.
* The rebels achieve a victory against those they wish
to overthrow, even if it's a pyrrhic victory. Which of
their three goals do they achieve? How long is this
achievement likely to last?
* Stale the cost exacted upon the old order after its
fall from power. Does anyone from the former power
group remain in power during the next regime? If the
old order remains in powder, describe one way that its
leaders punish the revolutionaries.
* One of the rebellion s prominent leaders—In some
respects the face of the revolution—was driven by a
personal reason for his or her part in events. Describe
this person and state the true reason he or she led the
rebellion,
* What problem existed before the revolution that
persists in spite of it?
6, Extinction or Depletion
Something that once existed in the campaign world
is gone. The lost resource might be a precious metal,
a species of plant or animal that held an important
place in the local ecology, or an entire race or culture of
people. Its absence causes a chain reaction that affects
every creature that uses or relies on it.
You can eliminate a people, place, or thing that
previously existed in a certain location or area in your
campaign world. On a small scale, the last of a family
dynasty passes away or a once-thriving mining town
in the region dries up and becomes a ghost town. On a
grand scale, magic dies, the last dragon is slain, or the
final fey noble departs the world.
What is gone from the world—or the region of the
world you've chosen—that once existed there? If the
answer isn't immediately evident, consult the Extinction
or Depletion table for ideas.
Extinction or Depletion
dS Lost Resource
1 A kind of animal (insect, bird, fish, livestock)
2 Habitable land
3 Magic or magic-users {all magic, or specific kinds or
schools of magic)
4 A mineral resource (gems, metals, ores)
5 A type of monster (unicorn, manticore, dragon)
6 A people (family line, clan, culture, race)
7 A kind of plant (crop, tree, herb, forest)
8 A waterway (river, lake, ocean)
Then consider these additional questions:
* Name a territory, race, or type of creature that relied
on the thing that was lost. How do they compensate?
How do they attempt to substitute for what was lost?
t V
* Who or what is to blame for the loss?
* Describe an immediate consequence of the loss.
Forecast one way that the loss impacts or changes
the world in the long term. Who or what suffers the
most as a result of the loss? Who or what benefits the
most from it?
7. New Organization
The foundation of a new order, kingdom, religion,
society, cabal, or cult can shake the world with its
actions, doctrine, dogma, and policies. On a local
scale, a new organization contends with existing power
groups, influencing, subverting, dominating, or allying
with them to create a stronger base of power. Large
and powerful organizations can exert enough influence
to rule the world. Some new organizations benefit the
populace, while others grow to threaten the civilization
they once protected.
Perhaps an important new organization arises in one
part of your world. It could have humble or auspicious
beginnings, but one thing is certain: it is destined to
change the world as long as it progresses along its
present course. Sometimes an organ ization's alignment
is apparent from inception, but its morality can remain
ambiguous until its doctrines, policies, and traditions
are revealed over time. Choose the type of organization,
or use the New Organizations table to generate ideas.
New Organizatsons
dlO New Organization
1 Crime syndicate/bandit confederacy
2 Guild (masons, apothecaries, goldsmiths)
3 Magical circle/society
4 Miiitary/knightly order
5 New family dynasty/tribe/dan
6 Philosophy/disdpline dedicated to a principle or ideal
7 Realm (village, town, duchy, kingdom)
S Religion/sect/denomination
9 School/university
10 Secret society/cult/cabal
Then consider some or all of the following options:
* The new order supplants a current power group in
the world, gaining territory, converts, or defectors and
reducing the previous power group s numbers. Who or
what does the foundation of this new order supplant?
* The new order appeals to a specific audience. Decide
whether this order attracts a certain race, social class,
or character class.
* The leader of this new order is known for a particular
quality valued by his or her followers. Elaborate on
why they respect him or her for this quality, and
what actions this leader has taken to retain the
followers' support,
* A rival group opposes the foundation of this new
organization. Choose an existing power group from
your campaign to oppose the new T organization, or
create one from the categories on the table. Decide
why they oppose the new group, who leads them, and
what they plan to do to stop their rival.
8. Discovery, Expansion, Invention
Discoveries of new lands expand the map and change
the boundaries of empires. Discoveries of new magic
or technology expand the boundaries of what was once
thought possible. New resources or archaeological finds
create opportunity and wealth and set prospectors and
power groups in motion to vie for their control.
A new discovery—or rediscovery—can impact your
campaign world in a meaningful way, shaping the
course of history and the events of the age. Think of this
discovery as a big adventure hook or series of hooks.
This is also an opportunity to create a unique monster,
item, god, plane, or race for your world. As long as the
discovery matters, it doesn't have to be wholly original,
just fl avored for your campa ign.
A discovery is particularly impressive when the
adventurers in your campaign are the ones who
make it. If they discover a new mineral with magical
properties, map a new' land that’s eminently suitable
for colonization, or uncover an ancient weapon w'ith
the power to wreak devastation on your world, they
are likely to set major events in motion. This gives
the players the opportunity to see exactly how much
influence their actions have oo your world.
Decide on the type of discovery that is made or use
the Discoveries table to generate ideas.
Discoveries
dlO Discovery
1 Ancient rufn/lost city of a legendary race
2 Animal/monster/magical mutation
3 fnvention/technology/magic (helpful, destructive)
4 New (or forgotten) god or planar entity
5 New (or rediscovered) artifact or religious relic
6 New land (island, continent, lost world, demiplane)
7 Otherworldly object (planar portal, alien spacecraft)
8 People (race, tribe, lost civilization, colony)
9 Plant (miracle herb, fungal parasite, sentient plant)
10 Resource or wealth (gold, gems, mithral)
Once you have determined the type of discovery, flesh
it out by deciding exactly what it is, who discovered
it, and what potential effect it could have on the
w'orld. Ideally, previous adventures in your campaign
will help you fill in the blanks, but also keep the
following in mind:
* This discovery benefits a particular person, group, or
faction more than others. Who benefits most? Name
three benefits they stand to gain from this discovery.
* This discovery directly harms another person, group,
or faction. Who is harmed the most?
* This discovery has consequences. Name three
repercussions or side effects. Who ignores the
repercussions?
* Name two or three individuals or factions struggling
to possess or control this discovery. Who is likely to
win? What do they stand to gain, and what are they
willing to do to control the discovery?
CHAPTER 1 I A WORLD OF YOUR OWN
9. Prediction, Omen, Prophecy
Sometimes the foretelling of a world-shaking event
becomes a world-shaking event: an omen that predicts
the fall of empires, the doom of races, and the end
of the w ? orld. Sometimes an omen points to change
for the good, such as the arrival of a legendary hero
or savior. But the most dramatic prophecies warn of
future tragedies and predict dark ages. Unlike other
world-shaking events, the outcome doesn't happen
immediately. Instead, individuals or factions strive to
fulfill or avert the prophecy—or shape the exact way it
will be fulfilled—according to how r it will affect them.
The prophecy's helpers or hinderers create adventure
hooks in the campaign by the actions they take. A
prophecy should foretell a big event on a grand scale,
since it will take time to come true (or be averted).
Imagine that a world-shaking prophecy comes to light.
If events continue on their present course, the prophecy
will come true and the world will change dramatically
as a result. Don't shy away from making this prophecy
both significant and alarming, keeping in mind the
following points:
- Create a prophecy that foretells a major change to
the campaign world. You can build one from scratch
using ideas from the current campaign or randomly
determine a world-shaking even! and flesh out
the details,
* Write a list of three or more omens that w ill occur
before the prophecy comes to pass. You can use
events that have already occurred in the campaign so
that the prophecy is closer to being fulfilled. The rest
are events that might or might not happen, depending
on the actions of the characters,
* Describe the person or creature that discovered
the prophecy and how it w : as found. What did this
creature gain by revealing it? What did this person
lose or sacrifice?
- Describe the individual or faction that supports the
prophecy and works to ensure its fulfillment, and the
one that will do all in its power to avert the prophecy.
What is the first step each takes? Who suffers for
their efforts?
* One part of the prophecy is WTong. Choose one of the
omens you listed or one of the details you created for
the w r orld-shaking event that the omen predicts. The
chosen omen is false, and if applicable, its opposite is
true instead,
10, Myth and Legend
If wars, plagues, discoveries, and the like can be called
regular world-shaking events, mythic events exceed
and surpass them. A mythic event might occur as the
fulfillment of an ancient or long-forgotten prophecy, or it
might be an act of divine intervention.
Once again, your current campaign probably provides
a few' ideas for the shape of this event. If you need
inspiration, roll a d8 on the World-Shaking Events table,
instead of the normal dlQ. Address the bullet-point
notes for that disaster, but magnify the result to the
grandest scale you can imagine.
The rise or fall of a leader or era is the death or
birth of a god, or the end of an age or the world, A
cataclysmic disaster is a world-drowning deluge, an ice
age, or a zombie apocalypse. An assault or invasion is
a world war, a w r or ld-spa lining demonic incursion, the
awakening of a world-threatening monster, or the final
clash between good and evil. A rebellion dethrones a
god or gods, or raises a new force (such as a demon
lord) to divinity. A new' organization is a world-spanning
empire or a pantheon of new gods. A discovery is a
doomsday device or a portal to eldritch dimensions
where world-shattering cosmic horrors dwell.
T racking Time _
A calendar lets you record the passage of time in the
campaign. More importantly, it lets you plan ahead for
the critical events that shake up the world. For simple
time tracking, use a calendar for the current year in
the real world. Pick a date to indicate the start of the
campaign, and make note of the days that adventurers
spend on their travels and various activities. The
calendar tells you wTien the seasons change and
the lunar cycle. More importantly, you can use your
calendar to track important festivals and holidays, as
well as key events that shape your campaign.
This method is a good starting point, but the calendar
of your world need not follow a modern calendar. If you
want to customize your calendar with details unique to
your world, consider these types of features.
The Basics
A fantasy world's calendar doesn't have to mirror the
modern one. but it can (see “The Calendar of Harptos”
sidebar for an example). Do the weeks of a month have
names? What about specific days of each month, like the
ides, nones, and calends of the Roman calendar?
Physical Cycles
Determine vvhen the seasons fall, marked by the
solstices and equinoxes. Do the months correspond
to the phases of the moon (or moons)? Do strange
and magical effects occur at the same ti me as these
phenomena?
Religious Observances
Sprinkle holy days throughout your calendar. Each
significant deity in your world shot] Id have at least one
holy day during the year, and some gods' holy days
correspond to celestial phenomena such as new moons
or equinoxes. Holy days reflect the portfolio of a deity (a
god of agriculture is honored in the harvest season) or
significant events in the history of the deity’s worship,
such as the birth or death of a holy person, the date of
a god's manifestation, the accession of the current high
priest, and so on.
Certain holy days are civic events, observed by every
citizen of a town w ? here a god s temple can be found.
Harvest festivals are often celebrations on a grand
scale. Other holy days are Important only to people
particularly devoted to a single deity. Still others are
observed by priests, who perform private rites and
sacrifices inside their temples on certain days or specific
C ] i A FT £ St 1 A wo R L IJ O V YO 0 R OW N r
:me$ of day. And some holy days are local, observed by
he faithful of a specific temple.
Give some thought to how priests and common folk
Aebrate holy days* Going into a temple* sitting in a
pew* and listening to a sermon ts a mode of worship
reign to most fantasy religions* More commonly,
-lebrants offer sacrifices to their gods. The faithful
ring animals to the temple to be slaughtered or
crn incense as an offering. The wealthiest citizens
bring the largest animals, to haunt their wealth and
iemonBtrate their piety* People pour out libations at the
graves of their ancestors* They spend all-night vigils in
darkened shrines or enjoy splendid feasts celebrating a
j d's bounty.
Civic Observances
Holy days provide the majority of the special
rclebrations in most calendars, but local or national
festivals account for many others. The birthday of a
monarch, the anniversary of a great victory in a war,
raft festivals, market days, and similar events all
rovide excuses for local celebrations.
Fantastic Events
Since your setting is a fantasy world and not a mundane
medieval society, add in a few events of an obviously
magical nature* For example* perhaps a ghostly castle i
-ppears on a certain hill on the winter solstice every
car* or every third full moon fills lycanthropes w ith a
■ nicularly strong bloodlust. Also, the thirteenth night
: every month could mark the ghostly wanderings of a
mg- forgot ten nomadic tribe.
Extraordinary events, such as the approach of a comet
: r a lunar eclipse, make good adventure elements, and
\ ou can drop them in your calendar wherever you want*
; ur calendar can tell you when there's a full moon for
3 lunar eclipse* but you can always fudge the date for a
particular effect.
Ending a Campaign
■ campaign s ending should tie up all the threads of ii s beginning and middle, but you don't have to take a
ampaign all the way to 20th level for it to be satisfying. Wrap up the campaign whenever your story reaches its natural conclusion.
lake sure you allow space and time near the end : your campaign for the characters to finish up any personal goals* Their own stories need to end in a satisfying way, just as the campaign story does, eally* some of the characters' individual goals will be 1 1 filled by the ultimate goal of the final adventure. Give haracters with unfinished goals a chance to finish them :cfore the very end*
Once the campaign has ended, a new one can begin* if you intend to run a new campaign for the same group
■ players, using their previous characters” actions as the basis of legends gives them immediate investment in ihe new setting. Let the new characters experience how
ie world has changed because of their old characters.
t he end, though* the new campaign is a new story a fth new protagonists. They shouldn't have to share the spotlight with the heroes of days gone by.
The world of the Forgotten Realms uses the Calendar of Harptos, named after the long-dead wizard who invented it* Each year of 365 days is divided into twelve months of thirty days each, which roughly correspond to months in the real-world Gregorian calendar Each month is divided into three tendays. Five special holidays fall between the months and mark the seasons. Another special holiday, Shieldmeet, is inserted into the calendar after Midwinter every four years* much like leap years in the modern Gregorian calendar.
Month
Name
Common Name
I
Hammer
Deepwinter
Annual holiday: Midwinter
Quadrennial holiday: Shieldmeet
2
Alturiak
The Claw of Winter
3
Ches
The Claw of the Sunsets
4
Tarsakh
The Claw of the Storms
Annual holiday: Greengrass
5
Mirtul
The Melting
6
Kythorn
The Time of Flowers
7
Flamerule
Summertide
Annual holiday: Midsummer
S
Eleasias
Highsun
9
Eleirrt
The Fading
Annual holiday: Highharvesttide
10
Marpenoth
Leaffall
11
Uktar
The Rotting
Annual holiday: The Feast of the Moon
12
Nightal
The Drawing Down
CH
A ITER 1 I A WORLD OF YOUR OWN
Play Style
By building a new world (or adopting an existing one) and creating the key events that launch your campaign, you determined what your campaign is about. Next, you have to decide how you want to run your campaign. What's the right way to run a campaign? That depends on your play style and the motivations of your players. Consider your players’ tastes, your strengths as a DM table rules (discussed in part 3), and the type of game you want to run. Describe to the players how you envision the game experience and let them give you input. The game is theirs, too. Lay that groundwork early, so your players can make informed choices and help you maintain the type of game you want to run.
Consider the following two exaggerated examples of play style.
Hack and Slash
The adventurers kick in the dungeon door, fight the monsters, and grab the treasure. This style of play is straightforward, fun, exciting, and action-oriented. The players spend relatively little time developing personas for their characters, roleplaying noncombat situations, or discussing anything other than the immediate dangers of the dungeon.
In such a game, the adventurers face clearly evil monsters and opponents and occasionally meet clearly good and helpful NPCs, Don't expect the adventurers to anguish over what to do with prisoners, or to debate whether it’s right or wrong to invade and wipe out a bugbear lain Don't track money or time spent in town. Once they've completed a task, send the adventurers back into the action as quickly as possible. Character motivation need be no more developed than a desire to kill monsters and acquire treasure.
Immersive Storytelling
Waterdeep is threatened by political turmoil The adventurers must convince the Masked Lords, the city's secret rulers, to resolve their differences, but can do so
A World to Explore
Much of a campaign involves the adventurers traveling from place to place, exploring the environment, and learning about the fantasy world. This exploration can take place in any environment, including a vast wilderness, a labyrinthine dungeon, the shadowy passages of the Underdark, the crowded streets of a city, and the undulating waters of the sea. Determining a way around an obstacle, finding a hidden object, investigating a strange feature of a dungeon, deciphering clues, solving puzzles, and bypassing or disabling traps can all be part of exploration.
Sometimes exploration is an incidental part of the game. For instance, you might gloss over an unimportant journey by telling the players that they spend three uneventful days on the road before moving along to the next point of interest. Other times exploration is the focus, a chance to describe a wondrous part of the world or story that Increases the players 1 feeling of immersion. Similarly, you should consider playing up exploration if your players enjoy solving puzzles, finding their way around obstacles, and searching dungeon corridors for secret doors.
only after both the characters and the lords have come to terms with their differing outlooks and agendas.
Th is style of gaming is deep, complex, and challenging. The focus isn’t on combat but on negotiations, political maneuver a ngs, and character interaction. A whole game session might pass without a single attack roll.
In this style of game, the NPCs are as complex and richly detailed as the adventurers, although the focus lies on motivation and personality, not game statistics. Expect long digressions from each player about what his or her character does, and why. Going to a temple to ask a priest for advice can be as important an encounter as fighting ores, (And don't expect the adventurers to fight the ores at all unless they are motivated to do so.) A character will sometimes take actions against the players better judgment, because “that s what the character would do.'
Since combat isn't the focus, game rules take a back seat to character development. Ability check modifiers and skill proficiencies take precedence over combat bonuses. Feel free to change or ignore rules to fit the players’ roleplaying needs, using the advice presented in part 3 of this book.
Something in Between
The style of play in most campaigns falls between these two extremes. There's plenty of action, but the campaign offers an ongoing storyline and interaction between characters as well Players develop their characters’ motivations and relish the chance to prove their skills in combat. To maintain the balance, provide a mixture of roleplaying encounters and combat encounters. Even in a dungeon setting, you can present NPCs that aren't meant to be fought but rather helped out, negotiated with, or just talked to.
Think about your preferred style of play by considering these questions:
* Are you a fan of realism and gritty consequences, or are you more focused on making the game seem like an action movie?
* Do you want the game to maintain a sense of medieval fantasy, or do you want to explore alternate time lines or modern thinking?
* Do you want to maintain a serious tone, or is humor your goal?
* Even if you are serious, is the action lighthearted or intense?
* Is bold action key, or do the players need to be thoughtful and cautious?
* Do you like to plan thoroughly in advance, or do you prefer improvising on the spot?
* Is the game full of varied D&D elements, or does it center on a theme such as horror?
* Is the game for all ages, or does it involve mature themes?
* Are you comfortable with moral ambiguity such as allowing the characters to explore whether the end justifies the means? Or are you happier with straight¬ forward heroic principles, such as justice, sacrifice, and helping the downtrodden?
CHAPTER 1 j A WORLD OF YOUR OWN
1 ■
Character Names
Part of vour campaign style has to do with naming characters. Its a good idea to establish some ground rules with your players at the start of a new campaign.
In a group consisting of Sithis. Travok, Anastriarma, and Kairon, the human fighter named Bob 13 sticks out, especially when he's identical to Bob i T who was killed by kobolds. If everyone takes a lighthearted approach to names, that's fine. If the group would rather take the characters and their names a little more seriously, urge Bob's player to come up with a more appropriate name.
Player character names should match each other in flavor or concept, and they should also match the flavor of your campaign world—so should the nonplaycr characters 1 names and place names you create. Travok and Kairon don't want to undertake a quest for Lord Cupcake, visit Gumdrop Island, or take down a crazy wizard named Ray.
Continuing or
Episodic Campaigns _
The backbone of a campaign is a connected series of adventures, but you can connect them in two different ways.
In a continuing campaign, the connected adventures share a sense of a larger purpose or a recurring theme (or themes). The adventures might feature returning villains, grand conspiracies, or a single mastermind w r ho s ultimately behind every adventure of the campaign,
A continuing campaign designed with a theme and a story arc in mind can feel like a great fantasy epic.
The players derive the satisfaction of knowing the actions they take during one adventure matter in the next. Plotting and running that kind of campaign can be demanding on the DM, but the payoff is a great and memorable story.
An episodic campaign, in contrast, is like a television show- where each week’s episode is a self-contained story that doesn’t play into any overarching plot. It might be built on a premise that explains its nature: the player characters are adventurers-for-hi re, or explorers venturing into the unknown and facing a string of unrelated dangers. They might even be archaeologists, venturing into one ancient ruin after another in search of artifacts. An episodic game like this lets you create adventures—or buy published ones—and drop them into your campaign without worrying about how they fit with the adventures that came before and follow after.
Cam paign Them e _
A theme in a campaign, as in a work of literature, expresses the deeper meaning of a story and the fundamental elements of human experience that the story explores. Your campaign doesn't have to be a work of literature, but it can still draw on common themes that lend a distinctive flavor to its stories. Consider these examples:
* A campaign about confronting the inevitability of mortality, w hether embodied in undead monsters or expressed through the death of loved ones.
* A campaign revolving around an insidious evil, whether dark gods, monstrous races such as the yuan-ti, or creatures of unknown realms far removed from mortal concerns. As heroes confront this evil, they must face the selfish, cold tendencies of their own kind as well.
* A campaign featuring troubled heroes who confront not only the savagery of the bestial creatures of the world, but also the beast within—the rage and fury that lies in their own hearts.
* A campaign exploring the insatiable thirst for powder and domination, whether embodied by the hosts of the Nine Hells or by humanoid rulers bent on conquering the world.
With a theme such as “confrontation with mortality, ” you can craft a broad range of adventures that aren t necessarily connected by a common villain. One adventure might feature the dead bursting from their graves and threatening to overwhelm a whole town.
In the next adventure, a mad wizard creates a flesh golem in an effort to revive his lost love. A villain could go to extreme lengths to achieve immortality to avoid confronting its own demise. The adventurers might help a ghost accept death and move on. or one of the adventurers might even become a ghost!
Variations on a Theme Mixing things up once in a while allows your players to enjoy a variety of adventures. Even a tightly themed campaign can stray now and then, if your campaign heavily involves intrigue, mystery, and roleplaving. your players might enjoy the occasional dungeon crawl- especial ly if the tangent is revealed to relate to a larger plot in the campaign. If most of your adventures are dungeon expeditions, shift gears with a tense urban mystery that eventually leads the party into a dungeon crawl in an abandoned building or tower. If you run horror adventures week after week, try using a villain who turns out to be ordinary, perhaps even silly. Comic relief is a great variation on almost any D&D campaign, though players usually provide it themselves.
Tiers of Play
As characters grow in power, their ability to change the world around them grows with them, ft helps to think ahead when creating your campaign to account for this change. As the characters make a greater impact on the world, they face greater danger whether they want to or not. Powerful factions see them as a threat and plot against them, while friendly ones court their favor in hopes of striking a useful alliance.
The tiers of play represent the ideal milestones for introducing new world-shaking events to the campaign. As the characters resolve one event, a new danger arises or the prior trouble transforms into a new threat in response to the characters' actions. Events need to grow in magnitude and scope, increasing the stakes and drama as the characters become increasingly powerful.
chapter J
A WORLD OF YOUR OW N
This approach also allows you to break your design work down into smaller pieces. Create material such as adventures, NPCs, maps, and so on for one tier at a time. You only need to worry about the details of the next tier as the characters approach it. Even better, as he campaign takes unexpected turns in response to the players’ choices, you don't have to worry about redoing much work.
Levels 1-4: L ocal Heroes _
Characters in this tier are still learning the range of class features that define them, including their choice of specialization. But even lst-level characters are heroes, set apart from the common people by natural characteristics, learned skills, and the hint of a greater destiny that lies before them.
At the start of their careers, characters use lst- and 2nd-level spells and wield mundane gear. The magic items they find include common consumable items (potions and scrolls) and a very few uncommon permanent items. Their magic can have a big impact in a single encounter, but it doesn’t change the course of an adventure.
The fate of a village might hang on the success or failure of low-level adventurers, who trust their lives :o their fledgling abilities. These characters navigate dangerous terrain and explore haunted crypts, where ■hey can expect to fight savage ores, ferocious wolves, giant spiders, evil cultists, bloodthirsty ghouls, and hired thugs. If they face even a young dragon, they're better off avoiding a fight.
Levels 5-10: Heroes of the Realm
By the time they reach this tier, adventurers have mastered the basics of their class features, though they continue to improve throughout these levels. They have found their place in the world and have begun to involve themselves in the dangers that surround them.
Dedicated spellcasters learn 3rd-level spells at the start of this tier. Suddenly characters can fly, damage large numbers of foes with fireball and lightning bolt spells, and even breathe underwater. They master 5th-level spells by the end of the tier, and spells such as teleportation circle, scrying, flame strike, legend lore, and raise dead can have a significant impact on their adventures. They start acquiring more permanent magic items (uncommon and rare ones) as well, which will serve them for the rest of their careers.
The fate of a region might depend on the adventures that characters of levels 5 to 10 undertake. These adventurers venture into fearsome wilds and ancient ruins, where they confront savage giants, ferocious hydras, fearless golems, evil yuan-ti. scheming devils, bloodthirsty demons, crafty mind flayers, and drow assassins. They might have a chance of defeating a young dragon that has established a lair but not yet extended its reach far into the surrounding territory.
Levels 11-16: Masters of the Realm
By 11th level, characters are shining examples of courage and determination—true paragons in the world, set well apart from the masses. At this tier, adventurers are far more versatile than they were at lower levels, and they can usually find the right tool for a given challenge.
Dedicated spellcasters gain access to 6th-level spells at 11th level, including spells that completely change the way adventurers interact with the world. Their big, flashy spells are significant in combat— disintegrate, blade barrier, and heal, for example—but behind-the- scenes spells such as word of recall, find the path, contingency, teleport, and true seeing alter the way players approach their adventures. Each spell level after that point introduces new effects with an equally large impact. The adventurers find rare magic items (and very rare ones) that bestow similarly powerful abilities.
The fate of a nation or even the world depends on momentous quests that such characters undertake. Adventurers explore uncharted regions and delve into long-forgotten dungeons, where they confront terrible masterminds of the lower planes, cunning rakshasas and beholders, and hungry purple worms. They might encounter and even defeat a powerful adult dragon that has established a lair and a significant presence in the world.
At this tier, adventurers make their mark on the world in a variety of ways, from the consequences of their adventures to the manner in which they spend their hard-won treasure and exploit their well-deserved reputations. Characters of this level construct fortresses on land deeded them by local rulers. They found guilds, temples, or martial orders. They take on apprentices or students of their own. They broker peace between nations or lead them into war. And their formidable reputations attract the attention of very powerful foes.
Levels 17-20: Masters of the World
By 17th level, characters have superheroic capabilities, and their deeds and adventures are the stuff of legend. Ordinary people can hardly dream of such heights of power—or such terrible dangers.
Dedicated spellcasters at this tier wield earthshaking 9th-level spells such as wish, gate, storm of vengeance, and astral projection. Characters have several rare and very rare magic items at their disposal, and begin discovering legendary items such as a vorpal sword or a staff of the magi.
Adventures at these levels have far-reaching consequences, possibly determining the fate of millions in the Material Plane and even places beyond. Characters traverse otherworldly realms and explore demiplanes and other extraplanar locales, where they fight savage balor demons, titans, archdevils, lich archmages, and even avatars of the gods themselves. The dragons they encounter are wyrms of tremendous power, whose sleep troubles kingdoms and whose waking threatens existence itself.
CHAPTER 1 I A WORLD OF YOUR OWN
Characters who reach 20th level have attained the pinnacle of mortal achievement. Their deeds are recorded in the annals of history and recounted by bards for centuries. Their ultimate destinies come to pass. A cleric might be taken up into the heavens to serve as a god’s right hand. A warlock could become a patron to other warlocks. Perhaps a wizard unlocks the secret to immortality (or undeath) and spends eons exploring the farthest reaches of the multi verse. A druid might become one with the land, transforming into a nature spi rit of a particular place or an aspect of the wild. Other characters could found clans or dynasties that revere the memory of their honored ancestors from generation to generation, create masterpieces of epic literature that are sung and retold for thousands of years, or establish guilds or orders that keep the adventurers’ principles and dreams alive.
Reaching this point doesn't necessarily dictate the end of the campaign. These powerful characters might be called on to undertake grand adventures on the cosmic stage. And as a result of these adventures, their capabilities can continue to evolve. Characters gain no more levels at this point, but they can still advance in meaningful ways and continue performing epic deeds that resound throughout the multi verse. Chapter 7 details epic boons you can use as rewards for these characters to maintain a sense of progress.
Starting at Higher Level _
Experienced players familiar with the capabilities of the character classes and impatient for more significant adventures might welcome the idea of starting a campaign with characters above 1st level. Creating a higher-level character uses the same character creation steps outlined in the Player's Handbook. Such a character has more hit points, class features, and spells, and probably starts with better equipment.
Starting equipment for characters above 1st level is entirely at your discretion, since you give out treasure at your own pace. That said, you can use the Starting Equipment table as a guide.
Flavors of Fantasy
Dungeons & Dragons is a fantasy game, but that broad category encompasses a lot of variety. Many different flavors of fantasy exist in fiction and him. Do you want a horrific campaign inspired by the works of H, P. Lovecraft or Clark Ashton Smith? Or do you envision a world of muscled barbarians and nimble thieves, along the lines of the classic sword-and-sorcery books by Robert E. Howard and Fritz Leiber? Your choice can have a impact on the favor of your campaign.
Heroic Fantasy
Heroic fantasy is the baseline assumed by the D&D rules. The Player s Handbook describes this baseline: a multitude of humanoid races coexist with humans in fantastic worlds. Adventurers bring magical powers to bear against the monstrous threats they face. These characters typically come from ordinary backgrounds, but something impels them into an adventuring life. The adventurers are the -'heroes” of the campaign, but they might not be truly heroic, instead pursuing this life for selfish reasons. Technology and society are based on medieval norms, though the culture isn't necessarily European, Campaigns often revolve around delving into ancient dungeons in search of treasure or in an effort to
destroy monsters or villains.
¥
This genre is also common in fantasy fiction. Most novels set in the Forgotten Realms are best described as heroic fantasy, following in the footsteps of many of the authors listed in appendix E of the Player s Handbook.
Sword and Sorcery_
A grim, hulking fighter disembowels the high priest of the serpent god on his own altar. A laughing rogue spends ill-gotten gains on cheap wine in filthy taverns. Hardy adventurers venture into the unexplored jungle in search of the fabled City of Golden Masks.
A sword-and-sorcery campaign emulates some of the classic works of fantasy fiction, a tradition that goes back to the roots of the game. Here you’ll find a dark, gritty world of evil sorcerers and decadent cities, where
Starting Equipment
Character Level Low Magic Campaign
Normal starting equipment 500 gp plus IdlO x 25 gp, normal starting equipment
1st—4th 5th—10th
llth—16th
17 th—20 th
5,000 gp plus IdlO x 250 gp, one uncommon magic item, normal starting equipment
20,000 gp plus IdlO x 250 gp, two uncommon magic items, normal starting equipment
Standard Campaign Normal starting equipment 500 gp plus IdlO x 25 gp, normal starting equipment
5,000 gp plus IdlO x 250 gp, two uncommon magic items, normal starting equipment
20,000 gp plus IdlO x 250 gp, two uncommon magic items, one rare item, normal starting equipment
High Magic Campaign
Normal starting equipment 500 gp plus IdlO x 25 gp, one uncommon magic item, normal starting equipment 5,000 gp plus IdlO x 250 gp, three uncommon magic items, one rare item, normal starting equipment
20,000 gp plus IdlO x 250 gp, three uncommon magic items, two rare items, one very rare item, normal starting equipment
CHAPTER 1
\ WORLD Of YOU R OWN
£
:he protagonists are motivated more by greed and self- imerest than by altruistic virtue. Fighter rogue, and : srbarian characters tend to be far more common than wizards, clerics, or paladins, in such a pulp fantasy —■.ting, those who wield magic often symbolize the ir cade nee and corruption of civilization, and wizards ire the classic villains of these settings. Magic items are .- refore rare and often dangerous.
. main Dungeons & Dragons novels follow in the •steps of classic sword-and-sorcery novels. The world Athas (as featured in numerous Dark Sun novels and game products), with its heroic gladiators and tyrannical - rcerer-kings, belongs squarely in this genre.
cpic Fantasy
\ devout paladin in gleaming plate armor braces her lance as she charges a dragon. Bidding farewell to his at love, a noble wizard sets forth on a quest to close Ihe gate to the Nine Hells that has opened in the remote wilderness, A close-knit band of loyal friends strives to rcome the forces oi a tyrannical overlord,
\n epic-fantasy campaign emphasizes the conflict
- tween good and evil as a prominent element the game, with the adventurers more or less
- qua rely on the side of good. These characters are heroes in the best sense, driven by a higher purpose than selfish gain or ambition, and facing
edible dangers without blinking. Characters it ght struggle with moral quandaries, fighting : evil tendencies within themselves as well as
evil that threatens the world. And the stories of :ese campaigns often include an element of romance: tragic affairs between star-crossed lovers, passion that 'unscends even death, and chaste adoration between jevout knights and the monarchsand nobles they serve.
The novels of the Dragonlance saga exemplify the Ira dilion of epic fantasy in D&D.
Mythic Fantasy
V, de an angry god tries time and again to destroy him, i lever rogue makes the long journey home from war.
- rwing the terrifying guardians of the underworld, a
r hie warrior ventures into the darkness to retrieve the
: 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
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*T-jcA S
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|-A.
.>j#r
jk-i
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TWbC
■«4
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ugi 4 ! A U» . ,
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- 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
* ”
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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
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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
: <rtrayed well, you can take control of the NPC, give
:: to another player, or simply have the NPC leave
the party,
NPC supporting characters are easier to play if you
unit their class options. Good candidates for supporting
rharacters include a cleric with the Life domain, a
nghter with the Champion archetype, a rogue with the
Thief archetype, and a wizard specializing in Evocation.
O ptional Ru le: L oya lty _
T oyalty is an optional rule you can use to determine
h >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.
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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
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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
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*
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-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,
or the tables
below. If you use the tables, start with the Trap Effects
and Trap Trigger tables to decide the type of trap,
then use the Trap Damage Severity tables to decide
bow deadly it should be. For more information on trap
damage severity, see chapter 5,
Trap Trigger
d6 Trigger
1 Stepped on (floor, stairs)
2 Moved through (doorway, hallway)
3 Touched (doorknob, statue)
4 Opened (door, treasure chest)
5 Looked at (mural, arcane symbol)
6 Moved (cart, stone block)
Trap Damage Severity
d6 Damage Severity
1-2 Setback
Trap Effects
d 100 Effect
01-04 Magic missiles shoot from a statue or object
05-07 Collapsing staircase creates a ramp that deposits
characters into a pit at its lower end
08-10 Ceiling block falls, or entire ceiling collapses
11-12 Celling lowers slowly in locked room
13-14 Chute opens in floor
15-16 Clanging noise attracts nearby monsters
17-19 Touching an object triggers a disintegrate spell
20-23 Door or other object Is coated with contact poison
24-27 Fire shoots out from wall, floor, or object
28-30 Touching an object triggers ajtesh to stone spell
31—33 Floor collapses or is an illusion
34-36 Vent releases gas: blinding, acidic, obscuring,
paralyzing, poisonous, or sleep-inducing
37-39 Floor tiles are electrified
40-43 Glyph of warding
44-46 Huge wheeled statue rolls down corridor
47-49 Lightning holt shoots from waif or object
50-52 Locked room floods with water or acid
53-56 Darts shoot out of an opened chest
57-59 A weapon, suit of armor, or rug animates and
attacks when touched (see “Animated Objects” in
the Monster Manual)
60-62 Pendulum, either bfaded or weighted as a maul,
swings across the room or hall
63-67 Hidden pit opens beneath characters (25 percent
chance that a black pudding or gelatinous cube
fills the bottom of the pit)
68-70 Hidden pit floods with acid or fire
71 -73 Locking pit floods with water
74-77 Scything blade emerges from wall or object
78-81 Spears (possibly poisoned) spring out
82-84 Brittle stairs col I apse over s p ikes
£5-88 Thunderwave knocks characters into a pit or spikes
89-91 Steel or stone jaws restrain a character
92-94 Stone block smashes across hallway
95-97 Symbol
98-00 Walls slide together
Random Tricks
3-5 Dangerous
6 Deadly
Tricks are quirkier and less deadly than traps. Some
are effects left behind by the dungeon’s creators, while
others might be manifestations of the strange magical
energy suffusing the dungeon.
The following tables allow you to generate random
tricks. Roll first to determine an object that the trick
is placed on. then roil to determine the nature of the
trick. Some tricks are permanent effects that can t be
dispelled; others are temporary or can be neutralized
with a dispel magic spell. You decide which is which.
APPENDIX A I R A N D G M D U N G EO N S
297
Trick Objects
d20
Object
d20
Object
1
Book
12
Pool of water
2
Brain preserved
13
Runes engraved
in a jar
on wall or floor
3
Burning fire
14
Skull
4
Cracked gem
15
Sphere of magical
5
Door
energy
6
Fresco
16
Statue
7
Furniture
17
Stone obelisk
8
Glass sculpture
18
Suit of armor
9
Mushroom field
19
Tapestry or rug
10
Painting
20
Target dummy
11
Plant or tree
Tricks
dlOO Trick Effect
01-03 Ages the first person to touch the object
04-06 The touched object animates, or it animates other
objects nearby
07-10 Asks three skill-testing questions (if all three are
answered correctly, a reward appears)
11-13 Bestows resistance or vulnerability
14-16 Changes a character’s alignment, personality, size,
appearance, or sex when touched
17-19 Changes one substance to another, such as gold
to lead or metal to brittle crystal
20-22 Creates a force field
23-26 Creates an illusion
27-29 Suppresses magic items for a time
30-32 Enlarges or reduces characters
33-35 Magic mouth speaks a riddle
36-38 Confusion (targets all creatures within 10 ft.)
39-41 Gives directions (true or false)
42-44 Grants a wish
45-47 Flies about to avoid being touched
48-50 Casts geas on the characters
51-53 Increases, reduces, negates, or reverses gravity
54-56 Induces greed
57-59 Contains an imprisoned creature
60-62 Locks or unlocks exits
63-65 Offers a game of chance, with the promise of a
reward or valuable information
66-68 Helps or harms certain types of creatures
69-71 Casts polymorph on the characters (lasts 1 hour)
72-75 Presents a puzzle or riddle
76-78 Prevents movement
79-81 Releases coins, false coins, gems, false gems, a
magic item, or a map
82-84 Releases, summons, or turns into a monster
85-87 Casts suggestion on the characters
88-90 Wails loudly when touched
91-93 Talks (normal speech, nonsense, poetry and
rhymes, singing, spellcasting, or screaming)
94-97 Teleports characters to another place
98-00 Swaps two or more characters' minds
Random treasures
Use the tables and guidelines in chapter 7, “Treasure” to
determine the treasure in each area of your dungeon.
Empty Rooms
An empty room can be a godsend for characters who
need a safe place to take a short rest. Characters can
also barricade themselves there and take a long rest.
Sometimes such a room isn’t as empty as it appears. If
the characters search a room carefully, you can reward
them with a secret compartment containing a journal
belonging to a previous inhabitant, a map leading to
another dungeon, or some other discovery.
Dungeon Dressing
The tables in this section provide miscellaneous
items and points of interest that can be placed in your
dungeon. Dungeon dressing can help establish the
atmosphere of a dungeon, give clues about its creators
and history, provide the basis for tricks and traps, or
encourage exploration.
To generate dungeon dressing at random, roll once on
each of the following tables: Noises, Air, and Odors. Roll
as often as you like on the other tables in this section, or
choose appropriate furnishings for the area.
Noises
d!00
Effect
dlOO
Effect
01-05
Bang or slam
49
Jingling
06
Bellowing
50-53
Knocking
07
Buzzing
54-55
Laughter
08-10
Chanting
56-57
Moaning
11
Chiming
58-60
Murmuring
12
Chirping
61-62
Music
13
Clanking
63
Rattling
14
Clashing
64
Ringing
15
Clicking
65-68
Rustling
16
Coughing
69-72
Scratching or
17-18
Creaking
scrabbling
19
Drumming
73-74
Screaming
20-23
Footsteps ahead
75-77
Scuttling
24-26
Footsteps
78
Shuffling
approaching
79-80
Slithering
27-29
Footsteps behind
81
Snapping
30-31
Footsteps
82
Sneezing
receding
83
Sobbing
32-33
Footsteps to the
84
Splashing
side
85
Splintering
34-35
Giggling (faint)
86-87
Squeaking
36
Gong
88
Squealing
37-39
Grating
89-90
Tapping
40-41
Groaning
91-92
Thud
42
Grunting
93-94
Thumping
43-44
Hissing
95
Tinkling
45
Horn or trumpet
96
Twanging
sounding
97
Whining
46
Howling
98
Whispering
47-48
Humming
99-00
Whistling
APPENDIX A
RANDOM DUNGEONS
Air
General Furnishings and Appointments
dlOO
Effect
dIGO
Effect
01-60
Clear and damp
86-90
Clear and warm
61-70
Clear and drafty
91-93
Hazy and humid
71-80
Clear but cold
94-96
Smoky or steamy
81-83
Foggy or misty
97-98
Clear, with smoke
and cold
covering ceiling
84-85
Clear, with mist
covering floor
99-00
Clear and windy
Odors
dlOO
Effect
dlOO
Effect
01-03
Acrid
66-70
Putrid
04-05
Chlorine
71-75
Rotting vegetation
06-39
Dank or moldy
76-77
Salty and wet
40-49
Earthy
78-82
Smoky
50-57
Manure
83-89
Stale
58-61
Metallic
90-95
Sulfurous
62-65
Ozone
96-00
Urine
General Features
dlOO
Item
dlOO
Item
01
Arrow, broken
62-64
Leaves and twigs
(32-04
Ashes
65-68
Mold (common)
05-06
Bones
69
Pick handle
07
Bottle, broken
70
Pole, broken
08
Chain, corroded
(5 ft. long)
09
Club, splintered
71
Pottery shards
10-19
Cobwebs
72-73
Rags
20
Coin, copper
74
Rope, rotten
21-22
Cracks, ceiling
75-76
Rubble and dirt
23-24
Cracks, floor
77
Sack, torn
25-26
Cracks, wall
78-80
Slime (harmless)
27
Dagger hilt
81
Spike, rusted
28-29
Damp ceiling
82-83
Sticks
30-33
Dampness, wall
84
Stones, small
34
Dried blood
85
Straw
35-41
Dripping blood
86
Sword bfade,
42-44
Dung
broken
45-49
Dust
S7
Teeth or fangs,
50
Flask, cracked
scattered
51
Food scraps
SS
Torch stub
52
Fungi (common,
89
Wall scratchings
53-55
Guano
90-91
-Later, large
56
Hair or fur
puddle
57
Hammer head,
92-93
Water, small
cracked
puddle
58
Helmet, badly
94-95
Water, trickle
dented
96
Wax blob
59
Iron bar. bent
(candle stub)
and rusted
97
Wax drippings
60
Javelin head.
98-00
Wood pieces,
blunt
rotting
61
Leather boo:
dlOO
Item
dlOO
Item
01
Altar
50
Hogshead (large
02
Armchair
cask, 65 gallons)
03
Armoire
51
Idol (large)
04
Arras or curtain
52
Keg (small barrel.
05
Bag
20 gallons)
06
Barrel (40 gallons)
53
Loom
07-03
Bed
54
Mat
09
Bench
55
Mattress
10
Blanket
56
Pail
11
Box (large)
57
Painting
12
Brazier and
53-60
Pallet
charcoal
61
Pedestal
13
Bucket
62-64
Pegs
14
Buffet cabinet
65
pillow
15
Bunks
66
Pipe (large cask,
16
Butt (huge cask,
105 gallons)
125 gallons)
67
Quilt
17
Cabinet
68-70
Rug (small or
18
Candelabrum
medium)
19
Carpet (large)
71
Rushes
20
Cask (40 gallons)
72
Sack
21
Chandelier
73
Sconce
22
Charcoal
74
Screen
23-24
Chair, plain
75
Sheet
25
Chair, padded
76—77
Shelf
26
Chair, padded,
78
Shrine
or divan
79
Sideboard
27
Chest, large
so
Sofa
23
Chest, medium
81
Staff, normal
29
Chest of drawers
82
Stand
30
Closet (wardrobe)
S3
Statue
31
Coal
84
Stool, high
32-33
Couch
85
Stool, normal
34
Crate
86
Table, large
35
Cresset
87
Table, long
36
Cupboard
88
Table, low
37
Cushion
39
Table, round
33
Dais
90
Table, small
39
Desk
91
Table, trestle
40-42
Fireplace and
92
Tapestry
wood
93
Throne
43
Fireplace with
94
Trunk
mantle
95
Tub
44
Firkin (small
96
Tun (huge cask,
cask, 10 gallons)
250 gallons)
45
Fountain
97
Urn
46
Fresco
98
Wall basin
47
Grindstone
and font
4S
Hamper
99
Wood billets
49
Hassock
00
Workbench
APPENDIX A I RANDOM DUNGEONS
Relic fous Articles and Furnishings
dlOO
item
dlOO
Item
dioo
Item
dioo
Item
46-47
Hourglass
85-86
Tube (piping)
01-05
Altar
54
Lectern
48-49
fug
87
Tweezers
06-08
Bells
55
Mosaic
50
Kettle
88-90
Vial
09-11
Brazier
56-58
Offertory
51
Ladle
91
Water clock
12
Candelabra
container
52
Lamp or lantern
92
Wire
13-14
Candles
59
Paintings or
53
Lens (concave
93-00
Workbench
15
Candlesticks
frescoes
or convex)
16
Cassocks
60-61
Pews
17
Chimes
62
Pipes, musical
Utensils and Personal
Items
is-19
Cloth, altar
63
Prayer rug
dioo
Item
dlOO
Item
20-23
Columns or
64
Pulpit
01
Awl
47-48
Mirror
pillars
65
Rail
02
Bandages
49
Needle(s)
24
Curtain or
66-69
Robes
03
Basin
50
OH, cooking
tapestry
70-71
Screen
04-05
Basket
51
Oil, fuel
25
Drum
72—76
Shrine
06-07
Book
52
Oil, scented
26-27
Font
77
Side chairs
08-09
Bottle
53
Pan
28-29
Cong
73-79
Stand
10
Bowl
54-55
Parchment
30-35
Holy or unholy
80-82
Statue
11
Box
56
Pipe, musical
symbol
83
Throne
12-13
Brush
57
Pipe, smoking
36-37
Holy or unholy
84-85
Thurible
14
Candle
58
Plate, platter,
writings
86-90
Tripod
15
Candle snuffer
or saucer
38-43
Idol
91—97
Vestments
16
Candlestick
59
Pot
44-48
Incense burner
98-99
Votive light
17
Cane or walking
60-61
Pouch
49
Kneeling bench
00
Whistle
stick
62
Powder puff
so-53
Lamp
18
Case
63
Quill
19
Casket (small)
64
Razor
Mace Furnishings
20-21
Coffer
65
Rope
d!00
Item
dlOO
Item
22
Cologne or
66
Salve or unguent
01-03
Alembic
54
Magic circle
perfume
67-68
Scroll
04-05
Balance and
55
Mortar and pestle
23
Comb
69
Shaker
weights
56
Pan
24
Cup
70
Sifter or strainer
06-09
Beaker
57-58
Parchment
25
Decanter
71-72
Soap
10
Bellows
59
Pentacle
26-27
Dish
73
Spigot
11-14
Book
60
Pentagram
28
Ear spoon
74
Spoon
15-16
Bottle
61
Pipe, smoking
29
Ewer
75
Stopper
17
Bowl
62
Pot
30
Flagon, mug, or
76-77
Statuette or
18
Box
63
Prism
tankard
figurine
19-22
Brazier
64-65
Quill
31-32
Flask or jar
78-79
Thread
23
Cage
66-68
Retort
33
Food
80-82
Tinderbox [with
24
Candle
69
Rod, mixing or
34
Fork
flint and steel)
25-26
Candlestick
stirring
35
Grater
S3
Towel
27-28
Cauldron
70-72
Scroll
36
Grinder
84
Tray
29-30
Chalk
73
Sexton
37
Horn, drinking
85
Trivet or tripod
31-32
Crucible
74-75
Skull
3S
Hourglass
86
Tureen
33
Crystal ball
76
Spatula
39
Jug or pitcher
87-88
Twine
34
Decanter
77
Spoon, measuring
40
Kettle
90
Vase
35
Desk
78
Stand
41
Key
91-92
Vial
36
Dish
79
Stool
42
Knife
93
Washcloth
37-40
Flask or jar
80
Stuffed animal
43
Knucklebones
94
Whetstone
41
Funnel
81
Tank (container)
or dice
95-96
Wig
42
Furnace
82
Tongs
44
Ladle
97-98
Wool
43-44
Herbs
83
Tripod
45-46
Lamp or lantern
99-00
Yarn
45
Horn
84
Tube (container)
appen dix a
300
random dungeons
Container Contents
dlOO
Item
dlOO
Item
01-03
Ash
60-61
Lumps,
04-06
Bark
unidentifiable
07-09
Bodily organs
62-64
Oil
10-14
Bones
65-68
Paste
15-17
Cinders
69-71
Pellets
18-22
Crystals
72-84
Powder
23-26
Dust
85-86
Semiliquid
27-28
Fibers
suspension
29-31
Gelatin
87-88
Skin or hide
32-35
Crains
89-90
Spheres (metal,
36-38
Grease
stone, or wood)
39-41
Husks
91-92
Splinters
42-46
Leaves
93-94
Stalks
47-54
Liquid, thin
95-97
Strands
55-59
Liquid, viscous
98-G0
Strips
Books,
Scrolls, and Tomes
dlOO
Contents
dlOO
Contents
01-02
Account records
63-64
Novel
O
i
■m
O
Alchemist’s
65
Painting
notebook
66-67
Poetry
05-06
Almanac
6S-69
Prayer book
07-08
Bestiary
70
Property deed
09-11
Biography
71-74
Recipe book or
12-14
Book of heraldry
cookbook
15
Book of myths
75
Record of a
16
Book of pressed
criminal trial
flowers
76
Royal
17
Calendar
proclamation
18-22
Catalog
77-78
Sheet music
23-24
Contract
79
Spellbook
25-27
Diary
SO
Text on armor
28-29
Dictionary
making
30-32
Doodles or
$1-82
Text on astrology
sketches
$3-84
Text on brewing
33
Forged document
35-86
Text on exotic
34
Grammar
flora or fauna
workbook
87-88
Text on herbalism
35-36
Heretical text
89-90
Text on local flora
37-41
Historical text
91-92
Text on
42-43
Last will and
mathematics
testament
93
Text on masonry
44-45
Legal code
94
Text on medicine
46-53
Letter
95
Theological text
54
Lunatic’s ravings
96
Tome of
55
Magic tricks (not
forbidden lore
a spetlbook)
97-99
Travelogue for an
56
Magic scroll
exotic land
57-59
Map or atlas
00
Travelogue of the
60
Memoir
planes
61-62
Navigational
chart or star chart
APPENDIX A I RANDOM DUNGEONS
Appendix B: Monster Lists
Monsters by Environment
Desert Monsters
The following tables organize monsters by environment
Monsters
Challenge Rating (XP)
and challenge rating. These tables omit monsters that
Cat, commoner, hyena, jackal,
0 (10 XP)
don't customarily inhabit the environments included
scorpion, vulture
here, such as angels and demons.
Bandit, camel, flying snake, guard,
3/8 (25 XP)
Arctic Monsters
kobold, mule, poisonous snake,
stirge, tribal warrior
Monsters
Challenge Rating (XP)
Constrictor snake, giant lizard, giant
1/4 (30 XP)
Commoner, owl
0 {10 XP}
poisonous snake, giant wolf spider,
Bandit, blood hawk, kobold, tribal
1/S (25 XP)
pseudodragon, winged kobold
warrior
Dust mephit, gnoll, hobgoblin,
1/2 (300 XP)
Giant owl, winged kobold
1/4 (50 XP)
jackalwere, scout, swarm of insects
Ice mephit, ore, scout
1/2 (100 XP)
Death dog, giant hyena, giant spider,
1 (200 XP)
Brown bear, half-ogre
1 (200 XP)
giant toad, giant vulture, halffogre,
Bandit captain, berserker, druid,
2 (450 XP)
lion, thrbkreen, yuan-ti pureblood
griffon, ogre, ore Eye of Gruumsh,
Bandit captain, berserker, druid,
2 (450 XP)
orog, polar bear, saber-toothed tiger
giant constrictor snake, gnoll pack
Manticore, veteran, winter wolf, yeti
3 (700 XP)
lord, ogre
Revenant, troll, werebear, young
5 {1,800 XP)
Giant scorpion, hobgoblin captain,
3 (700 XP)
remorhaz
mummy, phase spider, wight, yuan-ti
Mammoth, young white dragon
6 (2,300 XP)
malison
Frost giant
S (3,900 XP)
Couatl, gnoll fang of Yeenoghu,
4 (1,100 XP)
Abominable yeti
9 (5,000 XP)
lamia, weretiger
Remorhaz, roc
11 (7,200 XP)
Air elemental, fire elemental, revenant
5 (1,800 XP)
Adult white dragon
13 (10,000 XP)
Cyclops, medusa, young brass dragon
6 (2,300 XP)
Ancient white dragon
20 (24,500 XP)
Yuan-ti abomination
7 (2,900 XP)
Young blue dragon
9 (5,000 XP)
Coastal Monsters
Guardian naga
10 (5,900 XP)
Monsters
Challenge Rating (XP)
0 (10 XP)
1/8 (25 XP)
Efreeti, gynosphinx, roc
11 (7,200 XP)
Commoner, crab, eagle
Bandit, blood hawk, giant crab,
guard, kobold, merfolk, poisonous
snake, stirge, tribal warrior
Giant lizard, giant wolf spider,
pseudodragon, pteranodon, winged
Adult brass dragon
Mummy lord, purple worm
Adult blue dragon
13 (10,000 XP)
15 (13,000 XP)
16 (15,000 XP)
1/4 (50 XP)
Adult blue dracolich, androsphinx
Ancient brass dragon
Ancient blue dragon
17 (18,000 XP)
20 (24,500 XP)
23 (32,500 XP)
kobold
Sahuagin, scout
1/2(100 XP)
Forest Monsters
Giant eagle, giant toad, harpy
1 (200 XP)
Monsters
Challenge Rating [XP]
Bandit captain, berserker, druid.
2 (450 XP)
Awakened shrub, baboon, badger,
0 (10 XP)
griffon, ogre, merrow, plesiosaurus,
cat, commoner, deer, hyena, owl
sahuagin priestess, sea hag
Bandit, blood hawk, flying snake,
1/8 (25 XP)
Manticore, veteran
3 (700 XP)
giant rat, giant weasel, guard,
Banshee
4 (1,100 XP)
kobold, mastiff, poisonous snake,
Sahuagin baron, water elemental
5 (1,800 XP)
stirge, tribal warrior, twig blight
Cyclops
6 (2,300 XP)
Blink dog, boar, constrictor snake,
1/4 (50 XP)
Young bronze dragon
8 (3,900 XP)
elk, giant badger, giant bat, giant
Young blue dragon
9 (5,000 XP)
frog, giant lizard, giant owl, giant
Djinni, marid, roc
11 (7,200 XP)
poisonous snake, giant wolf spider,
Storm grant
13 (30,000 XP)
goblin, kenku, needle blight, panther.
Adult bronze dragon
35 (33,000 XP)
pixie, pseudodragon, sprite, swarm
Adult blue dragon
16 (15,000 XP)
of ravens, winged kobold. wolf
Dragon turtle
17 (38,000 XP)
Ape, black bear, giant wasp, gnoll.
1/2 (100 XP)
Ancient bronze dragon
22 (30,000 XP)
hobgoblin, lizardfolk, ore. satyr, scout,
Ancient blue dragon
23 (32,500 XP)
swarm of insects, vine blight, worg
APPENDIX B I MOHSTER LISTS
Monsters
Brown bear, bugbear, dire wolf,
dryad, faerie dragon (yellow or
younger), giant hyena, giant spider,
giant toad, go biin boss, half-ogre,
harpy, tiger, yuan-ti pureblood
Ankheg, awakened tree, bandit
captain, berserker, centaur, druid,
ettercap, faerie dragon (green or
older), giant boar, giant constrictor
snake, giant elk, gnoll pack lord,
grick, lizardfolk shaman, ogre, ore
Eye ofGruumsh, orog, pegasus,
swarm of poisonous snakes, we rerat,
will-o'-wisp
Displacer beast, green hag,
hobgoblin captain, owlbear, phase
spider, veteran, werewolf, yuan-ti
malison
Banshee, couatl, gnoll fang of
Yeenogbu, wereboar, weretiger
Gorgon, revenant, shambling
mound, troll, unicorn, werebear
Giant ape, grick alpha, oni,
yuan-ti abomination
Young green dragon
Treant
Guardian naga, young gold dragon
Adult green dragon
Adult gold dragon
Ancient green dragon
Ancient gold dragon
Challenge Rating (XP)
1 (200 XP)
2 (450 XP)
3 (700 XP)
4 (1,100 XP)
5 (1,800 XP)
7 (2.900 XP)
8 (3,900 XP)
9 (5,000 XP)
10 (5,900 XP)
15 (13,000 XP)
17 (18,000 XP)
22
24 (36,500 XP)
Grassland Monsters
M onsters
Cat, commoner, deer, eagle, goat,
hyena, jackal, vulture
Blood hawk, flying snake, giant
weasel, guard, poisonous snake,
stirge, tribal warrior
Axe beak, boar, elk, giant poisonous
snake, giant wolf spider, goblin,
panther (leopard), pteranodon,
riding horse, wolf
Cockatrice, giant goat, giant wasp,
gnoll, hobgoblin, jackalwere, ore,
scout, swarm of insects, worg
Bugbear, giant eagle, giant hyena,
giant vulture, goblin boss, hippogriff,
lion, scarecrow, thri-kreen, tiger
Altosaurus, ankheg, centaur, druid,
giant boar, giant elk, gnoll pack lord,
griffon, ogre, ore Eye of Cruumsh,
orog, pegasus, rhinoceros
Ankylosaurus, hobgoblin captain,
manticore, phase spider, veteran
Couatl, elephant, gnoll fang of
Yeenoghu, wereboar, weretiger
Bulette, gorge n, triceratops
Chimera, Cyclops
Tyrannosaurus Rex
Young gold dragon
Adult gold dragon
Ancient gold dragon
Challenge Rating (XP)
0 (10 XP)
1/S (25 XP)
1/4 (50 XP)
1/2 (100 XP)
1 (200 XP)
2 (450 XP)
3 (700 XP)
4 (1,100 XP)
5 (1,800 XP)
6 (2,300 XP)
8 (3,900 XP)
10 (5,900 XP)
17 (18,000 XP)
24 (36,500 XP)
APPENDIX B MONSTER LISTS
303
Hill Monsters
Mountain Monsters
Monsters
Baboon, commoner, eagle, goat,
hyena, raven, vulture
Bandit, blood hawk, giant weasel,
guard, kobold, mastiff, mule,
poisonous snake, stirge, tribal warrior
Axe beak, boar, elk, giant owl, giant
wolf spider, goblin, panther {cougar),
pseudodragon, swarm of bats, swarm
of ravens, winged kobold, wolf
Giant goat, gnoll, hobgoblin, ore,
scout, swarm of insects, worg
Brown bear, dire wolf, giant eagle,
giant hyena, goblin boss, half-ogre,
harpy, hippogriff, Non
Bandit captain, berserker, druid,
giant boar, giant elk, gnoll pack lord,
griffon, ogre, ore Eye of Gruumsh,
Challenge Rating (XP)
0 (10 XP)
1/8 (25 XP)
1/4 (50 XP)
1/2 (100 XP)
1 (200 XP)
2 (450 XP)
orog, pegasus, peryton
Green hag, hobgoblin captain, 3 {700 XP)
manticore, phase spider, veteran,
werewolf
Ettin, gnoll fang of Yeenoghu, 4 (1,100 XP)
wereboar
Bulette, gorgon, hill giant, revenant,
troll, werebear
Chimera, cyclops, galeb duhr, wyvern
Stone giant, young copper dragon
Young red dragon
Roc
Adult copper dragon
Adult red dragon
Ancient copper dragon
Ancient red dragon
5 (1,800 XP)
6 {2,300 XP)
7 (2,900 XP)
10 (5,900 XP)
11 (7,200 XP)
14 (11,500 XP)
17 (18,000 XP)
21 (27,500 XP)
24 (36,500 XP)
Bulette
Monsters
Eagle, goat
Blood hawk, guard, kobold, stirge,
tribal warrior
Aarakocra, pseudodragon,
pteranodon, swarm of bats, winged
kobold
Giant goat, ore, scout
Giant eagle, half-ogre, harpy,
hippogriff, lion
Berserker, druid, giant elk, griffon,
ogre, ore Eye of Gruumsh, orog,
peryton, saber-toothed tiger
Basilisk, hell hound, manticore,
veteran
Ettin
Air elemental, bulette, troll
Chimera, cyclops, galeb duhr, wyvern
Stone giant
Frost giant
Cloud giant, fire giant, young silver
dragon
Young red dragon
Roc
Adult silver dragon
Adult red dragon
Ancient silver dragon
Ancient red dragon
Challenge Rating (XP)
0 (10 XP)
1/8 (25 XP)
1/4 (50 XP)
1/2 (100 XP)
1 (200 XP]
2 (450 XP)
3 (700 XP)
4 (1,100 XP)
5 (1,800 XP)
6 (2,300 XP)
7 (2,900 XP)
8 (3,900 XP)
9 (5,000 XP)
10 (5,900 XP)
11 (7,200 XP)
16 (15,000 XP)
17 (18,000 XP)
23 (32,500 XP)
24 (36,500 XP)
Swamp Monsters
Monsters
Rat, raven
Giant rat, kobold, poisonous snake,
stirge, tribal warrior
Bullywug, constrictor snake, giant
frog, giant lizard, giant poisonous
snake, mud mephit, swarm of rats,
swarm of ravens, winged kobold
Crocodile, lizardfolk, ore, scout,
swarm of insects
Ghoul, giant spider, giant toad, yuan-
ti pureblood
Druid, ghast, giant constrictor snake,
lizardfolk shaman, ogre, ore Eye
of Gruumsh, swarm of poisonous
snakes, will-o'-wisp
Green hag, wight, yuan-ti malison
Giant crocodile, revenant, shambling
mound, troll, water elemental
Young black dragon,
yuan-tl abomination
Hydra
Adult black dragon
Ancient black dragon
Challenge Rating (XP)
0 (10 XP)
1/8 (25 XP)
1/4 (50 XP)
1/2 (100XP)
1 (200 XP)
2 (450 XP)
3 (700 XP)
5 (1,800 XP)
7 (2,900 XP)
S (3,900 XP)
14 (11,500 XP)
21 (27,500 XP)
304
APPENDIX B I MONSTER LISTS
Underdark Monsters
Monsters
Giant fire beetle, shrieker, - d
sprout
Flumph, giant rat, koboid, $“ r ge,
tribal warrior
Drow, giant bat, giant centipede,
giant lizard, giant poisonous snake
goblin, grim lock, kuo-toa. swarm
of bats, troglodyte, violet fungus,
winged koboid
Darkmantle, deep gnome, gas
spore, gray ooze, hobgoblin, magma
mephit, myconid adult, ore, piercer,
rust monster, scout, shadow, swarm
of insects
Bugbear, duergar, fire snake, ghoul,
giant spider, giant toad, goblin boss,
half-ogre, kuo-toa whip, quaggoth
spore servant, specter
Carrion crawler, druid, gargoyle,
gelatinous cube, ghast, giant
constrictor snake, gibbering mouther,
grick, intellect devourer, mimic,
minotaur skeleton, nothic. ochre jelly,
ogre, ore Eye of Gruumsh, orog,
polar bear (cave bear), quaggoth
Doppdganger, grelt, hobgoblin
captain, hell hound, hook horror,
kuo-toa monitor, minotaur, quaggoth
thonob phase spider, spectator,
veteran, water weird, wight
Black pudding, bone naga, chuul,
ettin, flameskuli, ghost
Beholder zombie, drow elite warrior,
earth elemental, otyugh, roper,
salamander, troll, umber hulk,
vampire spawn, wraith, xorn
Chimera, cyclops, drider
Drow mage, grick alpha, mind flayer,
stone giant
Cloaker, fomorian, mind flayer
arcanist, spirit naga
Fire giant
Aboleth
Behir, dao
Beholder, young red shadow dragor
Death tyrant
Purple worm
if
Challenge Rating (XP)
0 (10 XP)
1/S (25 XP)
1/4 (50 XP)
1/2 (100 XP)
1 (200 XP)
2 (450 XP)
3 (700 XP)
4 (1,100 XP)
5 (1,800 XP)
6 (2,300 XP)
7 (2,900 XP)
8 (3,900 XP)
9 (5,000 XP)
10 (5,900 XP)
11 (7,200 XP)
13 (10,000 XP)
14 (11,500 XP)
15 (13,000 XP)
Underwater Monsters
Monsters
Quipper
Merfolk
Constrictor snake, steam mephit
Giant sea horse, reef shark, sahuagin
Giant octopus, swarm of quippers
Giant constrictor snake, hunter
shark, merrow, plesiosaurus,
sahuagin priestess, sea hag
Killer whale
Giant shark, sahuagin baron,
water elemental
Marid
Storm giant
Dragon turtle
Kraken
Urban Monsters
Monsters
Cat, commoner, goat, rat, raven
Bandit, cult 1st, flying snake, giant rat,
guard, koboid, mastiff, mufe, noble,
pony, stirge
Acolyte, draft horse, giant centipede,
giant poisonous snake, kenku,
pseudodragon, riding horse,
skeleton, smoke mephit, swarm
of bats, swarm of rats, swarm of
ravens, winged koboid, zombie
Crocodile, giant wasp, shadow,
shadow, swarm of insects, thug,
warhorse
Ghoul, giant spider, half-ogre,
specter, spy, yuan-ti pureblood
Bandit captain, cult fanatic, gargoyle,
ghast, mimic, priest, wererat, will-
o'-wisp
Dcppelganger, knight, phase spider,
veteran, water weird, wight
Couatl, ghost, succubus or incubus
Cambion, gladiator, revenant,
vampire spawn
Invisible stalker, mage
Oni, shield guardian
Assassin
Gray slaad, young silver dragon
Archmage
Rakshasa, vampire
Spellcaster or warrior vampire
Adult silver dragon
Ancient silver dragon
Tarrasque
Challenge Rating (XP)
0 (10 XP)
1/S (25 XP)
1/4 (50 XP)
1/2 (100 XP)
1 (200 XP)
2 (450 XP)
3 (700 XP)
5 (1,800 XP)
11 (7,200 XP)
13 (10,000 XP)
17 (lS.OOOXP)
23 (50,000 XP)
Challenge Rating (XP)
0 (10 XP)
1/S (25 XP)
1/4 (50 XP)
1/2 (100XP)
1 (200 XP)
2 (450 XP)
3 (700 XP)
4 (1,100 XP)
5 (1,800 XP)
6 (2,300 XP)
7 (2,900 XP)
S (3,900 XP)
9 (5,000 XP)
12 (8,400 XP)
13 (10,000 XP)
15 (13,000 XP)
16 (15,000 XP)
23 (32,500 XP)
30 (155,000 XP)
Phase Spider
APPENDIX K I MONSTER LISTS
305
Monsters by Challenge Rating
This index organizes the monsters in the Monster
Manual by challenge rating.
Challenge 0 (o-io xp) Quipper
Awakened shrub Rat
Baboon Raven
Badger Scorpion
Bat Sea horse
Cat Shrieker
Commoner Spider
Crab Vulture
Crawling claw Weasel
Deer
Eagle
Frog
Giant fire beetle
Goat
Hawk
Homunculus
Hyena
jackal
Lernure
Lizard
Myconid sprout
Octopus
Owl
Challenge 1/8 (25 xpj
Blood hawk
Camel
Cultist
Flumph
Flying snake
Giant crab
Giant rat
Giant weasel
Guard
Kobold
Manes
Mastiff
Troglodyte
Menfolk
Monodrone
Mule
Noble
Poisonous snake
Pony
Slaad tadpole
Stirge
Tribal warrior
Twig blight
Challenge 1/4 [so xpj
Aarakocra
Acolyte
Axe beak
Blink dog
Boar
Bullywug
Constrictor snake
Draft horse
Dretch
Drew
Duodrone
Elk
Flying sword
Grant badger
Giant bat
Giant centipede
Giant frog
Giant lizard
Giant owl
Giant poisonous snake
Giant wol r spider
Goblin
Grimlock
Kenku
Kuo-toa
Mud mephit
Needle blight
Panther
Pixie
Pseudodragon
Pte ranodon
Riding horse
Skeleton
Smoke mephit
Sprite
Steam mephit
Swarm of bats
Swarm of rats
Swarm of ravens
Troglodyte
Violet fungus
Winged kobold
Wolf
Zombie
Challenge 1/2 (ioo xp)
Ape
Black bear
Cockatrice
Crocodile
Darkmantle
Deep gnome
Dust mephit
Gas spore
Giant goat
Giant sea horse
Giant wasp
Gnoll
Gray ooze
Hobgoblin
ice mephit
Jackalwere
Lizardfolk
Magma mephit
Magmin
Myconid adult
Ore
Piercer
Reef shark
Rust monster
Sahuagin
Satyr
Scout
Shadow
Swarm of insects
Thug
Tridrone
Vine blight
Warhorse
Warhorse skeleton
Worg
Challenge 1 (20Q xp)
Animated armor
Brass dragon wyrmling
Brown bear
Bugbear
Copper dragon wyrmling
Death dog
Dire wolf
Dryad
Duergar
Faerie dragon (young)
Fire snake
Ghoul
Giant eagle
Giant hyena
Giant octopus
Giant spider
Giant toad
Giant vulture
Goblin boss
::o6
APPENDIX El I MONSTER LISTS
Green Dragon
Wyrmling
Gibbering mouther
Githzerai monk
GnoJI pack lord
Green dragon wyrmling
Grick
Griffon
Hunter shark
Intellect devourer
Lizardfolk shaman
Merrow
Mimic
Minotaur skeleton
My con id sovereign
Gothic
Ochre jelly
Ogre
Ogre zombie
Ore Eye of Gruumsh
Orog
Pegasus
Pentadrone
Peryton
Plesiosaurus
Polar bear
Poltergeist (specter)
Priest
Quaggoth
Rhinoceros
Rug of smothering
Saber-toothed tiger
Saruagrn priestess
Sea hag
Si ver dragon wyrmling
Spined devil
5 arm c‘ poisonous snakes
a ere rat
*Vh te dragon wyrmling
Wif l-o -wisp
Challenge 3 (700 XP)
Ankylosaurus
Basilisk
Bearded devil
Blue dragon wyrmling
Bugbear chief
Displacer beast
Doppelganger
Giant scorpion
GEthyanki warrior
Gold dragon wyrmling
Green hag
Grell
Hell hound
Hobgoblin captain
Hook horror
Killer whale
Knight
Kuo-toa monitor
M anticore
Minotaur
Mummy
Couatl
Half-ogre
Harpy
Hippogriff
Imp
Kuo-toa whip
Lion
Quadrone
Quaggoth spore servant
Quasit
Scarecrow
Specter
Spy
Swarm of quippers
Thri-kreen
Tiger
Yu an Hi pureblood
Challenge 2 (4S0 XP)
Allosaurus
Ankheg
Awakened tree
Azer
Bandit captain
Berserker
Black dragon wyrmling
Bronze dragon wyrmling
Carrion crawler
Centaur
Cult fanatic
Druid
Ette reap
Faerie dragon (old;
Gargoyle
Gelatinous cube
Ghast
Giant boar
Giant constrictor snake
Giant elk
Nightmare
Gwlbear
Phase spider
Quaggoth thonot
Spectator
Veteran
Water weird
Werewolf
Wight
Winter wolf
Yeti
Yuan-ti malison
Challenge 4 (voo XP)
Banshee
Black pudding
Bone naga
Chuul
Couatl
Elephant
Ettin
Flameskull
Ghost
i - -
i #■
frT
i -
APPENDIX B | MON STEP LISTS
Gnoll fang of Yeenoghu
Helmed horror
Incubus
Lamia
Lizard king/queen
Ore war chief
Red dragon wyrmling
Sea hag (in coven)
Shadow demon
Suecubus
We reboar
Weretiger
Challenge 5 (i P soo XP)
Air elemental
Barbed devil
Barlgura
Beholder zombie
Bulette
Cambion
Drow elite warrior
Earth elemental
Fire elemental
Flesh golem
Giant crocodile
Giant shark
Gladiator
Gorgon
Green hag (in coven)
Hatred dragon veteran
Hill giant
Mezzoloth
Night hag
Otyugh
Red slaadl
Revenant
Roper
Sahuagin baron
Salamander
Shambling mound
Triceratops
Troll
Umber hulk
Unicorn
Vampire spawn
Water elemental
Werebear
Wraith
Xorn
Young remorhaz
Bonc Devil
SmAMBL ;Ps*G
Mound
Challenge 6 (2,300 XP)
Chasme
Chimera
Cyclops
□rider
Caleb duhr
Grthzerai zerth
Hobgoblin warlord
Invisible stalker
Kuo-toa archpriest
Mage
Mammoth
Medusa
Vrock
Wyvern
Young brass dragon
Young white dragon
Challenge 7 [2,900xp)
Blue slaad
Grow mage
Giant ape
Crick alpha
Mind flayer
Night hag (in coven)
Oni
Shield guardian
Stone giant
Young black dragon
Young copper dragon
Yuan-ti abomination
Challenge 8 (3,900 xp)
Assassin
Chain devil
Cloaker
Drow priestess of Lolth
Fomorian
Frost giant
Githyanki knight
Green slaad
Hezrou
Hydra
Mind flayer arcanist
Spirit naga
Tyrannosaurus rex
Young bronze dragon
Young green dragon
Challenge 9 (5.000 XP)
Abominable yeti
Bone devil
Clay golem
Cloud giant
Fire giant
Glabrezu
Gray slaad
Nycaloth
Treant
Young blue dragon
Young silver dragon
Challenge 10 (s p 900 xp)
Aboleth
Death slaad
Deva
Guardian naga
Stone golem
Yochlol
Young gold dragon
Young red dragon
308
AI>P E N D IXB MO N STL k US ! S
Challenge 11 (7,200 XP)
Behir
Dao
Djinni
Efreeti
Gynosphinx
Horned devii
Marid
Remorhaz
Roc
Challenge 12{S,400 XP)
Arcanaloth
Archmage
Erinyes
Challenge 13 (i0,000 XP)
Adult brass dragon
Adult white dragon
Beholder (not in lair)
Nalfeshnee
Rakshasa
Storm giant
Ultroloth
Vampire
Young red shadow dragon
Challenge 14 (11,500 XP)
Adult black dragon
Adult copper dragon
Beholder (in lair)
Death tyrant (not in lair)
Ice devil
Challenge 15 (13,oooxp)
Adult bronze dragon
Adult green dragon
Death tyrant (in lair)
Mummy lord (not in lair)
Purple worm
Vampire (spellcaster)
Vampire (warrior)
Challenge 16 (i5 t QOO XP)
Adult blue dragon
Adult silver dragon
iron golem
Marilith
Mummy lord (in lair)
Planetar
Challenge 17 (is,OOQXP)
Adult blue dracolich
Adult gold dragon
Adult red dragon
Androsphinx
Death knight
Dragon turtle
Goristro
Challenge 18 (20,000xp)
Demilich (not in lair)
Challenge 19 (22,000 XP)
Balor
Challenge 20 (25 t 000 xpj
Ancient brass dragon
Ancient white dragon
Demilich (in lair)
Pit fiend
Challenge 21 (33,000 XP)
Ancient black dragon
Ancient copper dragon
Lich (not in fair)
Solar
Challenge 22 (4i,ooo XP)
Ancient bronze dragon
Ancient green dragon
Lich (in lair)
Challenge 23 ( 50,000 XP)
Ancient blue dragon
Ancient silver dragon
Empyrean
Kraken
Challenge 24 (62,000 XP)
Ancient gold dragon
Ancient red dragon
Challenge 30 (155,000 XP)
Tarrasque
Aoult Red Dragon
APPENDIX B I MONSTER LISTS
30
Appendix C: Maps
However, unless you have something specific
_ in mind, youYe better off conserving your
JrJ time and energy by repurposing an existing
► map. Published adventures and the Internet
are terrific sources for maps. A few sample maps are
included here as well Use them as you will!
Ground Floor
Top Floor
One square — 5 feet
.
, -M
'
J
znd Floor
1st Floor
Basement
One square - 5 feet
APPENDIX C
MAPS
One square - 10 feet
S Secret Door
{l Concealed Door
Door
Stairs
Pit Trap
Secret Tunnel
TPJ
1 ; ^
_ ■
1 J
|
B 4 i^f ^bPi^
»> v ■
V \jLm ■-
■> >i— A\
_ j J -
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APPENDIX G I MAPS
'
I
■
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APPENDIX L
313
One square
j ,■
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1
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F
1\
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-s
Ql ■ -
i J ''
q*3S?
Jf 9*
IT’
—d
M
f i l
Appendix D: Dungeon Master Inspiration
ERE ARE SEVERAL INSPIRING WORKS THAT CAN
help you become a better storyteller, writer,
performer, and mapmaker. This is by no
means an exhaustive list, but a collection
of titles picked out by play testers and the
Dungeons & Dragons creative team. For
more inspirational reading, see appendix E of the
Flayer's Handbook.
Atlas Games. Once Upon a Time: The Storytelling
Card Game.
Bernhardt, William. Creating Character: Bringing Your
Story to Life.
- Perfecting Plot: Charting the Hero’s Journey.
-. Story Structure: The Key to Successful Fiction.
A PPENI'HX II I DU NG KON N1 A.s ; F R ! X SPI R AT 10N
Bo we rs, Ma 1 c ol m. Ga ry Gyga x s Ex traordina ry
Book of Names.
Browning, Joseph & Suzi Yee. A Magical Medieval
Society: Western Europe .
Bu r roway, Janet. Writing Fiction.
Cleaver, Jerry. Immediate Fiction*
Cordingly, David. Under the Black Flag.
E gr i, Laj os. The Art of Dram a tic Wri ti ng.
Ewalt, David M. Of Dice and Men.
Gygax, Gary. Gary Gygax's Living Fantasy and the rest
of the Gygaxian Fantasy Worlds series.
-. Master o f the Game.
— -—. Role-Flaying Mastery.
Hind march. Will. The Bones: Us and Our Dice.
Hindmarch, Will & Jeff Tidbali. Things We Think
About Games.
Hirsh, Jr,, E.D, 7V?e New Dictionary of Cultural Literacy
Ingpen, Robert. The Encyclopedia of Things That
Never Were.
Kaufmann, J.E. & HAV. Kaufmann. The
Medieval Fortress*
King, Stephen. On Writing: A Memoir of the Cra ft.
Koster, Raph. A Theory of Fun for Game Design ,
Laws, Robin D. Hamlet 's Hit Fowls*
Lee, Alan & David Day. Castles.
Macaulay, David. Castle.
Malory, Sir Thomas. Le Morte dArthur.
McKee, Robert. Story: Substance, Structure. Style , and
the Principles of Screen writing.
Mortimer, Ian. The Time Traveler's Guide to
Medieval England.
O’Connor, Paul Ryan, ed. Grimtooths Traps.
PennyPress. Variety Puzzles and Games series.
Peterson, Jon. Playing at the World.
Robbins, Ben. Microscope.
Schell, Jesse. Game Design: A Book of Lenses .
Snyder, Blake. Save the Cat.
Swift, Michael and Angus Konst am. Cities of the
Renaissance World.
Truby, job n. The Anatomy of Story.
TSR. Anns and Equipment Guide*
-. Campaign Sourcebook/Catacomb Guide ♦
-. The Castle Guide.
Walmslev, Graham. Play Unsafe: How improvisation
Can Change the Way You Roleplay.
Wilford, John Noble, The Mapmakers.
Wr iters Digest. The Write r s Complete Fa n tasy
Reference.
• y -r -
_ .2 * » ,
Index
aasimar, 286-287
abilities (NPC), 89, 92
ability check, 237-238, 245,
263-264
ability score, S9, 237-240,
242,263-266
absent characters, 235-236,
260
Abyss, 58, 62-63. See
also specific layer entries
Acheron, 58, 66
action option^ 271-272. See
o/so specific actions
activating a magic item, 141
advantage, 239-240
adventure, 16, 25, 71-87,
99-123, 125-126. See
also creating an adventure
hooks, 72
published, 72
seeds, 125-126
adventurer NPC, 93
adventuring day, 84
air quality, 105
air vehicles, 119
alien technology, 268
alternative rewards, 227-232
altitude, 110
animism, 12
antipaladin, 96. 97
appearance (NPC), 89
apprentice, 92-93
Arborea, 58, 60-61
Arcadia, 58, 66-67
arctic monsters, 302
area of effect, 249-250, 251
armor, magic, 139
artifacts, 219-227
destroying, 221
properties, 219-221
art objects, 133, 134-135
Astral Color pools, 47
Astral Plane, 43, 46-48
astral projection, 47
atonement (paladin), 97
attack rolls, 235, 238, 239
attitude (NPC), 244
attunement, 136-138
automatic success (variant),
239
Avernus (Nine Hells), 64
awarding experience points,
260-261
background NPC, 94
backgrounds, 26, 264,
289. See also creating a
background
barred doors, 103
Beastlands, 58, 60
becoming lost, 111-112,
117-118
beginning an adventure, 72,
74, 77, 79
between adventures, 125-131
blessings, 227-228
bond (NPC), 91
Border Ethereal, 48
bringing back the dead, 24
brown mold, 105
businesses (character), 127,
129
buying magic items, 135-136
Bytopia, 58, 59-60
campaign, 9 ? 25-41,126. See
aha creating a campaign
tracking, 126
Cania (Nine Hells), 65
Carceri, 58, 63
challenge rating, 82, 92, 274,
274-275, 279, 306-309
charges in magic items, 141
charms, 228
chases, 252-255
city, 17
City of Brass, 55-56
class, 96-97, 283,287-289
NPC, 96-97
cleaving, 272
climax, 72, 75, 77
climb onto a bigger creature,
271
clues (mystery), 78
coastal monsters, 302
cold, no
collapsing roof (trap), 122
color pools (Astral), 47
combat, 247-252, 270-273
combat encounter, 81-85. See
also creating an encounter:
combat
command word, 141
commerce, 19-20
complex traps, 121-122
complications, 79—SI
concealed doors, 104
conditions. 248
conflict with a sentient item.
216
creating a campaign (cont.)
story, 125
theme, 36
time, 32
creating a currency, 20
Creating a downtime activity,
131
creating a dungeon, 72-73,
74, 99-105, 290-301. See
also creating an encounter;
random encounters
air quality, 105
creator, 99-101
ecology, 102
encounters, 102
factions, 101-102
features, 102-105
goals, 72-73
hazards, 105
history, 101
inhabitants, 74, 101-102
light, 104-105
location, 99
map, 102-105, 311, 312,
314,315
purpose, 101
random, 290-301
sounds, 105
creating a magic item,
214-216, 284-285
sentient, 214-216
creating a monster, 273-283
class, 283
features, 280-281
quickly, 274-275
stat block, 275-279
creating a multiverse,
43-69. See also creating a
campaign
Creating an adventure, 5, 71-
87, 99-105, 125-126. See
creating an encounter, 81-85,
102
character objectives. 81
combat, 81-85
budget, 83-84
difficulty, 82-84, 84-85
multi-part, S3
party size, S3
XP thresholds, 82-83
dungeon, 102
fun, 85
creating an NPC, 89-97, 244,
279-283
abilities, 89
appearance, 89
attitude, 244
bond, 91
challenge rating, 92
class, 96-97, 283
detailed, 89-91
equipment, 92
flaw, 91
ideal, 90
interaction trait, 90
loyalty, 93
mannerism, 90
monster, 91-92
occupation and history, 89
quickly, 89
statistics, 92, 279-283
talent, 90
useful knowledge, 90
villain, 94-97
creating an organization,
21-22
creating a plane, 43
creating a race, 285-287
creating a religion, 10-13
animism, 12
dualism, 12
forces and philosophies,
connecting adventures,
125-126
consumable magic Items, 141.
See disc potions; scrolls
contacts, 93-94
contests, 238
continent scale (map), 14
continuing campaign, 36
conversation, 244-245
cosmology, 43-44
cover, 251, 272
crafting a magic item.
128-129
creating a background, 26,
289
creating a campaign, 14,
25-41.43-44, 125, See
also creating a world
character backgrounds, 26
characters, 26, 36
continuing or episodic, 36
ending, 33
events, 26-33
flavor, 38-41
map, 14, 25-26
planes of existence, 43-44
play style, 34-36
also creating a dungeon;
Creating an encounter;
random encounters
adventure seeds, 125 426
character goals, 72-74, 76
climax, 72, 75, 77
complications, 79-81
dungeon, 99-105
elements, 71-72
event-based, 75-77
foreshadowing, 126
intrigue, 78
introduction, 72, 74, 77, 79
location-based, 72-75
maps, 72, 75, 77
moral quandaries, 79-80
mystery, 77-78
NPCs, 74, 75-76, 77, 78
side quests, 81
structure, 72
twists, 80
type, 72-79
villain, 74, 75-76, 77, 78
12-13
loose pantheon, 10-11
monotheism, 12
mystery cults, 11 -12
racial, 13
tight pantheon, 11
creating a settlement, 15-20,
112-116
as an adventure site, 16
atmosphere, 17
commerce, 19-20
encounters, 114-116
government, 17-19
map, 114, 313
purpose, 15-16
random, 112-114
size, 16-17
creating a spell, 283-284
creating a trap, 120-122
complex, 121-122
detection, 120-121
disabling, 120-121
effects, 121
trigger, 120
INDEX
creating a wilderness, 14,
25-26, 73, 106-112,
116-120. See oho creating
an encounter; random
encounters
encounters, 106
features, 1 OS—109
goafs, 73
hazards, 109-112
map, 14, 25-26, 1 OS—109
unusual environments,
116-120
creating a world, 4. 9-4L
currency, 19-20
magic, 9-10, 23-24
map, 14
religion, 10-13
settlements, 15-20
critical hits, 248
currency, 19-20, 133, See
also creating a currency
cursed items, 138-139
damage, 249, 273
damaging objects, 246-247
dark fantasy, 40
darkness, 104-105
dart trap, 123
Dawn War deities, 10
DC See Difficulty Class
Death Dells (Abyss), 63
Death domain, 96-97
Deep Ethereal, 48-49
degrees of failure, 242
deity, 10-13
divine rank, 11
pantheon, 10—11
racial, 13
demigod, 11
demiplane, 68
Demonweb [Abyss), 62-63
desecrated ground, 110
desert monsters, 302
destroying artifacts, 221
detecting a hazard, 105
detecting a trap, 120-121
diagonal movement, 252
dice, 235, 236-237
Difficulty Class, 238-239
disabling a trap, 120-121
disadvantage, 239-240
disarm, 271
disease, 256-257
Dis (Nine Hells), 64
divine rank, 11. also deity;
specific divine rank entries
Domains of Dread
(Shadowfell), 51-52
doors, 103-104
downtime activities, 127-131
dualism, 12
dungeon. 72-75, 99-105,
290-301. See also creating a
dungeon
Dungeon Master, 4
echo plane, 43. See
also Feywild; Shadowfell
ecology (dungeon), 102
eladrin, 286
Elemental Chaos, 52—S3
Elemental Planes. See Inner
Planes
Elysium, 58. 60
encounter, 75, 77, 81-87,
102, 106. See also creating
an encounter; random
encounters
ending a campaign, 33
ending an adventure, 72,
75, 77
Endless Maze (Abyss), 63
environment. 109-112,
116-120
epic boons, 230, 231-232
epic fantasy, 39
episodic campaign, 36
equEpment (NPC), 92
ether cyclone, 49
Ethereal curtains, 48-49
Ethereal Plane, 43, 4S-49
event-based adventure, 75-77
events [campaign), 26-33
Evernight (Shadowfell), 52
expenses (character), 126- 127
experience points (XP),
82-84, 260-261
thresholds, 82-83
exploration, 242-244
explosives, 267-268
extra NPC, 94
facing, 252
factions. See organizations;
see oho creating a dungeon:
factions
falling net (trap), 122
Far Realm, 68
favors, 229-230
fear, 266
fey crossings, 50
Feywild magic, 50
Feywild, 43. 49-50
firearms, 267, 268
fire-breathing statue (trap),
122
flanking, 251
flavor (campaign), 38-41
flaw (NPC), 91
flying, 119-120
followers, 92-93
food and water, 111
foraging, 111
foreshadowing, 126
forest monsters, 302-303
framing events, 79
frigid water, 110
fun, 85
gaining levels, 131,261
gaining renown, 22, 129
Gaping Maw (Abyss), 62
garrisons (character), 127
gate'towns (Outlands), 67
Gehenna, 58, 63
gemstones, 133. 134
Gloaming Court (Feywild), 49
god. See deity
government, 17-19
grassland monsters, 303
greater deity, 11
Great Wheel, 44
green slime, 105
grenades, 268
grid, 250-252
hack and slash, 34
Hades, 58, 63
Harpers, 21
hazards, 105, 109-112
healing variants, 266-267
heat, 110
heroic fantasy. 38
hero points, 264
high altitude. 110
hill monsters, 304
hirelings, 94
hit points, 247-248
hitting cover, 272
hoard treasure, 133, 137-139
home base (for characters),
15, 25
honor. 264-265
horror, 266
ice (hazard), 110-111
ideal (NPC), 90
identifying a magic item. 136
immersive storytelling, 34
individual treasure, 133, 136
Infinite Staircase, 58-59
influence, 78
initiative, 247, 270-271
variants, 270-271
injuries, 272-273
Inner Planes, 43, 52-57. See
also specific Inner Plane
entries
inspiration, 240-241
inspirational reading, 316
interaction trait (NPC), 90
intrigue, 40, 78
kingdom scale (map), 14
knowledge (NPC), 90
lairs, 108
land, 229
languages, 20—21
larva (Hades), 63
law, 114
layers, planar, 58
lesser deity, 11
letters of recommendation,
228-229
light, 104-105
Limbo, 58, 61-62
line of sight, 251
linking adventures, 125-126
location-based adventure,
72-75
locked doors, 103
long rest, 267
loose pantheon, 10-11
losing the path, 111-112,
117-118
Lower Planes, 58. See
also Outer Planes
loyalty, 93
madness, 258-260
magic, 9-10, 23-24. See
also creating a magic item;
creating a spell; magic
items
restrictions, 24
schools of, 24
magic items, 128-129,
129-130,133, 135-227
alphabetical descriptions,
150-214
artifacts, 219-227
attune merit, 136-138
buying, 135-136
categories, 139-140. See
oho specific category
entries
crafting, 128-129, 141
cursed, 138-139
formulas, 141
identifying, 136
rarity, 135
resilience, 141, See also
objects
selling, 129-130, 135-136
sentient, 214-218
special features, 141-143
wearing and wielding,
140-141
Maladomlni (Nine Hells), 65
Malbolge (Nine Hells), 65
mannerism (NPC), 90
mapping, 14, 25-26, 72, 75,
77, 102-105, 108-109, 114,
255
campaign, 14, 25
scale, 14
chases, 255
dungeon,102-105
samples, 310-315
settlement, 114
wilderness, 108-109
mark, 271
marks of prestige. 228-231
massive damage, 273
Material Plane, 43
Material Plane echoes, 43. See
oho Feywild; Shadowfell
Mechanus, 58, 66
medals, 229
memory loss (Feywild), 50
metagame thinking, 235
milestones, 261
Minauros (Nine Hells), 64
miniatures, 250-252
missing players, 235-236, 260
mixing potions, 140
mobs, 250
modifying a class, 287-289
modifying a magic item, 284
modifying a monster, 273-274
monotheism, 12
monsters, 71, 74, 82,
91-92, 247-248, 273-283,
302-305, 306-309. See
oho creating a monster;
creating an encounter;
creating an NPC; random
encounters: specific terrain
entries
INDEX
monsters (corrt.)
asNPCs, 91-92
by challenge rating,
306-909
by terrain, 302-305
challenge rating, S2
hit points, 247-248
FTTobs P 250
statistics by challenge
rating, 274
monuments, 3OS
morale, 273
moral quandaries, 79-80
mountain monsters, 304
Mount Celestia, 58, 59
movement, 252
multiverse, 43-69. See
also creating a multiverse
mystery, 40. 77-78
mystery cults, 11-12
mythic fantasy, 39
navigation, 111-112. 117-118
Negative Plane, 43
Nessus (Nine Hells), 66
net (trap), 122
new players, 236
Nine Hells, 58, 64-66. See
also specific layer entries
noble titles, 19, 230
noncombat challenges, 261
nonplayer character. See NPC
noticing other creatures, 243
NPC, 74, 75-76, 77, 78,
89-97, 244-246, 247-248.
See oho creating an N PC:
villain
adventurer, 93
hit points* 247-24S
party members, 92-93
rolepfaying, 244-246
oathbreaker (paladin), 97
objects, 246-247
occupation (NPC), 89
ocean,117-119
organisations, 21-23.
See also creating an
organization
adventurer, 21-22
rank, 22
renown, 22-23
sample, 21. 23
other rewards, 227-232
Outer Planes, 43 T 57-67. See
also specific Outer Plane
entries
optional rules, 59
Gutlands, 67-68
overrun, 272
Owning property, 126-127
Pandemonium, 58, 62
pantheon, 10-11, 13
loose, 10-11
of the Dawn War. IT
racial, 13
sample, 11
tight, 11
patron, 94
performing sacred rites, 129
philosophies, 12-13
Phlegethos (Nine Hells), 64
piety, 23
pit (trap), 122-123
planar categories, 43
planar layers* 58
planar portals, 45. 47, 48-49,
50, 51, 58-59. 67-68
planar travel, 44-46, 58-59.
See also planar portals
Plane of Air, 53-54
Plane of Earth, 54
Plane of Faerie, See Feywild,
Plane of Fire, 55-56
Plane of Shadow.
See Shadowfell
Plane of Water, 5 6-57
planes of existence, 43-69.
See also cosmology; specific
plane entries
players, 6
play style, 34-36
plot points, 269-270
poison, 257-258
poison darts (trap), 123
poison needle (trap), 123
portcullises, 104
Positive Plane, 43
potions, 139, 140
precipitation, 110
proficiency, 239, 263-264
background, 264
dice, 263
personality trait, 264
property (character), 126-127
province scale (map), 14
psychic dissonance (Outer
Planes), 59
psychic wind (Astral), 47-48
published adventures, 72
published worlds, 9, 68
quicksand, 110
quirk, 90, 143
magic item, 143
NPC, 90
race, 285-287
racial deity, 13
rain, 110
raising a stronghold, 128
random dungeons, 290-301
random encounters, 85-87,
106, 114-116, 118
challenge, 87
checking for, 86
creating tables, 86-87
sample table, 87
sea,118
settlement, 114-116
triggering, 85
underwater, 116
wilderness, 106
random magic items, 144-149
random settlements,
112-114. See also creating a
settlement
random treasure, 133-135,
136-139, 144-149
rank (in an organization), 22
rarity, 135
razorvine, 110
reactions, 252
religion, 10-13, See
also creating a religion
renown, 22-23, 78, 129
as piety, 23
benefits, 22-23
gaming, 22, 129
losing, 23
resolving social interaction,
244-245
restrictions on magic, 24
rest variants, 267
resurrection, 24
rings, 139
River Styx, 58
rods, 139
roleplaying, 245-246
rolling sphere (trap), 123
rolling the dice, 235, 236-237,
242
ruins, 108
rules, 5
rules discussions, 235
running a business, 127,129
running the game, 235-261
sailing vessels, 119
sanity, 265-266
saving throws, 238. 239
schools of magic, 24
scrolls, 139, 140
mishaps, 140
sea,117-119
secret doors, 103-104
seelie fey, 49
selling magic stems, 129-130,
135-136
sentient magic items,
214-218
settlements, 15-20, 108, 112-
116, 254. See oho creating a
settlement
chases, 254
shadow crossings, 51
Shadowfell despair, 52
Shadowfell, 43, 51-52
ships, 119
V9
INDEX
*
shipwrecks, ilS
short rest, 84, 267
shove aside, 272
side quests, SI
siege equipment, 2SS-256
Sigil, City of Doors, 58, 68
silver cord, 47
size, 251
skills, 239. 263-264
sky, 119-120
slippery ice, 110
small player groups, 236
snow, HO
social interaction, 244-246
resolving, 244-245
rolepiaying, 245-246
sounds, 105
sowing rumors, 131
special features for magic
items, 141-143
special rights, 230
speed factor, 270-271
spell points, 2SS-2S9
spells in magic items, 141
sphere of annihilation (trap),
123
spiderwebs, 105
spiked pit (trap). 123
staff’s, 140
starting at higher level, 38
starting attitude (NPC) r 244
story, 71, 72, 125
strongholds, 109, 12S, 230
structure (adventure), 72
stuck doors, 103
Stygia (Nine Hells), 64-65
Styx. See River Styx
subrace, 285-2S7
success at a cost, 242
Summer Court (Feywild), 49
supernatural gifts, 227-228
survival, 109-112
suspects (mystery), 77-78
swamp monsters, 304
swashbuckling, 40
swimming, 116-117
swords and sorcery, 38-39
system shock, 273
table rules, 235-236
table talk, 235
tactical map, 250-252
talent (NPC), 90
teleportation circles, 24
temperature, 109-110
Thanatos (Abyss), 62
theme (campaign), 36
thin ice,111
tiers of play, 36-38
tight pantheon, 11
time, 32-33
time warp (Feywild), 50
titan, 11
titles, I9 r 230
tools, 239
town, 17
tracking, 244
training, 131, 231
to gain levels, 131
Transitive Planes, 43
traps, 120-123. See
also creating a trap
sample, 122-123
travel, 1Q6-108, 109-112,
116-120, 242-244
pace, 242-243
treasure, 133-232
tables, 133, 136-139,
144-149
triggering a trap, 120
Triple Realm (Abyss), 63
tumble, 272
twists (adventure), 80
Underdark monsters, 305
underwater, 116-117, 305
monsters, 305
unseelie fey, 49
Upper Planes, 58. See
also Outer Planes
urban monsters, 305
using ability scores, 237-240,
242
using a map, 242
using magic items, 140-141
using the dice, 235, 236-237,
242
vehicles, 119
vestige, 11
victim (mystery), 77
village, 16-17
villain, 74, 75-76, 77, 78,
94-97
class options, 96-97
methods, 95
scheme, 94
weakness, 96
visibility, 117, 119, 243
walls, 102
wandering monsters,
302-305
wands, 140
war, 40-41
water vehicles, 119
weapons, magic. 140
wearing and wielding magic
Items, 140-141
weather, 109-110, 118-119
webs, 105
weirdness, 109
wilderness, 73, 106-112, 116
120, 254. See also creating
a wilderness
chases, 254
wind, 110
wondrous items, 140
World Axis, 44
world building, 9-41, 43-69
World Tree, the, 44
wuxia, 41
XP r 82-84, 260-261
thresholds, 82-83
yellow mold, 105
Ysgard, 58. 61
Zhentarim, 23
T40
INDEX
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 <ore the book contains
to unearth terrible secrets no mortal sho_ jI d know. Among
the contents a character might find are the following, plus
whatever else you choose:
* Vile Apotheosis. The book could hold a ritual that allows a
character to become a lich or death knight,
« True Names. The true names of any number offiends
might be in the book.
■ Dark Magic. Several spells of horrific evil of the DM’s
design and choosing could be in the book. Spells could
impose dreadful curses, disfigure others, require human
sacrifice, afflict creatures with crippling pain, spread vile
plagues, and so on.
A creature attuned to the book must spend $0 hours
reading and studying it to digest its contents and reap its
benefits. The creature can then freely modify the book’s
contents, provided that those modifications advance evil
and expand the lore already contained within.
Whenever a non-evil creature attunes to the Book
of Vile Darkness , that creature must make a DC 17
Charisma saving throw. On a failed save, the creature's
alignment changes to neutral evil.
The Book of Vile Darkness remains with you only
as long as you strive to work evil in the world. If you
fail to perform at least one evil act within the span
of 10 days, or if you willingly perform a good act, the
book disappears. If you die while attuned to the book,
an entity of great evil claims your soul. You can’t be
restored to life by any means while your soul remains
imprisoned.
Random Properties, The Book of Vile Darkness has
the following random properties:
* 3 minor beneficial properties
* 1 major beneficial property
■ 3 minor detrimental properties
* 2 major detrimental properties
Adjusted Ability Scores. After you spend the
requisite amount of time reading and studying the
book, one ability score of your choice increases by 2, to
a maximum of 24. Another ability score of your choice
decreases by 2, to a minimum of 3. The book can't
adjust your ability scores again,
Mark of Darkness, After you spend the requisite
amount of time reading and studying the book, you
acquire a physical disfigurement as a hideous sign
of your devotion to vile darkness. An evil rune might
appear on your face, your eyes might become glossy
black, or horns might sprout from your forehead. Or
you might become wizened and hideous, lose all facial
features, gain a forked tongue, or some other feature
the DM chooses. The mark of darkness grants you
advantage on Charisma (Persuasion) checks made to
interact with evil creatures and Charisma (Intimidation)
checks made to interact with non-evil creatures.
Command Evil, While you are attuned to the book
and holding it, you can use an action to cast the
dominate monster spell on an evil target (save DC 18).
You can’t use this property again until the next dawn.
Dark Lore - You can reference the Book of Vile
Darkness whenever you make an Intelligence check
to recall information about some aspect of evil, such
as lore about demons. When you do so. double your
proficiency bonus on that check.
Dark Speech , While you carry the Book of Vile
Darkness and are attuned to it, you can use an action
to recite words from its pages in a foul language known
as Dark Speech. Each time you do so, you take Id 12
CHAPTER 7 TREASURE
233
psychic damage, and each non-evil creature within 15
feet of you takes 3d6 psychic damage.
Destroying the Book. The Book of \ 7/e Darkness
allows pages to be torn from it. but any evil lore
contained on those pages finds its way back into the
book eventually, usually when a new author adds pages
to the tome.
If a solar tears the book in two. the book is destroyed
for IdlOO years, after which it reforms in some dark
corner of the multiverse.
A creature attuned to the book for one hundred
years can unearth a phrase hidden in the original text
that, when translated to Celestial and spoken aloud,
destroys both the speaker and the book in a blinding
flash of radiance. However as long as evil exists in the
multiverse, the book reforms ldlO * 100 years later.
If all evil in the multiverse is wiped out, the book turns
to dust and is forever destroyed.
Eye and Hand of Vecna
Wondrous item , artifact (requires attunement)
Seldom is the name of Vecna spoken except in a hushed
voice, Vecna was, in his time, one of the mightiest of all
wizards. Through dark magic and conquest, he forged a
terrible empire. For all his power, Vecna couldn’t escape
his own mortality. He began to fear death and take steps
to prevent his end from ever coming about.
Orcus, the demon prince of undcath, taught Vecna a
ritual that would allow him to live on as a lich, Beyond
death, he became the greatest of all liches, Even
though his body gradually withered and decayed. Vecna
continued to expand his evil dominion. So formidable
and hideous was his temper that his subjects feared to
speak his name. He was the Whispered One, the Master
of the Spider Throne, the Undying King, and the Lord of
the Rotted Tower,
Some say that Vecna’s lieutenant Kas coveted the
Spider Throne for himself, or that the sword his lord
made for him seduced him into rebellion. Whatever the
reason, Kas brought the Undying King's rule to an end
in a terrible battle that left Vecna’s tower a heap of ash.
Of Vecna, all that remained were one hand and one eye T
grisly artifacts that still seek to work the Whispered
One’s willtn the world.
The Eye of Vecna and the Hand of Vecna might
be found together or separately. The eye looks like a
bloodshot organ torn free from the socket. The hand is a
mu mm i lied and shriveled left extremity.
To attune to the eye, you must gouge out your own eye
and press the artifact into the empty socket. The eye
grafts itself to your head and remains there until you
die. Once in place, the eye transforms into a golden eye
with a slit for a pupil, much like that of a cat. If the eye is
ever removed, you die.
To attune to the hand, you must lop off your left
hand at the wrist and the press the artifact against
the stump. The hand grafts itself to your arm and
becomes a functioning appendage. If the hand is es^er
removed, you die.
Random Properties, The Eve of Vecna and the Hand
of Vecna each have the following random properties:
CHA.PTEH 7 \ TREASURE
- 1 minor beneficial property
* 1 major beneficial property
* 1 minor detrimental property
Properties of the Eye. Your alignment changes c
neutral evil, and you gain the following benefits:
* You have truesight,
* You can use an action to see as if you w^ere wear I
a ring of X-ray vision. You can end this effect as a
bonus action.
* The eye has 8 charges. You can use an action ar
expend 1 or more charges to cast one of the foil %
spells (save DC 18) from it: clairvoyance (2 charg*
crown of madness (1 charge), disintegrate (4 charge s
dominate monster ( 5 charges), or eye bite (4 char _
The eye regains ld4 + 4 expended charges daily .
dawn. Each time you cast a spell from the eye, rf.
is a 5 percent chance that Vecna tears vour soul fr m
your body, devours it, and then takes control oft
body like a puppet. If that happens, you become :
NPC under the DM’s control.
Properties of the Hand , Your alignment change - to
neutral evil, and you gain the follow ing benefits:
* Your Strength score becomes 20, unless it is air ~
20 or higher, 1
* Any melee spell attack you make with the hand,
any melee weapon attack made with a weapon he! 11
it. deals an extra 2d8 cold damage on a hit,
* The hand has 8 charges. You can use an action an _
expend 1 or more charges to cast one of the folio
spells (save DC 18) from it: finger of death (5 charge!
sleep (1 charge), slow (2 charges), or teleport (3
charges). The hand regains ld4 + 4 expended chara
daily at dawn. Each time you cast a spell from the
hand, it casts the suggestion spell on you (save DC
18), demanding that you commit an evil act. The
might have a specific act in mind or leave it up lc« - -
Properties of the Eye and Hand. If you are attur. d
to both the hand and eye, you gain the following
additional benefits:
- You are immune to disease and poison.
* Using the eye's X-ray vision never causes you to sum
exhaustion.
- You experience premonitions of danger and, unless
you are incapacitated, can t be surprised.
* If you start your turn with at least 1 hit point, you
regain Id 10 hit points,
- If a creature has a skeleton, you can attempt to tu i
bones to jelly with a touch of the Hand of Vecna. \ a
can do so by using an action to make a melee atta
against a creature you can reach, using your choi
your melee attack bonus for weapons or spells. Or a
hit, the target must succeed on a DC 18 Consl.it in
saving throw or drop to 0 hit points.
* You can use an action to cast wish. This property ci
he used again until 30 days have passed.
Destroying the Eye and Hand * I f the Eye of Vecna
and the Hand of Vecna are both attached to the san
creature, and that creature is slain by the Swore/ of
Kas , both the eye and the hand burst into flame, turr
While you are charmed by the orb, you can t
voluntarily end your attunement to it, and the orb casts
suggestion on you at will (save DC 18), urging you
to work toward the evil ends it desires. The dragon
essence within the orb might want many things: the
annihilation of a particular people, freedom from the
orb, to spread suffering in the world, to advance the
worship of Takhisis (Tiamat s name on Krynn), or
something else the DM decides.
Random Properties. An Orb of Dragon kind has the
following random properties:
• 2 minor beneficial properties
• 1 minor detrimental property
• 1 major detrimental property
Spells. The orb has 7 charges and regains ld4 + 3
expended charges daily at dawn. If you control the orb,
you can use an action and expend 1 or more charges
to cast one of the following spells (save DC 18) from it:
cure wounds (5th-level version, 3 charges), daylight (1
charge), death ward (2 charges), or scrying (3 charges).
You can also use an action to cast the detect magic
spell from the orb without using any charges.
Call Dragons. While you control the orb, you can use
an action to cause the artifact to issue a telepathic call
that extends in all directions for 40 miles. Evil dragons
in range feel compelled to come to the orb as soon as
possible by the most direct route. Dragon deities such
as Tiamat are unaffected by this call. Dragons drawn to
the orb might be hostile toward you for compelling them
against their will. Once you have used this property, it
can’t be used again for 1 hour.
Destroying an Orb. An Orb of Dragonkind appears
fragile but is impervious to most damage, including the
attacks and breath weapons of dragons. A disintegrate
spell or one good hit from a +3 magic weapon is
sufficient to destroy an orb, however.
to ash, and are destroyed forever. Any other attempt to
destroy the eye or hand seems to work, but the artifact
reappears in one of Vecna’s many hidden vaults, where
it waits to be rediscovered.
Orb of Dragonkind
Wondrous item, artifact (requires attunement)
Ages past, on the world of Krynn, elves and humans
waged a terrible war against evil dragons. When the
world seemed doomed, the wizards of the Towers of
High Sorcery came together and worked their greatest
magic, forging five Orbs of Dragonkind (or Dragon Orbs)
zo help them defeat the dragons. One orb was taken
:o each of the five towers, and there they were used to
speed the war toward a victorious end. The wizards
used the orbs to lure dragons to them, then destroyed
the dragons with powerful magic.
As the Towers of High Sorcery fell in later ages, the
•rbs were destroyed or faded into legend, and only three
ire thought to survive. Their magic has been warped
and twisted over the centuries, so although their
primary purpose of calling dragons still functions, they
also allow some measure of control over dragons.
Each orb contains the essence of an evil dragon, a
r resence that resents any attempt to coax magic from
Those lacking in force of personality might find
'hemselves enslaved to an orb.
An orb is an etched crystal globe about 10 inches in
diameter. When used, it grows to about 20 inches in
diameter, and mist swirls inside it.
While attuned to an orb, you can use an action to
peer into the orb’s depths and speak its command
word. You must then make a DC 15 Charisma check.
On a successful check, you control the orb for as long
you remain attuned to it. On a failed check, you
come charmed by the orb for as long as you remain
i tuned to it.
Orb of Dragonkino
Eye and Hano
of Vecna
CHAPTER 7 I TREASURE
225
Sword of Kas
Wondrous item , artifact (requires attunement)
When Veen a grew in power* he appointed an evil and
ruthless lieutenant* Kas the Bloody Handed, to act as
his bodyguard and right hand. This despicable villain
served as advisor warlord, and assassin. His successes
earned him Veen as admiration and a reward: a sword
with as dark a pedigree as the man who would wield it.
For a long time* Kas faithfully served the lich, but
as Kas’s power grew* so did his hubris. His sword
urged him lo supplant Vecna* so that they could rule
the Hch's empire in Veen as stead. Legend says Vecna’s
destruction came at Kas’s hand, but Vecna also wrought
his rebellious lieutenant s doom, leaving only Kas's
sword behind. The world was made brighter thereby.
The Sword of Kas is a magic, sentient longs word that
grants a +3 bonus to attack and damage rolls made with
it. Jt scores a critical hit on a roll of 19 or 20. and deals
an extra 2d 10 slashing damage to undead.
If the sword isn't bathed in blood within 1 minute of
being drawn from its scabbard, its wielder must make a
DC 15 Charisma saving throw. On a successful save, the
wielder take 3d6 psychic damage. On a failed save, the
wielder is dominated by the sword, as if by the dominate
monster spell, and the sword demands that it be
bathed in blood. The spell effect ends when the sword's
demand is met.
Random Properties, The Swore/ of Kas has the
following random properties:
* 1 minor beneficial property
* 1 major beneficial property
* 1 minor detrimental property
* 1 major detrimental property
Wand of Orcus
CHAPTER 1 I TREASURE
Spirit of Kas, While the sword is on your person, you
add a dlO to your initiative at the start of every combat.
In addition, when you use an action to attack with the
sword, you can transfer some or all of its attack bonus t:
your Armor Class instead. The adjusted bonuses remair
in effect until the start of your next turn.
Spells . While the sword is on your person, you can
use an action to cast one of the following spells (save L
IS) from it: call lightning, divine word , or finger of deal ~
Once you use the sword to cast a spell* you can't cast
that spell again from it until the next dawn.
Sentience, The Sword of Kas is a sentient chaotic e
weapon with an intelligence of 15, a Wisdom of 13, an _
a Charisma of 16. It has hearing and darkvision out to ^ 1
range of 120 feet, jH
The weapon communicates telepathically with its
wielder and can speak, read, and understand Common*
Personality . The sword’s purpose is to bring ruin i:
Vecna. Killing Vecna s worshipers, destroying the lich -
works, and foiling his machinations all help to fulfill
this goal.
The Swore/ of Kas also seeks to destroy anyone
corrupted by the Bye and Hand of Vecna. The sword's
obsession with those artifacts eventually becomes a
fixation for its wielder.
Destroying the Sword . A creature attuned to both
the Eye of Vecna and the Hand of Vecna can use the
wish property of those combined artifacts to unmake
the Sword of Kas. The creature must cast the wish sp ■
and make a Charisma check contested by the Charisr i
check of the sword. The sword must be within 30 feet
of the creature, or the spell fails. I f the sword wins th
contest, nothing happens, and the wish spell is wasted
If the sword loses the contest, it is destroyed, f
Sworo of Kas
Wand of Orcus
Wand, artifact (requires attunement)
The ghastly Wand ofOrcus rarely leaves Orcus's side.
The device, as evil as its creator, shares the demon
lord s aims to snuff out the lives of all living things and
bind the Material Plane in the stasis of undeath. Orcus
allows the wand to slip from his grasp from time to time.
When il does, it magically appears wherever its master
senses an opportunity to achieve some fell goal.
Made from bones as hard as iron, the wand is topped
with a magically enlarged skull that once belonged to
a human hero slain by Orcus. The wand can magically
change in size to better conform to the grip of its user.
Plants wither, drinks spoil, flesh rots, and vermin thrive
in the wand s presence.
Any creature besides Orcus that tries to attune to the
wand must make a DC 17 Constitution saving throw.
On a successful save, the creature takes 10d6 necrotic
damage. On a failed save, the creature dies and rises
as a zombie.
In the hands of one who is attuned to it, the wand can
be wielded as a magic mace that grants a +3 bonus to
attack and damage rolls made with it. The wand deals
an extra 2d 12 necrotic damage on a hit.
Random Properties • The Wand ofOrcus has the
following random properties:
* 2 minor beneficial properties
* l major beneficial property
* 2 minor detrimental properties
* 1 major detrimental property
The detrimental properties of the Wand ofOrcus are
suppressed while the wand is attuned to Orcus himself.
Protection. You gain a +3 bonus to Armor Class while
holding the wand.
Spells* The wand has 7 charges. While holding it, you
can use an action and expend 1 or more of its charges
to cast one of the following spells (save DC IS) from
it: animate dead (1 charge), blight (2 charges), circle of
death (3 charges), Unger of death (3 charges), power
word kill (4 charges), or speak with dead (1 charge). The
wand regains ld4 + 3 expended charges daily at dawn.
While attuned to the wand, Orcus or a follower
blessed by him can cast each of the wand's spells using
2 fewer charges (minimum of 0),
Call Undead* Whileyou are holding the wand, you
can use an action to conjure skeletons and zombies,
calling forth as many of them as you can divide 500 hit
points among, each undead having average hit points
(see the Monster Manual for statistics). The undead
magically rise up from the ground or otherwise form in
unoccupied spaces within 300 feet of you and obey your
commands until they are destroyed or until dawn of
ihe next day, when they collapse into inanimate piles of
bones and rotting corpses. Once you use this property
of the wand, you can t use it again until the next dawn.
While attuned to the wand, Orcus can summon any
kind of undead, not just skeletons and zombies. The
undead don't perish or disappear at dawn the following
day, remaining until Orcus dismisses them.
Sentience* The Wand ofOrcus is a sentient, chaotic
evil item with an Intelligence of 16, a W isdom of 12, and
a Charisma of 16. It has hearing and darkvision out to a
range of 120 feet.
The wand communicates telepat hicaily with its
wielder and can speak, read, and understand Abyssal
and Common.
Personality. The wands purpose is to help satisfy
Orcus’s desire to slay everything in the multi verse. The
wand is cold, cruel, nihilistic, and bereft of humor.
In order to further its masters goals, the wand feigns
devotion to its current user and makes grandiose
promises that it has no intention of fulfilling, such as
vowing to help its user overthrow Orcus.
Destroying the Wand* Destroying the Wand of Orcus
requires that it be taken to the Positive Energy Plane by
the ancient hero whose skull surmounts it. For this to
happen, the long-lost hero must first be restored to life-
no easy task, given the fact that Orcus has imprisoned
the hero's soul and keeps it hidden and well guarded.
Bathing the wand in positive energy causes it to crack
and explode, but unless the above conditions are met. the
wand instantly reforms on Orcus's layer of the Abyss.
Other Rewards
As much as adventurers desire treasure, they often
appreciate other forms of reward. This section
presents a variety of ways that gods, monarchs, and
other beings of power might recognize the characters'
accomplishments, including supernatural gifts that
give characters new capabilities: titles. Lands, and other
marks of prestige: and boons that are available only to
adventurers who have reached 20th level.
Supernatural Gifts _
A supernatural gift is a special reward granted
by a being or force of great magical power. Such
supernatural gifts come in two forms: blessings and
charms. A blessing is usually bestowed by a god or
a godlike being, A charm is typically the work of a
powerful spirit, a location of ancient magic, or a creature
that has legendary actions. Unlike a magic item, a
supernatural gift isn't an object and doesn’t require
attunement. It gives a character an extraordinary ability,
which can be used one or more times.
Blessings
A character might receive a blessing from a deity for
doing something truly momentous—an accomplishment
that catches the attention of both gods and mortals.
Killing rampaging gnolls rarely warrants such a
blessing, but slaying the high priest of Tiamat as he
attempts to summon the Dragon Queen might.
A blessing is an appropriate reward for one of the
following accomplishments:
* Restoring the most sacred shrine of a god
* Foiling an earthshaking plot by the enemies of a god
* Helping a god s favored servant complete a holy quest
An adventurer might also receive a blessing In
advance of a perilous quest. For example, a paladin
couid receive one before setting out on a quest to slay a
terrifying lich that is responsible for a magical plague
sweeping the land.
C H AFT £ R 7 f TR E ASU R E
A character should receive only a blessing that is
useful to him or her and some blessings come with
expectations on the part of the benefactor, A god
typically gives a blessing for a particular purpose, such
as recovering a holy persons remains or toppling a
tyrannical empire. The god might revoke a blessing
if a character fails to pursue that purpose or acts
counter to it.
A character retains the benefits of a blessing forever or
until it is taken away by the god who granted it. Unlike
a magic item, such a blessing can’t be suppressed by an
anti magic field or similar effect.
Most adventurers go their entire lives without
receiving even one of these blessings. There is no limit
on the number of blessings a character can receive,
but it should be rare for a character to have more than
one at a time. Moreover, a character can’t benefit from
multiple instances of a blessing at the same time. For
example, a character can t benefit from two instances of
the Blessing of Health at once,
Example blessings are provided below. The text of a
blessing addresses its user. If you decide to create more
blessings, consider this: a typical blessing mimics the
properties of a wondrous item.
Blessing of Health, Your Constitution score increases
by 2, up to a maximum of 22.
Blessing of Protection, You gain a +1 bonus to AC
and saving throws.
Blessing of Magic Resistance. You have advantage on
saving throws against spells and other magical effects.
Blessing of Understanding, Your Wisdom score
increases by 2. up to a maximum of 22.
Blessing of Valhalla. This blessing grants you the
power to summon spirit warriors, as if you had blown a
silver horn of Valhalla. Once you use this blessing, you
can’t use it again until 7 days have passed.
Blessing of Weapon Enhancement. One non magical
weapon in your possession becomes a ~f~1 weapon
whenever you wield it.
Blessing of Wound Closure . This blessing grants you
the benefits of a periapt of wound closure.
Charms
A charm is a minor supernatural gift, which can
be received in a large variety of ways. For example,
a wizard who finds an eldritch secret in a dead
arch mage $ spellbook might be infused with the magic
of a charm, as might a character who solves a sphinx's
ridd le o r d r i n ks from a m a gi c fou n ta i n. Le gen d ary
creatures, such as ancient gold dragons and unicorns,
sometimes grace their allies w ith charms, and some
explorers find themselves bearing the magic of a charm
after discovering a long-last location that is drenched in
primeval magic.
Some charms can be used only once, and others can
be used a specific number of times before vanishing. If a
charm lets you cast a spell, you are able to do so without
spending a spell slot or providing any components
(verbal, somatic, or material). In any case, a charm can’t
be used in the area created by an anti magic held or a
similar effect, and a charm’s effects are susceptible to
dispel magic and the like. But the charm itself can't be
removed from a creature by anything short of divine
intervention or the wish spell.
Example charms are provided below. The text of a
charm addresses its user, A typical charm mimics the
effects of a potion or a spell, so it is easy to create morei
charms of you r own. if you like.
Charm of Animal Conjuring. This charm allows
you to cast the conjure animals spell (3rd-level version
as an action. Once used three times, the charm
vanishes from you.
Ch arm of Darkvision *' 1 h i s c h a r m a 11 o w s you to
cast the darkvision spell as an action, no components
required. Once used three times, the charm goes away
Charm of Feather Falling. This charm grants you ' £
benefits of a ring of feather falling. These benefits las:
for 10 days, after which the charm vanishes from you.
Charm of Heroism. This charm allows you to give
yourself the benefit of a potion of heroism as an action
Once you do so, the charm vanishes from you.
Charm of Restoration, f h is c har m h as 6 ch a rge s.
You can use an action to expend some of its charges
to cast one of the following spells: greater restoration
(4 charges) or lesser restoration (2 charges). Once
all its charges have been expended, the charm
vanishes from you.
Charm of the Slayer* One sword in your possession,
becomes a dragon slayer or giant slayer (DM’s choice
for the next 9 days. The charm then vanishes from you,
and the weapon returns to normal.
Charm of Vitality. This charm allows you to give
yourself the benefit of a potion of vitality as an action.
Once you do so, the charm vanishes from you.
Marks of Prestige _J
Sometimes the most memorable reward for adventurers
is the prestige that they acquire throughout a realm.
Their adventures often earn them fame and power,
allies and enemies, and titles that they can pass on to
their descendants. Some lords and ladies began as
commoners who ventured into the dangerous places of
the world and made names for themselves through the t
brave deeds.
This section details the most common marks of
prestige that adventures might acquire during a
campaign. These marks are usually gained along with
treasure, but sometimes they stand on their own.
Letters of Recommendation
When gold is in short supply, the adventurers’
benefactor might provide them with a letter of
recommendation instead of monetary payment. Such a
letter is usually enclosed in a handsome folio, case, or
scroll tube for safe transport, and it usually bears the
signature and seal of whoever WTOte it.
A letter of recommendation from a person of
impeccable reputation can grant adventurers access
to NPCs that they would otherwise have trouble
meeting on their own. such as a duke, viceroy, or queer.
Moreover, carrying such a recommendation on one's
person can help clear up “misunderstandings’ with
local authorities who might not otherwise take the
adventurers at their w ord.
CHAPTER 7
ERE AS URL
A letter of recommendation is worth only as much as
the person who wrote it and offers no benefit in places
where its writer holds no sway.
Medals
Although they are often fashioned from gold and
other precious materials, medals have an even greater
symbolic value to those who award and receive them.
Medals are typically awarded by powerful political
figures for acts of heroism, and wearing a medal
is usually enough to earn the respect of those who
understand its significance.
Different acts of heroism can warrant different
kinds of medals. The King of Breland (in the Eberron
campaign set ting) might award a Royal Badge of Valor
(shaped like a shield and made of ruby and electrum)
to adventurers for defending Brelish citizens, while
the Golden Bear of Breland (a medal made of gold and
shaped in a likeness of a bear s head, with gems for
eyes) might be reserved for adventurers w ho prove their
allegiance to the Brelish Crown by uncovering and
defeating a plot to end the Treaty of Thronehold and
reignite the Last War.
A medal doesn't offer a specific in-game benefit to one
who wears it, but it can affect dealings with MFCs, For
example, a character who proudly displays the Golden
Bear of Breland will be regarded as a hero of the people
within the kingdom of Breland. Outside Breland, the
medal carries far less weight, except among allies of
Breland's king.
Parcels of Land
A parcel of land is just that* and usually comes with a
royal letter affirming that the land has been granted as a
reward for some service. Such land usually remains the
property of the local ruler or ruling body, but is leased
to a character with the understanding that it can be
taken away, especially if his or her loyalty is ever called
into question,
A parcel of land, if sufficiently large, might have one or
more farms or villages on it already, in which case the
recipient is pronounced lord or lady of the land and is
expected to collect taxes, along with any other duties,
A character who receives a parcel of land is free to
build on it and is expected to safeguard it. He or she may
yield the land as part of an inheritance, but can't sell
or trade it without permission from the local ruler or
ruling body.
Parcels of land make fine rewards for adventurers
who are looking for a place to settle or who have family
or some kind of personal investment in the region where
the land is located.
Special Favors
A reward might come in the form of a favor that the
characters can call on at some future date* Special
favors work best when the individual granting them is
trustworthy* A lawful good or lawful neutral NPC will
do whatever can be done to fulfill an obligation when
the time comes* short of breaking law's* A lawful evil
NPC does the same, but only because a deal is a deal.
A neutral good or neutral NPC might pay off favors to
protect his or her reputation. A chaotic good NPC is
Letter of Recommenoaton
CHAPTER 7 ! i'R L A SU R L
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more concerned about doing right by the adventurers,
honoring any obligations without worrying too much
about personal risk or adherence to the law.
Special Rights
A politically powerful person can reward characters by
giving them special rights, which are usually articulated
in some sort of official document. For example,
characters might be granted special rights to carry
weapons in public places, kill enemies of the crown, or
negotiate on a duke’s behalf. They might earn the right
to demand free room and board from any establishment
within a particular community, or have the right to draft
local militia to assist them as needed.
Special rights last only as long as the legal document
dictates, and such rights can be revoked if the
adventurers abuse them.
Strongholds
A stronghold is a reward usually given to seasoned
adventurers who demonstrate unwavering fealty to a
powerful political figure or ruling body, such as a king,
a knighthood, or a council of wizards. A stronghold
can be anything from a fortified tower in the heart of
a city to a provincial keep on the borderlands. While
the stronghold is for the characters to govern as they
see fit, the land on which it sits remains the property of
the crown or local ruler. Should the characters prove
disloyal or unworthy of the gift, they can be asked or
forced to relinquish custody of the stronghold.
As an additional reward, the individual bequeathing
the stronghold might offer to pay its maintenance costs
for a period of one or more months, after which the
characters inherit that responsibility. See chapter 6 for
more information on stronghold maintenance.
Titles
A politically powerful figure has the ability to dispense
titles. A title often comes with a parcel of land (see
above). For example, a character might be awarded the
title Earl of Stormriver or Countess of Dun Fjord, along
with a parcel of land that includes a settlement or region
of the same name.
A character can hold more than one title, and in a
feudal society, those titles can be passed down to (or
distributed among) one’s children. While a character
holds a title, he or she is expected to act in a manner
befitting that title. By decree, titles can be stripped awa>
if the local ruler or ruling body has reason to question
the character s loyalty or competence.
_W
Alternatives to Epic Boons
You might decide to grant one of the following rewards to a
20th'level character, instead of awarding an epic boon. These
two options can be awarded to a character more than once.
Ability Score Improvement , The character can increase one
ability score by 2 or increase two ability scores by 1 each.
The ability score can now be increased above 20, up to a
maximum of 30.
New Feat The character gains a new feat chosen by the
player, but subject to your approval.
230
CHAPTER 7 I TREASURE
Training
A character might be offered special training in lieu of
a financial reward. This kind of training isn’t widely
available and thus is highly desirable. It presumes
the existence of a skilled trainer—perhaps a retired
adventurer or champion who is willing to serve as a
mentor. The trainer might be a reclusive wizard or
haughty sorcerer who owes the queen a favor, the
knight-commander of the King’s Guard, the leader of
a powerful druid circle, a quirky monk who lives in a
remote mountaintop pagoda, a barbarian chieftain, a
warlock living among nomads as a fortune-teller, or an
absentminded bard whose plays and poetry are known
throughout the land.
A character who agrees to training as a reward must
spend downtime with the trainer (see chapter 6 for
more information on downtime activities). In exchange,
the character is guaranteed to receive a special benefit.
Possible training benefits include the following:
• The character gains inspiration daily at dawn for
ld4 + 6 days.
• The character gains proficiency in a skill.
• The character gains a feat.
Epic Boons
An epic boon is a special power available only to 20th
level characters. Characters at that level gain such
boons only if you want them to and only when you feel
it’s appropriate. Epic boons are best awarded after
the characters complete a major quest, or accomplish
something else particularly notable. A character might
gain an epic boon after destroying an evil artifact,
defeating an ancient dragon, or halting an incursion
from the Outer Planes.
Epic boons can also be used as a form of
advancement, a way to provide greater power to
characters who have no more levels to gain. With this
approach, consider awarding one epic boon to each
character for every 30,000 XP he or she earns above
355,000 XP.
You determine which epic boon a character gains.
Ideally, the boon you pick is something the character
would put to use in future adventures. You can allow a
player to select a boon for his or her character, subject to
your approval.
Whatever boon a character ends up with, consider its
place in your story and world. Many of the boons are
extraordinary and represent the gradual transformation
of a character into something resembling a demigod.
The acquisition of a boon might visibly transform a
character. For example, the eyes of a character with
the Boon of Truesight might glow when he or she feels
strong emotion, and a character who has the Boon of
High Magic might have faint motes of light glimmering
around his or her head. Also, decide how the boon first
appears. Does the boon appear spontaneously and
mysteriously? Or does a being of cosmic power manifest
to bestow it? The bestowal of a boon can itself be an
exciting scene in an adventure.
The text of a boon addresses its user. Unless a boon
says otherwise, a character can’t gain it more than once.
Boon of Combat Prowess
When you miss with a melee weapon attack, you can
choose to hit instead. Once you use this boon, you can't
use it again until you finish a short rest.
Boon of Dimensional Travel
As an action, you can cast the misty step spell, without
using a spell slot or any components. Once you do
so, you can’t use this boon again until you finish a
short rest.
Boon of Fate
When another creature that you can see within 60 feet
of you makes an ability check, an attack roll, or a saving
throw, you can roll a dlO and apply the result as a bonus
or penalty to the roll. Once you use this boon, you can’t
use it again until you finish a short rest.
Boon of Fortitude
Your hit point maximum increases by 40.
Boon of High Magic
You gain one 9th-level spell slot, provided that you
already have one.
Boon of Immortality
You stop aging. You are immune to any effect that would
age you. and you can’t die from old age.
Boon of Invincibility
When you take damage from any source, you can reduce
that damage to 0. Once you use this boon, you can't use
it again until you finish a short rest.
Boon of Irresistible Offense
You can bypass the damage resistances of any creature.
Boon of Luck
You can add a dlO roll to any ability check, attack roll,
or saving throw you make. Once you use this boon, you
can’t use it again until you finish a short rest.
Boon of Magic Resistance
You have advantage on saving throws against spells and
other magical effects.
Boon of Peerless Aim
You can give yourself a +20 bonus to a ranged attack roll
you make. Once you use this boon, you can’t use it again
until you finish a short rest.
Boon of Perfect Health
You are immune to all diseases and poisons, and you
have advantage on Constitution saving throws.
Boon of Planar Travel
When you gain this boon, choose a plane of existence
other than the Material Plane. You can now use an
action to cast the plane shift spell (no spell slot or
components required), targeting yourself only, and
travel to the chosen plane, or from that plane back to the
Material Plane. Once you use this boon, you can’t use it
again until you finish a short rest.
Boon of Quick Casting
Choose one of your spells of 1st through 3rd level that
has a casting time of 1 action. That spell's casting time
is now 1 bonus action for you.
Boon of Recovery
You can use a bonus action to regain a number of hit
points equal to half your hit point maximum. Once you
use this boon, you can’t use it again until you finish a
long rest.
Boon of Resilience
You have resistance to bludgeoning, piercing, and
slashing damage from nonmagical weapons.
Boon of Skill Proficiency
You gain proficiency in all skills.
Boon of Speed
Your walking speed increases by 30 feet.
In addition, you can use a bonus action to take the
Dash or Disengage action. Once you do so, you can’t dc
so again until you finish a short rest.
Boon of Spell Mastery
Choose one Ist-level sorcerer, warlock, or wizard spell
that you can cast. You can now cast that spell at its
lowest level without expending a spell slot.
Boon of Spell Recall
You can cast any spell you know or have prepared
without expending a spell slot. Once you do so, you can t
use this boon again until you finish a long rest.
Boon of the Fire Soul
You have immunity to fire damage. You can also cast
burning hands (save DC 15) at will, without using a spell
slot or any components.
Boon of the Night Spirit
While completely in an area of dim light or darkness,
you can become invisible as an action. You remain
invisible until you take an action or a reaction.
Boon of the Stormborn
You have immunity to lightning and thunder damage.
You can also cast thunderwave (save DC 15) at will,
without using a spell slot or any components.
Boon of the Unfettered
You have advantage on ability checks made to resist
being grappled. In addition, you can use an action
to automatically escape a grapple or free yourself of
restraints of any kind.
Boon of Truesight
You have truesight out to a range of 60 feet.
Boon of Undetectability
You gain a +10 bonus to Dexterity (Stealth) checks, and
you can’t be detected or targeted by divination magic,
including scrying sensors.
CHAPTER 7 I TREASURE
Master of Rules
o
===Chapter 8: Running the Game ===
ULES ENABLE YOU AND YOUR PLAYERS TO HAVE
fun at the table. The rules serve you, not vice
versa. There are the rules of the game, and
there are table rules for how the game is
played. For instance, players need to know
what happens when one of them misses a
session. They need to know whether to bring
miniatures. any special rules you've decided to use, and
how to treat a cocked die (a die that lands so that its
face can't be clearly read). These topics and more are
covered in this chapter.
Table Rules
Ideally, players come to the gaming table with the same
coal: to have a fun time together. This section gives
recommendations for table rules you can establish to
help meet that goal. Here are some fundamentals:
Foster respect. Don't bring personal conflicts to the
table or let disagreements escalate into bad feelings.
Don't touch others' dice if they’re sensitive about it.
Avoid distractions. Turn off the television and video
games. If you have young children, hire a babysitter.
Reducing distractions helps players stay in character
and enjoy the story. It might be fine to have players
wandering away from the table and back, but some
players prefer planned breaks.
Have snacks. Decide before a session who will bring
food and drink. This is often something the players
can handle.
Table Talk _
Set expectations about how players talk at the table:
monster hits all the time, is it of a much higher level
than the characters, or are you rolling high numbers?
* Rolling behind a screen lets you fudge the results if
you want to. If two critical hits in a row would kill a
character, you could change the second critical hit
into a normal hit, or even a miss. Don't distort die rolls
too often, though, and don't let on that you're doing it.
Otherwise, your players might think they don't face
any real risks—or worse, that you're playing favorites.
* A roll behind a screen can help preserve mystery. For
example, if a player thinks there might be someone
invisible nearby and makes a Wisdom (Perception)
check, consider rolling a die behind the screen even if
no one is there, making the player think someone is,
indeed, hiding. Try not to overuse this trick.
* You might choose to make a roll for a player because
you don’t want the player to know how good the check
total is. For example, if a player suspects a baroness
might be charmed and wants to make a Wisdom
(Insight) check, you could make the roll in secret for
the player. If the player rolled and got a high number
but didn't sense anything amiss. the player would be
confident that the baroness wasn’t charmed. With a
low roll, a negative answer wouldn’t mean much, A
hidden roll allows uncertainty.
Rolling Attacks and Damage
Players are accustomed to rolling an attack roll first
and then a damage roll. If players make attack rolls and
damage rolls at the same time, the action moves a little
faster around the table.
Rules Discussions
♦ Make it clear who's speaking: the character or the
player (out of character).
- Decide how you feel about a player sharing
information that his or her character wouldn't know or
that the character is incapable of sharing as a result of
being unconscious, dead, or far away,
■ Are you all right with players retracting what they just
said their characters did?
Dice Rolling
Establish expectations about rolling dice. Rolling in full
view of everyone is a good starting point. If you see a
player rolling and scooping the dice up before anyone
else can see, encourage that player to be less secretive.
When a die falls on the floor, do you count it or reroll
it? When it lands cocked against a book, do you pull the
book away and see where it lands, or reroll it?
What about you. the DM? Do you make your rolls in
the open or hide them behind a DM screen? Consider
the following:
■ If you roll dice where the players can see. they know
you're playing impartially and not fudging rolls,
■ Rolling behind a screen keeps the players guessing
about the strength of their opposition. When a
You might need to set a policy on rules discussions at
the table. Some groups don’t mind putting the game
on hold wTiife they hash out different interpretations
of a rule. Others prefer to let the DM make a call and
continue with the action. If you gloss over a rules issue
in play, make a note of it (a good task to delegate to a
player) and return to the issue later.
Metagame Thinking _
Metagame thinking means thinking about the game as
a |ame. It’s like when a character in a movie knows it’s a
movie and acts accordingly. For example, a player might
say, “The DM wouldn't throw such a powerful monster
at us!’' or you might hear, “The read-aloud text spent a
lot of time describing that door—let's search it again!'
Discourage metagame thinking by giving players a
gentle reminder: “What do your characters think?' You
can curb metagame thinking by setting up situations
that will be difficult for the characters and that might
require negotiation or retreat to survive.
Missing Players ,
How should you deal with the characters of missing
players? Consider these options:
CIIA PTE R 8 I R it NNiNGT H E GA M F
* Have another player run the missing player s
character. The player running the extra character
should strive to keep the character alive and use
resources wisely.
• Run the character yourself. It's an extra burden for
you. but it can work*
* Decide the character isn't there. Invent a good reason
for the character to miss the adventure, perhaps
by having him or her linger in town or continue a
downtime activity. Leave a way for the character to
rejoin the party when the player returns*
• Have the character fade into the background. This
solution requires everyone to step out of the game
world a bit and suspend disbelief, but might be the
easiest solution. You act as if the character’s not there,
but don’t try to come up with any in-game explanation
for this absence* Monsters don't attack the character,
who returns the favor* On returning, the player
resumes playing as if he or she was never gone.
Small Groups _
Most of the time* each player runs one character.
The game plays best that way, without overwhelming
anyone. But if your group is small, players can control
more than one character. Or you can fill out the group
with NPC followers, using the guidelines in chapter 4*
“Creating Nonplayer Characters ” You can also make
the characters more resilient by using the healing surge
option in chapter 9, “Dungeon Master's Workshop*”
Don't force a reluctant player to take on multiple
characters, and don’t show favoritism by allowing only
one player to do so. If one character is the mentor of
the other, the player can focus on roleplaying just one
character. Otherwise, players can end up awkwardly
talking to themselves in character, or avoiding
roleplaying altogether.
Multiple characters can be a good idea in a game
that features nonstop peril and a high rate of character
death* If your group agrees to the premise, have each
player keep one or two additional characters on hand*
ready to jump in whenever the current character dies*
Each time the main character gains a level, the backup
characters do as well.
New Players
When a new player joins the group* allow the new
pl ayer to create a character of a level equal to the
lowest-level member of the party* The only exception
to this guideline is when the new player is completely
unfamiliar with the D&D game. In that case, have that
player start w ith a IsMevel character. If the rest of the
party is significantly higher in level* consider taking a
short break from the campaign and having everyone
play a Ist-levei character for a few sessions while the
new player learns the ropes.
Integrating a new character into the group can be
difficult if the party is in the middle of an adventure. The
following approaches can help make it easier:
- The new character is a friend or relative of one of tip
adventurers who has been searching for the group.
- The new character is a prisoner of the foes the other
characters are fighting. When rescued, this character
joins their group.
* The new character is the sole survivor of another
adventuring group*
The Role of Dice
Dice are neutral arbiters. They can determine the
outcome of an action w ithout assigning any motivation
to the DM and without playing favorites. The extent 10
which you use them is entirely up to you.
Rolling with It
Some DMs rely on die rolls for almost everything, Whe
a character attempts a task, the DM calls for a check an
picks a DC* As a DM using this style, you can't rely on
the characters succeeding or failing on any one check
to move the action in a specific direction* You must be
ready to improvise and react to a changing situation.
Relying on dice also gives the players the sense that
anything is possible. Sure, it might seem unlikely that
the party's halting can leap on the ogre's back* pull a
sack over its head, and then dive to safety, but with a
lucky enough roll it just might work.
A drawback of this approach is that roleplaying
can diminish if players feel that their die rolls, rather
than their decisions and characterizations* always
determine success.
Ignoring the Dice_J
One approach is to use dice as rarely as possible. Some
DMs use them only during combat* and determine
success or failure as they like in other situations.
With this approach* the DM decides whether an actio:
or a plan succeeds or fails based on how well the player-
make their case, how thorough or creative they are* or
other factors. For example, the players might describe
how they search for a secret door, detailing how they
tap on a wall or twist a torch sconce to find its trigger.
That could be enough to convince the DM that they
find the secret door without having to make an ability
check to do so*
This approach rewards creativity by encouraging
players to look to the situation you've described for an
answer, rather than looking to their character sheet or
their character’s special abilities* A downside is that no
DM is completely neutral* A DM might come to favor
certain players or approaches, or even work against
good ideas if they send the game in a direction he or she
doesn’t like. This approach can also slow the game if the
DM focuses on one “correct ” action that the characters
must describe to overcome an obstacle*
The Mid dle Path _j
Many DMs find that using a combination of the two
approaches works best. By balancing the use of dice
against deciding on success* you can encourage your
players to strike a balance between relying on their
C HA PTE ft S RUNNING TH E G AM E
bonuses and abilities and paying attention
to the game and immersing themselves in
its world.
Remember that dice don't run your
game—you do. Dice are like rules. They’re
tools to help keep the action moving. At any
time, you can decide that a player's action is
automatically successful. You can also grant
the player advantage on any ability check,
reducing the chance of a bad die roll foiling the
character's plans. By the same token, a bad plan
or unfortunate circumstances can transform the
easiest task into an impossibility, or at least impose
disadvantage.
Using Ability Scores 9
When a player wants to do something, its often
appropriate to let the attempt succeed without a roll
or a reference to the character's ability scores. For
example, a character doesn't normally need to make
a Dexterity check to walk across an empty room or a
Charisma check to order a mug of ale* Only call for a
roll if there is a meaningful consequence for failure.
When deciding whether to use a roll, ask yourself two
questions:
* Is a task so easy and so free of conflict and stress that
there should be no chance of failure?
* Isa task so inappropriate or impossible—such as
hitting the moon with an arrow—that it caiTt work?
If the answer to both of these questions is no, some kind
of roll is appropriate. The following sections provide
guidance on determining whether to call for an ability
check, attack roll, or saving throw; how to assign DCs;
when to use advantage and disadvantage: and other
related topics.
Ability Checks _
An ability check is a test to see whether a character
succeeds at a task that he or she has decided to attempt.
The Player’s Handbook includes examples of what
each ability score is used for. The Ability Checks table
summarizes that material for easy reference*
Multiple Ability Checks
Sometimes a character fails an ability check and
wants to try again. In some cases, a character is free
to do so; the only real cost is the time it takes. With
enough attempts and enough time, a character should
eventually succeed at the task. To speed things up,
assume that a character spending ten times the normal
amount of time needed to complete a task automatically
succeeds at that task* However, no amount of repeating
the check allows a character to turn an impossible task
into a successful one.
In other cases, failing an ability check makes it
impossible to make the same check to do the same thing
again. For example, a rogue might try to trick a town
guard into thinking the adventurers are undercover
agents of l he king. If the rogue loses a contest of
Charisma (Deception) against the guards Wisdom
(Insight), the same lie told again won t work. The
characters can come up with a different way to get past
the guard or try the check again against another guard
at a different gate* But you might decide that the in itial
failure makes those checks more difficult to pull off.
Ability Checks
Ability
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
Used for…
Physical force and athleticism
Agility, reflexes, and balance
Stamina and health
Memory and reason
Perceptiveness and willpower
Social influence and confidence
■^L
Example Uses
Smash down a door, move a boulder, use a spike to wedge a door shut
Sneak past a guard, walk along a narrow ledge, wriggle free from chains
Endure a marathon, grasp hot metal without flinching, win a drinking contest
Recall a bit of lore, recognize a clue’s significance, decode an encrypted message
Spot a hidden creature, sense that someone is lying
Persuade a creature to do something, cow a crowd, lie to someone convincingly
CHAPTER 8 I RUNNING THE GAME
2 'A?
Contests
A contest is a kind of ability check t hat matches
two creatures against each other. Use a contest if a
character attempts something that either directly foils
or is directly opposed by another creature's efforts. In a
contest, the ability checks are compared to each other,
rather than to a target number.
When you call for a contest, you pick the ability that
each side must use, deciding whether both sides use the
same ability or whether different abilities should counter
each other. For example, when a creature tries to hide, it
engages in a contest of Dexterity against Wisdom. But if
two creatures arm wrestle, or if one creature is holding
a door closed against another's attempt to push it open,
both use Strength.
Attack Rolls _
Call for an attack roll when a character tries to hit a
creature or an object with an attack, especially when
the attack could be foiled by the target's armor or shield
or by another object providing cover. You can also use
attack rolls to resolve non combat activities such as
archery contests or a game of darts.
Saving Throws _
A saving throw is an instant response to a harmful effect
and is almost never done by choice. A save makes the
most sense when something bad happens to a character
and the character has a chance to avoid that effect. An
ability check is something a character actively attempts
to accomplish, whereas a saving throw is a split-second
response to the activity of someone or something else.
Most of the time, a saving throw comes into play when
an effect- such as a spell, monster ability, or trap—calls
for it, telling you what kind of saving throw is involved
and providing a DC for it.
Other times, a situation arises that clearly calls for a
saving throw, especially when a character is subjected
to a harmful effect that can't be hedged out by armor or
a shield. It’s up to you to decide which ability score is
involved. The Saving Throws table offers suggestions.
Intelligence Check vs. Wisdom Check
If you have trouble deciding whether to cail for an intelli¬
gence or a Wisdom check to determine whether a character
notices something, think of it in terms of what a very high or
low score in those two abilities might mean.
A character with a high Wisdom but low Intelligence is
aware of the surroundings but is bad at interpreting what
things mean. The character might spot that one section of
a wall is clean and dusty compared to the others, but he or
she wouldn't necessarily make the deduction that a secret
door is there.
In contrast, a character with high Intelligence and low
Wisdom is probably oblivious but clever. The character might
not spot the clean section of wall but, if asked about St, could
immediately deduce why it f s dean.
Wisdom checks allow characters to perceive what is
around them (the wall is clean here), while Intelligence
checks answer why things are that way (there's probably a
secret door).
q- W
Saving Throws
Ability
Used For…
Strength
Opposing a force that would physically move
or bind you
Dexterity
Dodging out of harm's way
Constitution
Enduring a disease, poison, or other hazard
that saps vitality
Intelligence
Disbelieving certain illusions and resisting
mental assaults that can be refuted with log,:
sharp memory, or both
Wisdom
Resisting effects that charm, frighten, or
otherwise assault your willpower
Charisma
Withstanding effects, such as possession,
that would subsume your personality or hurf
you to another plane of existence
Difficulty Class _
It's your job to establish the Difficulty Class for an abil:
check or a saving throw when a rule or an adventure
doesn't give you one. Sometimes you’ll even want to
change such established DCs. When you do so, think o
how difficult a task is and then pick the associated DC
from the Typical DCs table.
Typical DCs
Task
DC
Task
DC
Very easy
5
Hard
20
Easy
10
Very hard
25
Moderate
15
Nearly impossible
30
The numbers associated with these categories of
difficulty are meant to be easy to keep in your head,
so that you don't have to refer to this book every time
you decide on a DC* Here are some tips for using DC
categories at the gaming table.
If you've decided that an ability check is called for.
then most likely the task at hand isn’t a very easy
one. Most people can accomplish a DC 5 task with
little chance of failure. Unless circumstances are
unusual, let characters succeed at such a task without
making a check.
Then ask yourself. “Is this task’s difficulty easy,
moderate, or hard?” If the only DCs you ever use are 1C
15, and 20, your game will run just fine. Keep in mind
that a character with a 10 in the associated ability and
no proficiency will succeed at an easy task around 50
percent of the time, A moderate task requires a higher
score or proficiency for success, whereas a hard task
typically requires both. A big dose of luck with the d2Q
also doesn't hurt,
if you find yourself thinking, “This task Is especially
hard/’ you can use a higher DC, but do so with caution
and consider the level of the characters. A DC 25 task
is very hard for low-level characters to accomplish, bin
it becomes more reasonable after 10th level or so. A
DC 30 check is nearly impossible for most low-level
characters. A 20th4evel character with proficiency and
relevant ability score of 20 still needs a 19 or 20 on the
die roll to succeed at a task of this difficulty.
C H \ PTE R8 I RUNNING V H E G A M E
Variant: Automatic Success
Sometimes the randomness of a d20 rod leads to
ludicrous results. Let's say a door requires a successful
DC 15 Strength check to be battered down, A fighter
with a Strength of 20 might helplessly Hail against the
door because of bad die rolls. Meanwhile, the rogue with
a Strength of 10 rolls a 20 and knocks the door from
its hinges.
If such results bother you, consider allowing
automatic success on certain checks. Under this
optional rule, a character automatically succeeds on any
ability check with a DC less than or equal to the relevant
ability score minus 5. So in the example above, the
fighter would automatically kick in the door This rule
doesn't apply to contests, saving throw's, or attack rolls.
Having proficiency with a skill or tool can also
grant automatic success. If a character s proficiency
bonus applies to his or her ability check, the character
automatically succeeds if the DC is 10 or less. If that
character is 11 th level or higher, the check succeeds if
the DC is 15 or less.
The downside of this whole approach is its
predictability. For example, once a character’s ability
score reaches 20. checks of DC 15 and lower using that
ability become automatic successes. Smart players
will then always match the character with the highest
ability score against any given check. If you want some
risk of failure, you need to set higher DCs. Doing this,
though, can aggravate the problem you’re trying to solve:
higher DCs require higher die rolls, and thus rely even
more on luck.
Proficiency
When you ask a player to make an ability check,
consider whether a skill or tool proficiency might apply
to it. The player might also ask you if a particular
proficiency applies.
One way to think about this question is to consider
whether a character could become better at a particular
task through training and practice. If the answer is
no, ids fine to say that no proficiency applies. But if
the answer is yes. assign an appropriate skill or tool
proficiency to reflect that training and practice.
Skills
As described in the Player's Handbook , a skill
proficiency represents a character's focus on one
aspect of an ability. Among all the things a character’s
Dexterity score describes, the character might be
particularly skilled at sneaking around, reflected in
proficiency in the Stealth skill. When that skill is used
for an ability check, it is usually used w ith Dexterity.
Under certain circumstances, you can decide a
character's proficiency in a skill can be applied to a
different ability check. For example, you might decide
that a character forced to swim from an island to the
mainland must succeed on a Constitution check (as
opposed to a Strength check) because of the distance
involved. The character is proficient in the Athletics
skill, which covers swimming, so you allow the
character’s proficiency bonus to apply to this ability
check. In effect, you're asking for a Constitution
( Athletics) check, instead of a Strength (Athletics) check.
Often, players ask w r hether they can apply a skill
proficiency to an ability check. If a player can provide
a good justification for why a character’s training and
aptitude in a skill should apply to the check, go ahead
and allow'it, rewarding the player's creative thinking.
Tools
Having proficiency with a tool allows you to apply
your proficiency bonus to an ability check you make
using that tool. For example, a character proficient
with carpenter's tools can apply his or her proficiency
bonus to a Dexterity check to craft a wooden flute, an
Intelligence check to craft a wooden secret door, or a
Strength check to build a working trebuchet. However
the proficiency bonus wouldn’t apply to an ability check
made to identify unsafe wooden construction or to
discern the origin of a crafted item, since neither check
requires tool use.
Saving Throws and Attack Rolls
Characters are either proficient with a saving throw
or attack, or they aren't. The bonus always applies if a
character is proficient.
Advantage and Disadvantage
Advantage and disadvantage are among the most useful
tools in your DM's toolbox. They reflect temporary
circumstances that might affect the chances of a
character succeeding or failing at a task. Advantage
is also a great way to reward a player who shows
exceptional creativity in play.
Characters often gain advantage or disadvantage
through the use of special abilities, actions, spells, or
other features of their classes or backgrounds. In other
cases, you decide whether a circumstance influences a
roll in one direction or another, and you gran? advantage
or impose disadvantage as a result.
Consider granting advantage w r hen
* Circumstances not related to a creature's inherent
capabilities provide it with an edge.
* Some aspect of the environment contributes to the
character s chance of success.
* A player shows exceptional creativity or cunning in
attempting or describing a task.
* Previous actions (whether taken by the character
making the attempt or some other creature) improve
the chances of success.
Consider imposing disadvantage when …
* Circumstances hinder success in some way.
* Some aspect of the environment makes success less
likely (assuming that aspect doesn’t already impose a
penalty to the roll being made).
* An element of the plan or description of an action
makes success less likely.
Because advantage and disadvantage cancel each
other out, there's no need to keep track of bow many
circumstances weigh on both sides.
CM AFTER 8 | RUN N i N O T H E G A M F
For example, imagine a wizard is running down a
dungeon corridor to escape from a beholden Around
the corner ahead, two ogres lie in wait* Does the wizard
hear the ogres readying their ambush? You took at
the wizard's passive Wisdom (Perception) score and
consider all the factors weighing on it.
The wizard is running, not paying attention to what's
ahead of him. This imposes disadvantage on the
wizard's ability check. However, the ogres are readying
a portcullis trap and making a lot of noise w ith a winch,
which could grant the wizard advantage on the check.
As a result, the character has neither advantage nor
disadvantage on the Wisdom check, and you don’t need
to consider any additional factors. Past encounters with
an ogre ambush, the fact that the wizard’s ears are
still ringing from the th underwave spell he cast at the
beholder, the overall noise level of the dungeon—none of
that matters any more. They all cancel out.
Inspiration
Awarding inspiration is an effective way to encourage
roleplaying and risk-la king. As explained in the Player s
Handbook , having inspiration gives a character an
obvious benefit: being able to gain advantage on one
ability check, attack roll, or saving throw. Remember
that a character can have no more than one inspiration
at a time.
Awarding Inspiration
Think of inspiration as a spice that you can use to
enhance your campaign. Some DMs forgo using
inspiration, while others embrace it as a key part of
the game. If you take away anyth ing from this section,
remember this golden rule; inspiration should make the
game more enjoyable for everyone* Award inspiration
when players lake actions that make the game more
exciting, amusing, or memorable*
As a rule of thumb* aim to award inspiration to each
character about once per session of play. Over time, you
might want to award inspiration more or less often, at
a rate that works best for your table. You might use the
same rate for your entire DMing career, or you might
change it with each campaign.
Offering inspiration as a reward encourages certain
types of behavior in your players* Think of your style as
a DM and your group's preferences* What helps make
the game more fun for your group? What type of actions
fit in with your campaign's style or genre? Your answers
to those questions help determine when you award
inspiration,
RoIepJaying* U si ng i nsp i ra t i on to re wa rd role play i ng
is a good place to start for most groups. Reward a
player with inspiration when that player causes his or
her character to do something that is consistent with
the characters personality trait, flaw, or bond* The
character's action should be notable in some way. It
might drive the story forward, push the adventurers inh
danger, or make everyone at the table laugh. In essencr.
you reward the player for roleplaying in a way that
makes the game more enjoyable for everyone else.
Take into account each player's roleplaying style* and
try not to favor one style over another* For example,
Allison might be comfortable speaking in an accent and
adopting her character's mannerisms, but Paul feels
self-conscious when trying to act and prefers to describe
his character's attitude and actions. Neither style is
better than the other. Inspiration encourages players to
take part and make a good effort* and awarding it fairly
makes the game better for everyone.
Heroism . You can use inspiration 10 encourage
player characters to take risks. A fighter might not
normally hurl himself over a balcony to land in the midst
of a pack of hungry ghouls, but you can reward the
character s daring maneuver with inspiration. Such a
reward tells the players that you want them to embrace
swashbuckling action.
This approach is great for campaigns that emphasize
action-packed heroics. For such campaigns, consider
allowing inspiration to be spent after a d20 roll, rather
than before. This approach turns inspiration into a
cushion against failure - and a guarantee that it comes
into play only when a player is faced directly by failure.
Such an assurance makes risky tactics less daunting.
A Reward for Victory . Some DMs prefer to play an
impartial role in their campaigns. Inspiration normally
requires a DMs judgment to award, which might
run against your style if you like a campaign where
you let dice determine most outcomes. If that s your
style, consider using inspiration as a reward when
[he characters achieve an important goal or victory,
representing a surge of confidence and energy.
Under this model, give everyone in the party
inspiration if the characters manage to defeat a
powerful foe, execute a cunning plan to achieve a
goal or otherwise overcome a daunting obstacle in
the campaign.
Genre Emulation. Inspiration is a handy tool for
reinforcing the conventions of a particular genre.
Under this approach, think of the motifs of a genre as
personality traits, flaws, and bonds that can apply to any
of the adventurers. For example, in a campaign inspired
bvfilm noir, characters could have an additional flaw:
“I can't resist helping a person I fmd alluring despite
warnings that he or she is nothing but trouble.” If the
characters agree to help a suspicious but seductive
noble and thereby become entangled in a web of intrigue
and betrayal, reward them with inspiration.
Similarly, characters in a horror story typically can’t
help but spend a night in a haunted house to learn its
secrets. They probably also go off alone when they
shouldn’t, ff the party splits up, consider giving each
character inspiration.
A sensible person would avoid the noble s intrigues
and the haunted house, but in film noir or horror,
we re not dealing with sensible people; we re dealing
with protagonists in a particular type of story. For this
approach to work, create a list of your genre's main
onventions and share it with your players. Before the
campaign begins, talk about the list to make sure your
group is on board for embracing those conventions.
Players and Inspiration . Remember that a player
with inspiration can award it to another player. Some
groups even like to treat inspiration as a group resource,
deciding collectively when to spend it on a roll. It s
best to let players award their inspiration as they see
fit. but feel free to talk to them about following certain
guidelines, particularly if you're trying to reinforce
conventions of a certain genre.
When Do You Award Inspiration?
Consider the timing of your inspiration rewards. Some
DMs like to award inspiration in response to an action.
Other DMs like to encourage specific actions by offering
aspiration while a player is considering options. Both
approaches have their strengths and weaknesses.
Waiting until after an action preserves the flow of
play, but it also means players don’t know whether their
decisions will earn them inspiration. It also means the
player can t spend the inspiration on the act that earned
it, unless you allow a player to retroactively spend it
or are quick enough to award it before any rolls. This
approach works best for groups that want to focus on
immersion and player agency where the DM steps
back and gives the players more freedom to do what
they want.
Telling a player that an action will earn inspiration
provides clarity, but it can make it feel like you are
manipulating the players or making choices for them.
Offering inspiration before an action works great with
groups that are comfortable with an emphasis on genre
emulation and group storytelling, where character
freedom isn't as important as weaving a compelling
tale together.
Start with awarding inspiration after an action,
especially for your first campaign or when playing with
a new group. That approach is the least disruptive to the
flow of play and avoids making the players feel as if you
are being manipulative.
Tracking Inspiration
A player typically notes on a character sheet whether
he or she has inspiration, or you can use poker chips or
some other token Alternatively, you can hand out special
d20s to represent inspiration. When a player spends
inspiration, lie or she rolls the die and then hands it
back to you. If the player instead gives the inspiration to
someone else, the d20 can go to that other person.
Ignoring Inspiration
Inspiration might not work for your campaign. Some
DMs feel it adds a layer of metagame thinking, and
others feel that heroism, roleplaying, and other parts
of the game are their own rewards that don’t need
incentives like inspiration.
If you choose to ignore inspiration, you’re telling the
players that your campaign is one where you let the
dice fall where they may. It's a good option for gritty
campaigns or ones where the DM focuses on playing an
impartial role as a rules arbiter.
Variant; Only Players Award Inspiration
As a DM, you have a lot to track during the game.
Sometimes you can lose track of inspiration and forget
to award it. As a variant rule, you can allow the players
to handle awarding inspiral ion entirely. During every
session, each player can award inspiration to another
player. A player follows whatever guidelines the group
has agreed on for awarding inspiration.
This approach makes your life easier and also gives
players the chance to recognize each other for good
play. You still need to make sure that inspiration is being
awarded fairly.
This approach works best with groups that are
focused on the story. It falls flat if the players merely
manipulate it to gain advantage in key situations,
without earning inspiration by way of good roleplaying
or whatever other criteria the group has established.
In this variant, you can allow each player to award
inspiration more than once per session. If you do so, the
first time that a player awards inspiration in a session
is free. Whenever that player awards it later in the same
session, you gain inspiration that you can spend to give
advantage to any foe of the player characters. There's
no limit to the number of inspirations you can gain in
this way. and unspent inspiration carries over from one
session to the next.
CHAPTER 8 I RUNNING THE GAME
Resolution and Consequences
You determine the consequences of attack rolls, ability
checks, and saving throws. In most cases, doing so is
straightforward. When an attack hits, it deals damage.
When a creature fails a saving throw, the creature
suffers a harmful effect. When an ability check equals or
exceeds the DC, the check succeeds.
As a DM, you have a variety of flourishes and
approaches you can take when adjudicating success and
failure to make things a little less black-and-white.
Success at a Cost
Failure can be tough, but the agony is compounded
when a character fails by the barest margin. When a
character fails a roll by only 1 or 2. you can allow the
character to succeed at the cost of a complication or
hindrance. Such complications can run along any of the
following lines:
• A character manages to get her sword past a
hobgoblin's defenses and turn a near miss into a hit.
but the hobgoblin twists its shield and disarms her.
* A character narrowly escapes the full brunt of a
flreball but ends up prone,
• A character fails to intimidate a kobold prisoner, but
the kobold reveals its secrets anyway white shrieking
at the top of its lungs, alerting other nearby monsters.
* A character manages to finish an arduous climb to the
top of a cliff despite slipping, only to realize that the
rope on which his companions dangle below him is
close to breaking.
When you introduce costs such as these, try to make
them obstacles and setbacks that change the nature
of the adventuring situation. In exchange for success,
players must consider new ways of facing the challenge.
You can also use this technique when a character
succeeds on a roll by hitting the DC exactly,
complicating marginal success in interesting ways.
Degrees of Failure
Sometimes a failed ability check has different
consequences depending on the degree of failure. For
example, a character who fails to disarm a trapped chest
might accidentally spring the trap if the check fails by
5 or more, whereas a lesser failure means that the trap
wasn't triggered during the botched disarm attempt.
Consider adding similar distinctions to other checks.
Perhaps a failed Charisma (Persuasion) check means a
queen won't help, whereas a failure of 5 or more means
she throws you ip the dungeon for your impudence.
Critical Success or Failure
Rolling a 20 or a 1 on an ability check or a saving throw
doesn't normally have any special effect. However,
you can choose to take such an exceptional roll into
account when adjudicating the outcome. It's up to you
to determine how this manifests in the game. An easy
approach is to increase the impact of the success or
failure. For example, rolling a 1 on a failed attempt
to pick a lock might break the thieves' tools being
used, and rolling a 20 on a successful Intelligence
(Investigation) check might reveal an extra clue.
Exploration
This section provides guidance for running exploration,
especially travel, tracking, and visibility.
Using a Map_]
Whatever environment the adventurers are exploring,
you can use a map to follow their progress as you relate
the details of their travels, fn a dungeon, tracking
movement on a map lets you describe the branching
passages, doors, chambers, and other features the
adventurers encounter as they go, and gives the players
the opportunity to choose their own path. Similarly, a
wilderness map can show roads, rivers, terrain, and
other features that might guide the characters on their
travels—or lead them astray.
The Map Travel Pace table helps you track travel on
maps of different scales. The table shows how much
distance on a map the adventurers can cover on foot
in minutes, hours, or days. The table uses the travel
paces—slow, normal, and fast—described in the Players
Handbook. Characters moving at a normal pace can
walk about 24 miles in a day.
Map Travel Pace
Map Scale
Slow Pace
Normal Pace
Fast Pace
Dungeon
(1 sq. - 10 ft.)
20 sq./min.
30 sq./min.
40 sq./min.
City
(1 sq. » 100 ft.)
2 sq./min.
3 sq./min.
4 sq./min.
Province
2 hexes/hr.,
3 hexes/hr.,
4 hexes/hr, p
(1 hex = 1 mi.)
IS hexes/day
24 hexes/day
30 hexes/day
Kingdom
1 hex/3 hr,
1 hex/2 hr,,
1 hex/IVz hr.,
(1 hex = 6 mi.)
3 hexes/day
4 hexes/day
5 hexes/day
Special Travel Pace
The rules on travel pace in the Player’s Handbook
assume that a group of travelers adopts a pace that, over
time, is unaffected by the individual members' walking
speeds. The difference between walking speeds can
be significant during combat, but during an overland
journey, the difference vanishes as travelers pause to
catch their breath, the faster ones wait for the slower
ones, and one traveler’s quickness is matched by
another traveler’s endurance.
A character bestride a phantom steed, soaring
through the air on a carpet of flying, or riding a sailboat
or a steam-powered gnomish contraption doesn't travel
at a normal rate, since the magic, engine, or wind
doesn't tire the way a creature does and the air doesn’t
contain the types of obstructions found on land. When a
creature is traveling with a flying speed or with a speed
granted by magic, an engine, or a natural force (such as
wind or a water current), translate that speed into travel
rates using the following rules:
* In 1 minute, you can move a number of feet equal to
your speed times 10.
* In 1 hour, you can move a number of miles equal to
your speed divided by 10.
C H A PT E R ft ! RUNNING T H E G A M E
- For daily travel* multiply your hourly rate of travel by
the number of hours traveled (typically 8 hours)*
* For a fast pace, increase the rate of travel by one-third.
* For a slow pace, multiply the rate by two-thirds.
For example, a character under the effect of a wind
walk spell gains a flying speed of 300 feet. In 1 minute,
the character can move 3,000 feet at a normal pace,
4,000 feet at a fast pace, or 2,000 feet at a slow pace.
The character can also cover 20, 30, or 40 miles in an
hour. The spell lasts for 8 hours, allowing the character
to travel 160, 240, or 320 miles in a day.
Similarly, a phantom steed spell creates a magical
mount with a speed of 100 feet that doesn’t tire like a
real horse. A character on a phantom steed can cover
1,000 feet in 1 minute at a normal pace, 1.333 feet at
a fast pace, or 666 feel at a slow pace. In 1 hour, the
character can travel 7, 10. or 13 miles.
Visibility Outdoors
When traveling outdoors, characters can see about 2
miles in any direction on a clear day, or until the point
where trees, hills, or other obstructions block their view.
Rain normally cuts maximum visibility down to 1 mile,
and fog can cut it down to between 100 and 300 feet.
On a clear day* the characters can see 40 miles if they
are atop a mountain or a tall hill t or are otherwise able
to look down on the area around them from a height.
Noticing Ot her Cre ature s_
While exploring* characters might encounter oiher
creatures. An important question in such a situation is
who notices whom.
Indoors* whether the sides can see one another
usually depends on the configuration of rooms and
passageways* Vision might also be limited by light
sources. Outdoor visibility can be hampered by terrain*
weather, and time of day. Creatures can be more likely
to hear one another before they see anything.
If neither side is being stealthy, creatures
automatically notice each other once they are within
sight or hearing range of one another. Otherwise*
compare the Dexterity (Stealth) check results of the
creatures in the group that is hiding with the passive
Wisdom (Perception) scores of the other group* as
explained in the Player's Handbook *
chapter h
RUNNING THE GAME
Tracking
Adventurers sometimes choose their path by following
the tracks of other creatures—or other creatures might
track the adventurers! To track, one or more creatures
must succeed on a Wisdom (Survival) check. You might
require trackers to make a new check in any of the
following circumstances:
* They stop tracking and resume after finishing a short
or long rest,
- The trail crosses an obstacle, such as a river, that
shows no tracks.
- The weather conditions or terrain changes in a way
that makes tracking harden
The DC for the check depends on how r w r ell the ground
shovvs signs of a creature’s passage. No roll is necessary
in situations where the tracks are obvious. For example,
no check is needed to track an army advancing along
a muddy road. Spotting tracks on a bare stone floor is
more challenging, unless the creature being tracked
leaves a distinct trail. Additionally, the passage of time
often makes tracks harder to follow. In a situation where
there is no trail to follow', you can rule that tracking is
impossible.
The Tracking DCs table offers guidelines for setting
the DC or, if you prefer, you can choose a DC based on
your assessment of the difficulty. You can also grant
advantage on the check if there's more than one set
of tracks to follow, or disadvantage if the trail being
followed passes through a well-trafficked area.
On a failed check, the character loses the trail but can
attempt to find it again by making a careful search of the
area, it takes 10 minutes to find a trail in a confined area
such as a dungeon, or 1 hour outdoors.
Tracking DCs
Ground Surface DC
Soft surface such as snow 10
Dirt or grass 15
Bare stone 20
Each day since the creature passed +5
Creature left a trail such as blood -5
Social Interaction
During a social interaction, the adventurers usually have
a goal. They want to extract information, secure aid,
win someone's trust, escape punishment, avoid combat,
negotiate a treaty, or achieve whatever other objective
led to the interaction in the first place. The creatures
they interact with also have agendas.
Some DMs prefer to run a social interaction as a
free form roleplaying exercise, where dice rarely come
into play. Other DMs prefer to resolve the outcome of
an interaction by having characters make Charisma
checks. Either approach works, and most games
fall somewhere in between, balancing player skill
(roleplaying and persuading) with character skill
(reflected by ability checks).
Resolving Interactions
The Players Hand hook provides guidelines for
balancing roleplaying and ability checks in a social
interaction (see chapter 8, 'Adventuring,” in that book
This section adds to that material by providing a
structured way to resolve a social interaction. Much of
this structure will be invisible to your players in play a rtf
isn't meant to be a substitute for roleplaying.
L Starting Attitude
Choose the starting attitude of a creature the
adventurers are interacting with: friendly, indifferent,
or hostile,
A friendly creature wants to help the adventurers
and wishes for them to succeed. For tasks or actions
that require no particular risk, effort, or cost, friendly
creatures usually help without question. If an element : i
persona! risk is involved, a successful Charisma check
might be required to convince a friendly creature to take
that risk.
An indifferent creature might help or hinder the
party, depending on what the creature sees as most
beneficial A creature's indifference doesn't necessarih
make it standoffish or disinterested. Indifferent
creatures might be polite and genial, surly and irritable
or anything in between. A successful Charisma check
is necessary when the adventurers try to persuade an
indifferent creature to do something,
A hostile creature opposes the adventurers and their
goals but doesn't necessarily attack them on sight.
For example, a condescending noble might wish to
see a group of upstart adventurers fail so as to keep
them from becoming rivals for the king’s attention,
thwarting them with slander and scheming rather thar
direct threats and violence. The adventurers need to
succeed on one or more challenging Charisma checks
to convince a hostile creature to do anything on their
behalf. That said, a hostile creature might be so ill-
disposed toward the party that no Charisma check can
improve its attitude, in which case any attempt to sway r
through diplomacy fails automatically,
2. Conversation
Play out the conversation. Let the adventurers make
their points, trying to frame their statements in
terms that are meaningful to the creature they are
interacting with.
Changing Attitude. The attitude of a creature
might change over the course of a conversation. If
the adventurers say or do the right things during
an interaction (perhaps by couching on a creature's
ideal, bond, or flaw), they can make a hostile creature
temporarily indifferent, or make an indifferent creature
temporarily friendly. Likewise, a gaffe, insult, or harmful
deed might make a friendly creature temporarily
indifferent or turn an indifferent creature hostile.
Whether the adventurers can shift a creature's
attitude is up to you. You decide whether the adventurers
have successfully couched their statements in terms
that matter to the creature. Typically, a creature’s
attitude can’t shift more than one step during a single
interaction, whether temporarily or permanently.
C H A PT F. R S I R u N N1 N G T H E GA NI E
Determining Chara c ten sties. The adventurers don't
necessarily enter into a social interaction with a full
understanding of a creature's ideal, bond, or Haw, If they
want to shift a creature's attitude by playing on these
characteristics, they first need to determine what the
creature cares about- They can guess- but doing so runs
the risk of shifting the creature’s attitude in the wrong
d i re ct i o n if they gue ss bad ly.
After interacting with a creature long enough to get
a sense of its personality traits and characteristics
through conversation- an adventurer can attempt a
Wisdom (Insight) check to uncover one of the creature's
characteristics. You set the DC. A check that fails by
10 or more might misidentify a characteristic so you
should provide a false characteristic or invert one of
the creature's existing characteristics. For example, if
an old sage's flaw is that he is prejudiced against the
uneducated, an adventurer who badly fails the check
might be told that the sage enjoys personally seeing to
the education of the downtrodden.
Given time, adventurers can also learn about a
creature s characteristics from other sources, including
its friends and allies, personal letters, and publicly told
stories- Acquiring such information might be the basis
of an entirely different set of social interactions.
3, Charisma Check
When the adventurers get to the point of their
request, demand, or suggestion —or if you decide the
conversation has run its course-call for a Charisma
check. Any character who has actively participated in
the conversation can make the check. Depending on
how the adventurers handled the conversation- the
Persuasion, Deception, or Intimidation skill might apply
to the check. The creature’s current attitude determines
the DC required to achieve a specific reaction, as shown
in the Conversation Reaction table.
Conversation Reaction
DC Friendly Creature's Reaction
0 The creature does as asked without taking risks or
making sacrifices.
10 The creature accepts a minor risk or sacrifice to do
as asked.
20 The creature accepts a significant risk or sacrifice to
do as asked.
DC Indifferent Creature's Reaction
0 The creature offers no help but does no harm,
10 The creature does as asked as long as no risks or
sacrifices are involved.
20 The creature accepts a minor risk or sacrifice to do
as asked.
DC Hostile Creature’s Reaction
0 The creature opposes the adventurers’ actions and
might take risks to do so,
10 The creature offers no help out does no harm,
20 The creature does as asked as long as no risks or
sacrifices are involved.
Aiding the Check , Other characters who make
substantial contributions to the conversation can help
the character making the check. If a helping character
says or does something that would influence the
interaction in a positive way, the character making
the Charisma check can do so with advantage. If
the other character inadvertently says something
counterproductive or offensive, the character making
the Charisma check has disadvantage on that check.
Multiple Cheeks . Certain situations might call for
more than one check, particularly if the adventurers
come into the interaction with multiple goals.
4, Repeat?
Once a Charisma check has been made, further
attempts to influence the target of the interaction might
be fruitless or run the risk of upsetting or angering the
subject creature, potentially shifting its attitude toward
hostility. Use your best judgment. For example, if the
party's rogue says something that pushes a noble's
attitude toward the party from indifferent to hostile,
another character might be able to diffuse the noble's
hostility with clever roleplaying and a successful
Charisma (Persuasion) check.
Role playing
For some DMs, roleplaying comes naturally. If it doesn't
come naturally for you, don't worry. The main thing is
for you to have fun portraying your NPCs and monsters
and to amuse your players in the process. You don’t
need to be a practiced thespian or comedian to create
drama or humor. The key is to pay attention to the story
elements and characterizations that make your players
laugh or feel emotionally engaged and to incorporate
those things into your roleplaying.
Being the NPC
Imagine how a character or monster you bring to life
would react to the adventurers. Consider what it cares
about. Does it have any ideals, flaws, or bonds? By
working such things into your portrayal, you not only
make the character or monster more believable, but you
also enhance the sense that the adventurers are in a
living world.
Strive for responses and actions that introduce twists
into the game. For example, an old woman whose family
was killed at the hands of an evil wizard might regard
the party's wizard with grave suspicion.
However you roleplay a character or monster, the
classic advice for writers holds true: show, don’t tell. For
example, rather than describe an NPC as shallow and
self-centered, have the individual act the way you would
expect a shallow, self-centered person to behave. The
NPC might have off-the-cuff answers for everything,
an over-willingness to share personal anecdotes, and a
desperate need to make himself or herself the subject of
every conversation.
Using Your Voice
Most of what you say during a session will be at a
consistent level. For dramatic effect, be ready to shout
out a battle cry or speak in a conspiratorial whisper.
OH A PT U.R 8 ; R U N N I N G T H E G A M E
Also, characters and monsters with distinctive voices
are memorable* If you’re not a natural mimic or actor,
borrowing distinctive speech patterns from real life, the
movies, or television is a good place to start. Practice
different voices and impersonations of famous people,
then use those voices to bring your NPCs to life.
Experiment with different speech patterns. For
instance, a barmaid and a city magistrate probably use
their words differently. Similarly, peasants could speak
in earthy dialects, while rich folk talk in haughty drawls.
Let a pirate N PC say, “Arrrr, maties!” in your best Long
John Silver voice. Let intelligent monsters unfamiliar
with Common stumble along with awkward grammar.
Let drunkards and monsters mutter with slurred
speech, while lizardfolk hiss their threats.
In any interaction with multiple NPCs. make sure
the adventurers remain the focus. Have the NPCs talk
to them, not so much to each other. If possible, let one
NPC do most of the talking, but if multiple NPCs need
to talk, give them distinct voices so the players know
who's who.
Using Your Face and Arms
Use your facial expressions to help show a character’s
emotions. Scowl, smile, grin, snarl, pout, cross your
eyes—do whatever it takes to make the character or
monster memorable to the players. When you combine
facial expressions with an unusual voice, a character
truly comes to life.
Though you don’t need to stand up out of your chair,
you can use your arms to bring even more life to an
NPC. A noble could chop the air with one hand while
speaking in a deadpan monotone, while an archmage
might express her displeasure by silently rolling her
eyes and massaging her temples with her fmgers.
Engaging the Players
Some players enjoy roleplaying and interaction more
than others. Whatever your players' tastes, your
lively portrayal of NPCs and monsters can inspire
players to make just as much investment in portraying
their characters. This makes social interactions an
opportunity for everyone to become more immersed
in the game, creating a story whose protagonists
have depth.
To make sure everyone has something to do during a
roleplaying-heavy game session, consider one or more of
the following approaches.
Appeal to Player Preferences. There are in-game
activities that players enjoy more than others, as
discussed in this hook's introduction. Players who like
acting thrive in interaction situations, and it's fine to let
those players take the spotlight. They often inspire other
players by their example, but make sure those other
players have an opportunity to join in the fun.
Players who like exploring and storytelling are
usually amenable to roleplaying t as long as it moves the
campaign forward and reveals more about the world.
Players who like problem-solving often enjoy figuring
out the right thing to say to shift an NPC s attitude.
Players who are instigators like provoking reactions
from NPCs, so they’re often easily engaged—though not
always productively.
Players who like to optimize their characters and
slay monsters also like to argue, and having conflict
within an interaction can help those players embrace
roleplaying. Still, creating combat connections to an
extended interaction (such as a corrupt vizier sending
assassins to kill the adventurers) is often the best way
keep action-focused players engaged.
Target Specific Characters . Create situations where
characters who might not otherwise be engaged with a
social interaction have to do at least some of the talkie.
Perhaps the NPC in question is a family member or
a contact of a particular adventurer and talks only to
that character. An NPC of a certain race or class might
listen only to characters he or she feels a kinship with.
Creating a sense of importance can be a great way to ge _
specific players engaged, but don't shut out players wh
are already role playing.
If a couple of players are dominating the conversation,
take a moment now and then to involve the others. You
can do this in character if you like: “And what about your
hulking friend? Speak, barbarian! What will you pledge
in exchange for my favor?' 1 Or just ask the player what
his or her character is doing while the conversation is
going on. The first approach is better for players who art
already comfortable speaking in their characters' voices
The second approach works better for players who nee :
encouragement to engage in a roleplaying scenario.
Objects
When characters need to saw through ropes, shatter a
window, or smash a vampire's coffin, the only hard an::
fast rule is this: given enough time and the right tools,
characters can destroy any destructible object. Use
common sense when determining a character's succes
at damaging an object. Can a fighter cut through a
section of a stone wall with a sword? No, the sword is
likely to break before the wall does.
For the purpose of these rules, an object is a discrete,
inanimate item like a window, door, sword, book,
table, chair, or stone, not a building or a vehicle that is
composed of many other objects.
Statistics for Objects
When time is a factor* you can assign an Armor Class
and hit points to a destructible object. You can also give
it immunities, resistances, and vulnerabilities to specif
types of damage.
Armor Class. An object's Armor Class is a measure
of how difficult it is to deal damage to the object when
striking it (because the object has no chance of dodging
out of the way). The Object Armor Class table provides
suggested AC values for various substances.
Object Armor Class
Substance
AC
Substance
AC
Cloth, paper, rope
11
Iron, steel
19
Crystal, glass, ice
13
Mitbral
21
Wood, bone
Stone
15
17
Adamantine
23
24 b
C B A PIERS ! .R U N KING T ML G A M E
Hit Points* An objects hit p ts — ^ how much
damage it can take before losing ::s . era I integrity.
Resilient objects have more hit: - - fragile ones.
Large objects also tend to have m re hit r lints than
small ones, unless breaking a small : mt of the object is
just as effective as breaking ibe win >ie thing. The Object
Hit Points table provides suggested hit points for fragile
and resilient objects that are Large or smaller.
Object Hit Points
Size
Fragile
Resilient
Tiny (bottle, lock)
2 (ld4)
5 (2d4)
Small {chest, lute)
3 (ld6)
10 (3d6)
Medium (barrel, chandelier)
4 (IdS)
18 (4d8)
Large (cart, lO-ft.-by-10-ft. window)
5 (IdlO)
27 {SdlO)
Huge and Gargantuan Objects . Normal weapons are
of little use against many Huge and Gargantuan objects,
such as a colossal statue, towering column of stone, or
massive boulder. That said, one torch can burn a Huge
tapestry, and an earthquake spell can reduce a colossus
to rubble. You can track a Huge or Gargantuan object's
h it points if you like, or you can simply decide how long
the object can withstand whatever weapon or force is
acting against it. If you track hit points for the object,
divide it into Large or smaller sections, and track each
section's hit points separately. Destroying one of those
sections could ruin the entire object. For example, a
Gargantuan statue of a human might topple over when
one of its Large legs is reduced to 0 hit points.
Objects and Damage Types* Objects are immune
ro poison and psychic damage. You might decide
that some damage types are more effective against a
particular object or substance than others. For example,
bludgeoning damage works well for smashing tilings
but not for cutting through rope or leather. Paper or
cloth objects might be vulnerable to fire and lightning
damage, A pick can chip away stone but can’t effectively
cut down a tree. As always, use your best judgment.
Damage Threshold. Big objects such as castle walls
often have extra resilience represented by a damage
threshold. An object with a damage threshold has
immunity to all damage unless it takes an amount
of damage from a single attack or effect equal to or
greater than its damage threshold, in which case it
takes damage as normal. Any damage that fails to meet
or exceed the object’s damage threshold is considered
superficial and doesn't reduce the object’s hit points.
Combat
This section builds on the combat rules in the Players
Handbook and offers tips for keeping the game running
smoothly when a fight breaks out.
Tracking Initiative _
You can use several different methods for keeping track
of who goes when in combat.
Hidden List
Many DMs keep track of initiative on a list the players
can't see: usually a piece of paper behind a DM screen
r a spreadsheet on a tablet computer. This method
allows you to keep track of combatants who haven’t been
revealed yet, and you can use the initiative list as a place
to record the current hit points of monsters, as well as
other useful notes.
A downside of this approach is that you have to remind
the players round after round when their turns come up.
Visible List
You can use a whiteboard to track initiative. As the
players tell you their initiative numbers, write them on
the whiteboard in order from highest to lowest, leaving
space between each name. Either write the monsters 1
initiatives on the list at the same time or add them to the
list on each monster's first turn.
As a further improvement, use magnets that you can
attach to a metal-based whiteboard with characters' and
monsters' names written on them, or write those names
on cards held in place by magnets.
A visible list lets everyone see the order of play.
Players know r when their turns are coming up, and they
can start planning their actions in advance. A visible list
also removes any uncertainty about when the monsters
will act in the fight.
A variation on the visible list is to give one player
responsibility for keeping track of initiative, either on
a whiteboard or on a piece of paper the other players
can see. Phis method reduces the number of things you
need to keep track of yourself.
Index Cards
In this approach, each character gets an index card, as
does each group of identical monsters. When the players
tell you their initiative numbers, write the numbers on
their characters’ index cards. Do the same when you roll
the monsters' initiative. Then arrange the cards in order
from highest to lowest. Starting at the top, you move
down through the stack. When you call out the name of
the character whose turn it is, also mention who's next,
prompting that player to start thinking ahead. After
each character or group of monsters acts, the top card is
moved to the bottom of the stack.
At first, players don't know the order of play when
you use combat cards, and they don't know where the
monsters fall into the order until the monsters act.
Tracking Monster Hit Points
During a combat encounter, you need to track how much
damage each monster takes. Most DMs track damage
in secret so that their players don’t know how many hit
points a monster has remaining. Whether you choose to
be secretive or not is up to you. What's important is that
every monster’s hit points be tracked individually.
Tracking damage for one or two monsters isn't
onerous, but it helps to have a system for larger
groups of monsters. If you aren't using miniatures
or other visual aids, the easiest way to keep track
of your monsters is to assign them unique features.
Descriptions such as “the ogre with the nasty scar”
and “the ogre with the horned helm” help you and your
players track which monster is which. For example,
imagine that you're running an encounter with three
CHAPTER 8 I RUNNING THE GAME
3<>
25
’5
lo
5
ogres* each of which has 59 hit points. Once initiative
is rolled* jot down each ogre’s hit points and add notes
(and even a name, if you like) to differentiate each one;
Krag (ogre w/ scar}: 59
Thod [ogre w/ helm): 59
Mur (ogre who smells like poo): 59
If you use miniatures to represent monsters, one
easy way to differentiate them is to give each one a
unique miniature. If you use identical miniatures to
represent multiple monsters, you can tag the miniatures
with small stickers of different colors or stickers with
different letters or numbers on them.
For example, in a combat encounter with three ogres,
you could use three identical ogre miniatures tagged
with stickers marked A, B, and C. respectively. To track
the ogres L hit points, you can sort them by letter* then
subtract damage from their hit points as they take it.
Your records might look something like this after a few
rounds of combat:
Ogre A: §9 %% 45 24 44 9 dead
Ogre B: 59 54 30
Ogre C: 59
Players often ask how hurt a monster looks. Don't ever
feel as though you need to reveal exact hit points, but if
a monster is below half its hit point maximum* it's fair to
say that it has visible wounds and appears beaten down.
You can describe a monster taken Lo half its hit points as
bloodied, giving the players a sense of progress in a fight
against a tough opponent* and helping them judge when
to use their most powerful spells and abilities.
Using and Tracki ng Condit ions
Various rules and features in the game are clear about
when they apply a condition to a creature. You can als :
apply conditions on the fly. They’re meant to be intuitu
for you to do so. For example, if a character is in a star-
such as sleep, that lacks consciousness, you can say
the character is unconscious. Or did a character just
stumble onto the ground? He or she is now prone.
Keeping track of conditions can become tricky.
For monsters* it’s often easiest to track conditions on
combat cards or wherever you track initiative. Players
should remember any conditions affecting their
characters. Because players have incentive to forget or
overlook hampering conditions* character conditions
can also be marked on combat cards or a whiteboard.
You might also try keeping a supply of index cards or
hand, marked with conditions and their effects. Then
hand the cards to players as the conditions come up.
Having a bright pink index card on top of a character
sheet can help even the most absentminded player
remember the effects of being charmed or frightened.
Monsters and Critical Hits
A monster follows the same rule for critical hits as
a player character, Thai said, if you use a monster's
average damage* rather than roiling, you might wonder
how to handle a critical hit. When the monster scores
a critical hit* roll all the damage dice associated with
the hit and add them to the average damage. For
example, if a goblin normally deals 5 (ld6 + 2) slashing
damage on a hit and scores a critical hit. it deals 5 + Id
slashing damage.
Grtfi&ANTUANi
Huge
Tiny
Medium
Small
sj 1 1
'T > A.-;
ft *
Improvising Damage
A monster or effect typically specifics the amount of
damage it deals* In some cases, though, you need to
determine damage on the fly, The I mprovisi ng Damage
table gives you suggestions for when you do so.
Improvising Damage
Dice Examples
1 dlO Burned by coats, hit by a falling bookcase, pricked
by a poison needle
2d 10 Being struck by lightning, stumbling into a fire pit
4dl0 Hit by falling rubble in a collapsing tunnel,
stumbling into a vat of acid
1 OdIO Crushed by compacting walls, hit by whirling steel
blades, wading through a lava stream
ISdlQ Being submerged in lava, being hit by a crashing
flying fortress
24dl0 Tumbling into a vortex of fire on the Elemental
Plane of Fire, being crushed in the jaws of a godlike
creature or a moon-sized monster
The Damage Severity and Level table is a guide to
how deadly these damage numbers are for characters
of various levels. Cross-reference a character s level
with the damage being dealt to gauge the severity of
the damage.
In contrast* dangerous damage values pose a
significant threat to weaker characters and could
potentially kill a character of the level shown if that
character is missing many hit points.
As the name suggests, deadly damage is enough
to drop a character of the level shown to 0 bit points*
This level of damage can kill even powerful characters
outright if they are already wounded.
Adjudicating Areas of Effect
Many spells and other game features create areas of
effect, such as the cone and the sphere. If you’re not
using miniatures or another visual aid, it can sometimes
be difficult to determine who’s in an area of effect and
who isn't. The easiest way to address such uncertainty
is to go with your gut and make a call.
If you would like more guidance, consider using
the Targets in Areas of Effect table. To use the table,
imagine which combatants are near one another, and
let the table guide you in determining the number of
those combatants that are caught in an area of effect.
Add or subtracr targets based on how bunched up the
potential targets are. Consider rolling ld3 to determine
the amount to add or subtract.
Targets in Areas of Effect
Damage Severity and Level
Area
Number of Targets
Character Level
Setback
Dangerous
Deadly
Cone
Size -r 10 (round up)
1 s t— 4 th
1 d 10
2dl0
4dl0
Cube or square
Size 4 5 (round up)
Sth—10 th
2dl0
4dl0
lOdlO
Cylinder
Radius ~ 5 (round up)
nth-16th
4cfl0
lOdlO
18dl0
Line
Length A 30 (round up)
17th-20th
TOdlO
lSdlO
24d 10
Sphere or circle
Radius -r 5 (round up)
Damage sufficient to cause a setback rarely poses
a risk of death to characters of the level shown, but
a severely weakened character might be laid low by
this damage.
For example, if a wizard directs burning hands (a
15-foot cone ' at a nearby group of ores, you could use
the table and say that two ores are targeted (15 * 10
= 1.5. rounded up to 2). Similarly, a sorcerer could
C I [ APT t: RSI U U \ r N 3 N G THE G A M E
C H A PT li R 8 R U N N1 N C THE G A M F
launch a boL (100-foot line) at some ogres
and hobgoblins, and you could use the table to say
four of the monsters are targeted (100 -f 30 = 3.33,
rounded up to 4),
This approach aims at simplicity instead of spatial
precision. If you prefer more tactical nuance, consider
using miniatures.
Handling Mobs
Keeping combat moving along at a brisk pace can be
difficult when there are dozens of monsters involved
in a battle. When handling a crowded battlefield, you
can speed up play by forgoing attack rolls in favor of
approximating the average number of hits a large group
of monsters can inflict on a target.
Instead of rolling an attack roll, determine the
minimum d20 roll a creature needs in order to hit a
target by subtracting its attack bonus from the target's
AC. You’ll need to refer to the result throughout the
battle, so it’s best to write it down.
Lookup the minimum d20 roll needed on the Mob
Attacks table. The table shows you how many creatures
that need that die roll or higher must attack a target
in order for one of them to hit. If that many creatures
attack the target, their combined efforts result in one of
them hitting the target.
For example, eight ores surround a fighter. The ores’
attack bonus is +5, and the fighter’s AC is 19, The ores
need a 14 or higher to hit the fighter. According to the
table, for every three ores that attack the fighter, one
of them hits. There are enough ores for two groups of
three. The remaining two ores fail to hit the fighter.
If the attacking creatures deal different amounts
of damage, assume that the creature that deals the
most damage is the one that hits. If the creature that
hits has multiple attacks with the same attack bonus,
assume that it hits once with each of those attacks. If a
creature's attacks have different attack bonuses, resolve
each attack separately.
This attack resolution system ignores critical hits in
favor of reducing the number of die rolls. As the number
of combatants dwindles, switch back to using individual
die rolls to avoid situations where one side can’t possibly
hit the other.
Mob Attacks
d20 Roll
Needed
1-5
6-12
13-14
15-16
17—18
19
20
Attackers Needed
for One to Hit
1
2
3
4
5
10
20
Using Miniatures
In combat, players can often rely on your descriptions
to visualize where their characters are in relation to
their surroundings and their enemies. Some complex
battles, however, are easier to run with visual aids, thr
most common of which are miniatures and a grid. If
like to construct model terrain, build three-dimension
dungeons, or draw maps on large vinyl mats, you she . id
also consider using miniatures.
The Players Handbook offers simple rules for
depicting combat using miniature figures on a grid. Tri¬
section expands on that material.
Tactical Maps
You can draw tactical maps with colored markers on .
wet-erase vinyl mat with 1-inch squares, on a large she
of paper, or on a similar flat surface. Preprinted poster-
sized maps, maps assembled from cardboard tiles, ar 1
terrain made of sculpted plaster or resin are also fur.
The most common unit for tactical maps is the 5-f<
square, and maps with grids are readily available and
easy to create. However, you don’t have to use a grid a:
all. You can track distances with a tape measure, string
craft sticks, or pipe cleaners cut to specific lengths.
Another option is a play surface covered by 1-inch
hexagons (often called hexes), which combines the easy
counting of a grid with the more flexible movement of
using no grid. Dungeon corridors with straight walls
and right angles don’t map easily onto hexes, though
Flashing (Squares)
Half Cover (Squares)
Three-Quarters Cover (Square!
I
Creature Size on Squares and Hexes
A creature’s size determines how much space it
occupies on squares or hexes, as shown in the Creature
Size and Space table* If the miniature you use for a
monster takes up an amount of space different from
what’s on the table, that’s fine, but treat the monster
as its official size for all other rules. For example,
you might use a miniature that has a Large base to
represent a Huge giant. That giant takes up less space
on the battlefield than its size suggests, but it is still
Huge for the purposes of rules like grappling.
Creature Size and Space
Size
Space: Squares
Space: Hexes
Tiny
4 per square
4 per hex
Small
1 square
1 hex
Medium
1 square
1 hex
Large
4 squares (2 by 2)
3 hexes
Huge
9 squares (3 by 3)
7 hexes
Gargantuan
16 squares (4 by 4) or more
12 hexes or more
Areas of
Effect
The area of effect of a spell, monster ability, or other
feature must be translated onto squares or hexes to
determine which potential targets are in the area and
which aren’t.
Choose an intersection of squares or hexes as the
point of origin of an area of effect, then follow its rules
as normal. If an area of effect is circular and covers at
least half a square, it affects that square*
Line of Sight
To precisely determine whether there is line of sight
between two spaces, pick a corner of one space and
trace an imaginary line from that corner to any pan
of another space. If at least one such line doesn't pass
through or touch an object or effect that blocks vision-
such as a stone wall, a thick curtain, or a dense cloud of
fog—then there is line of sight.
Cover
To determine whether a target has cover against an
attack or other effect on a grid, choose a comer of the
attacker's space or the point of origin of an area of effect*
Then trace imaginary lines from that corner to every
corner of any one square the target occupies. If one or
two of those lines are blocked by an obstacle (including
another creature), the target has half cover. If three or
four of ihose lines are blocked but the attack can still
reach the target (such as when the target is behind an
arrow slit), the target has three-quarters coven
On hexes, use the same procedure as a grid* drawing
lines between the corners of the hexagons. The target
has half cover if up to three lines are blocked by an
obstacle, and three-quarters cover if four or more lines
are blocked but the attack can still reach the target.
Optional Rule: Flanking
If you regularly use miniatures, flanking gives
combatants a simple way to gain advantage on attack
rolls against a common enemy*
A creature can’t flank an enemy that it can t see, A
creature also can’t hank while it is incapacitated. A
Large or larger creature is flanking as long as at least
one square or hex of its space qualifies for flanking.
Flanking on Squares. When a creature and at
least one of its allies are adjacent to an enemy a nd on
opposite sides or corners of the enemy's space, they
flank that enemy, and each of them has advantage on
melee attack roils against that enemy*
When in doubt about whether two creatures flank
an enemy on a grid, trace an imaginary line between
the centers of the creatures’ spaces. If the line passes
through opposite sides or corners of the enemy’s space,
the enemy is flanked*
Flanking on Hexes* When a creature and at least one
of its allies are adjacent to an enemy and on opposite
sides of the enemy’s space, they hank that enemy, and
each of them has advantage on attack rolls against
that enemy* On hexes, count around the enemy from
one creature to its ally. Against a Medium or smaller
creature, the allies flank if there are 2 hexes between
them. Against a Large creature, the allies flank if there
are 4 hexes between them* Against a Huge creature,
they must have 5 hexes between them. Against a
Gargantuan creature, they must have at least 6 hexes
between them*
Flanking {Hexes)
Half Cover (Hexes)
Three-Quarters Cover (Hexes)
G H A PTE RB | UU N N I NO T H E G A M V.
251
Optional Rule: Diagonals
The Player's Handbook presents a simple method for
counting movement and measuring range on a grid:
count every square as 5 feet, even if you're moving
diagonally. Though this is fast in play, it breaks the laws
of geometry and is inaccurate over long distances. This
optional rule provides more realism, but it requires
more effort during combat.
When measuring range or moving diagonally on a
grid, the first diagonal square counts as 5 feet, but the
second diagonal square counts as 10 feet. This pattern
of 5 feet and then 10 feet continues whenever you're
counting diagonally, even if you move horizontally or
vertically between different bits of diagonal movement.
For example, a character might move one square
diagonally (5 feet), then three squares straight (15 feet),
and then another square diagonally (10 feet) for a total
movement of 30 feet.
Optional Rule: Facing
If you want the precision of knowing which way a
creature is facing* consider using this optional rule.
Whenever a creature ends its move, it can change its
facing. Each creature has a front arc (the direction it
faces), left and right side arcs, and a rear are, A creature
can also change its facing as a reaction when any other
creature moves,
A creature can normally target only creatures in its
front or side arcs. It can t see into its rear arc. This
means an attacker in the creature's rear arc makes
attack rolls against it with advantage.
Shields apply their bonus to AC only against attacks
from the front arc or the same side arc as the shield. For
example, a fighter with a shield on the left arm can use it
only against attacks from the front and left arcs.
Feel free to determine that not all creatures have
every type of arc. For example, an amorphous ochre
jelly could treat all of its arcs as front ones, while a
hydra might have three front arcs and one rear one.
On squares, you pick one side of a creature's space
as the direction it is facing. Draw a diagonal line
outward from each corner of this side to determine the
squares in its front arc. The opposite side of the space
determines its rear arc in the same way. The remaining
spaces to either side of the creature form its side arcs.
On hexes, determining the front, rear, and side arcs
requires more judgment. Pick one side of the creature s
space and create a wedge shape expanding out from
there for the front arc, and another on the opposite side
of the creature for the rear arc. The remaining spaces to
either side of the creature are its side arcs,
9
A square or hex might be in more than one arc,
depending on how you draw the lines from a creature's
space. If more than half of a square or hex lies in one
arc, it is in that arc. If it is split exactly down the middle,
use this rule: if half of it lies in the front arc, it's in that
arc. if half of it is in a side arc and the rear arc, it’s in
the side arc.
Adjudicating Reaction Timing
Typical combatants rely on the opportunity attack
and the Ready action for most of their reactions in a
fight. Various spells and features give a creature more
reaction options, and sometimes the timing of a reacti
can be difficult to adjudicate. Use this rule of thumb:
follow whatever timing is specified in the reactions
description. For example, the opportunity attack and
the shield spell are clear about the fact that they can
interrupt their triggers. If a reaction has no timing
specified, or the timing is unclear, the reaction occurs
~jer its trigger finishes, as in the Ready action.
Chases
Strict application of the movement rules can turn a
potentially exciting chase into a dull, predictable affair
Faster creatures always catch up to slower ones, while
creatures with the same speed never close the distance
between each other. This set of rules can make chases
more exciting by introducing random dements.
Beginning a Chase
A chase requires a quarry and at least one pursuer. Any
participants not already in initiative order must roll
initiative. As in combat, each participant in the chase
can take one action and move on its turn. The chase
ends when one side drops out or the quarry escapes.
When a chase begins, determine the starting
distance between the quarry and the pursuers. Track
the distance between them, and designate the pursuer
closest to the quarry as the lead. The lead pursuer migi
change from round to round.
Running the Chase
Participants in the chase are strongly motivated to use
the Dash action every round. Pursuers who stop to cas-
spells and make attacks run the risk of losing their
quarry, and a quarry that does so is likely to be caught.
Dashing
During the chase, a participant can freely use the Dasi
action a number of times equal to 3 + its Constitution
modifier. Each additional Dash action it takes during
the chase requires the creature to succeed on a DC 10
Constitution check at the end of its turn or gain one lev
of exhaustion.
A participant drops out of the chase if its exhaustion
reaches level 5, since its speed becomes 0, A creature
can remove the levels of exhaustion it gained during the
chase by finishing a short or long rest.
Spells and Attacks
A chase participant can make attacks and cast spells
against other creatures within range. Apply the
normal rules for cover, terrain, and so on to the attacks
and spells.
Chase participants can't normally make opportunity
attacks against each other, since they are all assumed
to be moving in the same direction at the same time.
CHAPTE R 8 | R UN \ r t X G T H F. G A \i E
However, participants can still t: targets of
opportunity attacks from ere a; - - : nicipating
in the chase* For example a : : ; rtrs :hase a
thief past a gang of thugs it _ : provoke
o pp or t u n i ty at tack s fro m i h t h u. g s,
Ending a Chase
A chase ends when one side or the . ther stops, when the
quarry escapes* or when the pursuers are close enough
to their quarry to catch it.
If neither side gives up the chase, the quarry makes a
Dexterity (Stealth) check at the end of each round, after
every participant in the chase has taken Its turn. The
result is compared to the passive Wisdom Perception)
scores of the pursuers, If the quarry consists of multiple
creatures* they all make the check*
If the quarry is never out of the lead pursuer's sight*
the check fails automatically. Otherwise, If the result of
the quarry’s check Is greater than the highest passive
score, that quarry escapes. If not, the chase continues
for another round.
The quarry gains advantage or disadvantage on its
check based on prevailing circumstances, as shown in
the Escape Factors table. If one or more factors give the
quarry both advantage and disadvantage on its check,
the quarry has neither, as usual.
Escape Factors
Check Has „.
Advantage
Advantage
Disadvantage
Disadvantage
Disadvantage
proficiency in survival
Other factors might help or hinder the quarry’s ability
to escape* at your discretion* For example* a quarry with
a faerie fire spell cast on it might have disadvantage on
checks made to escape because it’s much easier to spot.
Escape doesn't necessarily mean the quarry has
outpaced its pursuers. For example, in an urban
setting, escape might mean the quarry ducked into a
crowd or slipped around a corner, leaving no clue as to
where it went.
Factor
Quarry has many things to hide behind
Quarry is in a very crowded or noisy area
Quarry has few things to hide behind
Quarry is in an uncrowded or quiet area
The lead pursuer is a ranger or has
Chase Complications
As with any good chase scene, complications can arise
to make a chase more pulse-pounding. The Urban
Chase Complications table and the Wilderness Chase
Complications table provide several examples.
Complications occur randomly. Each participant in
the chase rolls a d20 at the end of its turn. Consult the
appropriate table to determine whether a complication
occurs. If it does, it affects the next chase participant in
the initiative order, not the participant who rolled the
die. The participant who rolled the die or the participant
affected by the complication can spend inspiration to
negate the complication.
253
CHAPTERS I RUNNflNtl T H E G A M E
Characters can create their own complications to
shake off pursuers (for example, casting the web spell in
a narrow alleyway). Adjudicate these as you see fit.
Urban Chase Complications
d2G Complication
1 A large obstacle such as a horse or cart blocks your
way. Make a DC 15 Dexterity (Acrobatics) check to
get past the obstacle. On a failed check, the obstacle
cou nts as 10 feet of d i ffieu It terrain.
2 A crowd blocks your way. Make a DC 10 Strength
(Athletics) or Dexterity (Acrobatics) check (your
choice) to make your way through the crowd
unimpeded. On a failed check, the crowd counts as
TO feet of difficult terrain.
3 A large stained-glass window or similar barrier
blocks your path. Make a DC 10 Strength saving
throw to smash through the barrier and keep going.
On a failed save, you bounce off the barrier and fall
prone,
4 A maze of barrels, crates, or similar obstacles stands
in your way. Make a DC 10 Dexterity (Acrobatics)
or Intelligence check (your choice) to navigate the
maze. On a failed check, the maze counts as 10 feet
of difficult terrain,
5 The ground beneath your feet is slippery with rain,
spilled oil, or some other liquid. Make a DC 10
Dexterity saving throw. On a failed save, you fall
prone.
6 You come upon a pack of dogs fighting over food.
Make a DC 10 Dexterity (Acrobatics) check to get
through the pack unimpeded, On a failed check, you
are bitten and take ld4 piercing damage, and the
dogs count as 5 feet of difficult terrain,
7 You run into a brawl in progress. Make a DC 15
Strength (Athletics), Dexterity (Acrobatics), or
Charisma (Intimidation) check (your choice) to get
past the brawlers unimpeded. On a failed check,
you take 2d4 bludgeoning damage, and the brawlers
count as 10 feet of difficult terrain.
8 A beggar blocks your way. Make a DC 10 Strength
(Athletics), Dexterity (Acrobatics), or Charisma
(Intimidation) check (your choice) to slip past the
beggar. You succeed automatically if you toss the
beggar a coin. On a failed check, the beggar counts
as 5 feet of difficult terrain,
9 An overzealous guard (see the Monster Manual for
game statistics) mistakes you for someone else. If
you move 20 feet or more on your turn, the guard
makes an opportunity attack against you with a
spear (+3 to hit; IdG + 1 piercing damage on a hit).
10 You are forced to make a sharp turn to avoid
colliding with something impassable. Make a DC
10 Dexterity saving throw to navigate the turn. On a
failed save, you collide with something hard and take
ld4 bludgeoning damage.
11 “20 No complication.
Wilderness Chase Complications
d20 Complication
1 Your path takes you through a rough patch of brush.
Make a DC 10 Strength (Athletics) or Dexterity
(Acrobatics) check (your choice) to get past the
brush. On a failed check, the brush counts as 5 feet
of difficult terrain,
2 Uneven ground threatens to slow your progress.
Make a DC 10 Dexterity (Acrobatics) check to
navigate the area. On a failed check, the ground
counts as 10 feet of difficult terrain,
3 You run through a swarm of insects (see the Monste r
Manual for game statistics, with the DM choosing
whichever kind of insects makes the most sense).
The swarm makes an opportunity attack against you
(+3 to hit; 4d4 piercing damage on a hit).
4 A stream, ravine, or rock bed blocks your path. Make
a DC 10 Strength (Athletics) or Dexterity (Acrobatics
check (your choice) to cross the impediment. On a
failed check, the impediment counts as 10 feet of
difficult terrain.
5 Make a DC 10 Constitution saving throw. On a faiier
save, you are blinded by blowing sand, dirt, ash,
snow, or pollen until the end of your turn. While
blinded in th is way, your speed is halved.
6 A sudden drop catches you by surprise. Make
a DC 10 Dexterity saving throw to navigate the
impediment. On a failed save, you fall 1d4 x 5 feet,
taking 1d6 bludgeoning damage per 10 feet fallen as
normal, and land prone.
7 You blunder into a hunter's snare. Make a DC 15
Dexterity saving throw to avoid it. On a failed save
you are caught in a net and restrained. See chapter!
H Equipment,” of the Payer's Handbook for rules on
escaping a net.
8 You are caught in a stampede of spooked animals.
Make a DC 10 Dexterity saving throw. On a
failed save, you are knocked about and take ld4
bludgeoning damage and 1d4 piercing damage.
9 Your path takes you near a patch of razorvine. Make
a DC 15 Dexterity saving throw or use 10 feet of
movement (your choice) to avoid the razorvine. O r a
failed save, you take IdlO slashing damage.
10 A creature indigenous to the area chases after you.
The DM chooses a creature appropriate for the
terrain.
11-20 No complication.
Designing Youp Own Chase Tables
The tables presented here don't work for all possible
environments. A chase through the sewers of
Baldur’s Gate or through the spiderweb-filled alleys
of Menzoberranzan might inspire you to create your
own table.
Splitting Up
Creatures being chased can split up into smaller grour
This tactic forces pursuers to either divide their forces
254
CH A PTER 8 I RUNNING TH E GAM E
or allow some of the quarry to escape. I fa pursuit
splits into several smaller chases, resolve each chase
separately. Run a round of one chase, then a round of
the next, and so on. tracking the distances for each
separate group.
Mapping the Chase
If you have the opportunity to plan out a chase, take
the time to draw a rough map that shows the route.
Insert obstacles at specific points, especially ones that
require the characters to make ability checks or saving
throws to avoid slowing or stopping, or use a random
table of complications similar to the ones in this section.
Otherwise, improvise as you play.
Complications can be barriers to progress or
opportunities for mayhem. Characters being chased
through a forest by bugbears might spot a wasp nest
and slow down long enough to attack the nest or throw
rocks at it, thus creating an obstacle for their pursuers,
A map of a chase can be linear or have many
branches, depending on the nature of the chase. For
example, a mine cart chase might have few (if any)
branches, while a sewer chase might have several.
Role Reversal
During a chase, it's possible for the pursuers to become
the quarry. For example, characters chasing a thief
through a marketplace might draw unwanted attention
from other members of the thieves' guild. As they
pursue the fleeing thief, they must also evade the thieves
pursuing them. Roll initiative for the new arrivals, and
run both chases simultaneously. In another scenario,
the fleeing thief might run into the waiting arms of his
accomplices. The outnumbered characters might decide
to flee with the thieves in pursuit.
Siege Equipment
Siege weapons are designed to assail castles and other
walled fortifications. They see much use in campaigns
that feature war. Most siege weapons don’t move around
a battlefield on their own; they require creatures to move
them, as well as to load, aim, and fire them.
Ballista
Large object
Armor Class: 15
Hit Points: 50
Damage Immunities: poison, psychic
A ballista is a massive crossbow that fires heavy bolts.
Before it can be fired, it must be loaded and aimed. It
takes one action to load the weapon, one action to aim it.
and one action to fire it.
Bolt Ranged Weapon Attack: +6 to hit, range 120/480
ft., one target. Hit: 16 (3d 10) piercing damage.
Cannon
Large object
Armor Class: 19
Hit Points: 75
Damage Immunities: poison, psychic
-\ cannon uses gunpowder to propel heavy balls of cast
iron through the air at destructive speeds. In a campaign
without gunpowder, a cannon might be an arcane device
built by clever gnomes or wizardiy engineers.
A cannon is usually supported in a wooden frame
with wheels. Before it can be fired, the cannon must
be loaded and aimed. It takes one action to load the
weapon, one action to aim it, and one action to fire it.
Cannon Ball ♦ Ranged Weapon Attack: +6 to
hit, range 600/2,400 ft., one target. Hit: 44 (8dl0)
bludgeoning damage.
Cauldron, Suspended
Large object
Armor Class: 19
Hit Points: 20
Damage Immunities: poison, psychic
A cauldron is an iron pot suspended so that it can be
tipped easily, spilling its contents. Once emptied, a
cauldron must be refilled—and its contents must usually
be reheated—before it can be used again. It takes three
actions to fill a cauldron and one action to tip it.
Cauldrons can be filled with other liquids, such as
acid or green slime, with different effects.
Boiling Oil . The cauldron pours boiling oil onto a
10-foot-square area directly below it. Any creature in the
area must make a DC 15 Dexterity saving throw, taking
10 (3d6) fire damage on a failed save, or half as much
damage on a successful one.
Mangonel
Large object
Armor Class: 15
Hit Points: 100
Damage Immunities: poison, psychic
A mangonel is a type of catapult that hurls heavy
projectiles in a high arc. This payload can hit targets
behind cover. Before the mangonel can be fired, it must
be loaded and aimed. It takes two actions to load the
weapon, two actions to aim It, and one action to fire it,
A mangonel typically hurls a heavy stone, although it
can hurl other kinds of projectiles, w ith different effects.
Mangonel Stone * Ranged Weapon Attack: +5 to hit.
range 200/800 ft. (can’t hit targets within 60 feet of it),
one target Hit: 27 (5dl0) bludgeoning damage.
Ram
Large object
Armor Class; 15
Hit Points: 100
Damage Immunities: poison, psychic
A ram consists of a movable gallery equipped w ith a
heavy log suspended from two roof beams by chains.
The log is shod in iron and used to batter through doors
and barricades.
It takes a minimum of four Medium creatures to
operate a ram. Because of the gallery roof, these
operators have total cover against attacks from above.
Ram. Melee l Weapon Attack: +8 to hit, reach 5 ft., one
object. Hit: 16 (3d 10) bludgeoning damage.
Ct E A PTFJR 8 I RUNNING TH E GA VI L
Siege Tower
Gargantuan object
Armor Class: 15
Hit Points: 200
Damage Immunities: poison, psychic
A siege tower is a mobile wooden structure with a bear
frame and slats in its walls. Large wooden wheels or
rollers allow the tower to be pushed or pulled by soldier-
or beasts of burden. Medium or smaller creatures can
use the siege tower to reach the top of walls up to 40
feet high, A creature in the tower has total cover from
attacks outside the tower.
Trebuchet
Huge object
Armor Class: 15
Hit Points: 150
Damage Immunities: poison, psychic
A trebuchet is a powerful catapult that throws its
payload in a high arc. so it can hit targets behind cover.
Before the trebuchet can be fired, it must be loaded and
aimed. It takes two actions to load the weapon, two
actions to aim it, and one action to fire it.
A trebuchet typically hurls a heavy stone. However, it
can launch other kinds of projectiles, such as barrels of
oil or sewage, with different effects.
Trebuchet Stone, Ranged Weapon Attack: +5 to hit.
range 300/1,200 ft. (can't hit targets within 60 feet of it
one target. Hit: 44 (8dl0) bludgeoning damage.
Diseases
A plague ravages the kingdom, setting the adventurers
on a quest to find a cure. An adventurer emerges from
an ancient tomb, unopened for centuries, and soon
finds herself suffering from a wasting illness. A warlock
offends some dark power and contracts a strange
affliction that spreads whenever he casts spells.
A simple outbreak might amount to little more than
a small drain on party resources, curable by a casting
of lesser restoration. A more complicated outbreak can
form the basis of one or more adventures as characters
search for a cure, stop the spread of the disease, and
deal with the consequences.
A disease that does more than infect a few party
members is primarily a plot device. The rules help
describe the effects of the disease and how it can be
cured, but the specifics of how a disease works aren't
bound by a common set of rules. Diseases can affect
any creature, and a given illness might or might not
pass from one race or kind of creature to another. A
plague might affect only constructs or undead, or sweep
through a halfling neighborhood but leave other races
untouched. What matters is the story you want to tell
Sample Diseases _
The diseases here illustrate the variety of ways disease
can work in the game. Feel free to alter the saving
throw DCs, incubation times, symptoms, and other
characteristics of these diseases to suit your campaign.
C\CKLE Fever
“ is disease targets humanoids, although gnomes are
sirangely immune. While in the grips of this disease*
jetims frequently succumb to fits of mad laughter.
: ving the disease its common name and its morbid
kname: “‘the shrieks. 1 ’
5 ymptoms mani fest 1 d4 hou rs after infection ancl
include fever and disorientation. The infected creature
rains one level of exhaustion that can't be removed until
the disease is cured.
Any event that causes the infected creature great
-Tess—including entering combat, taking damage*
experiencing fear, or having a nightmare —forces the
rreature to make a DC 13 Constitution saving throw.
On a failed save, the creature takes 5 (Id 10) psychic
: a mage and becomes incapacitated with mad laughter
for 1 minute. The creature can repeat the saving throw
:n the end of each of its turns, ending the mad laughter
and the incapacitated condition on a success.
Any humanoid creature that starts its turn within 10
feet of an infected creature in the throes of mad laughter
must succeed on a DC 10 Constitution saving throw or
iso become infected with the disease* Once a creature
succeeds on this save* it is immune to the mad laughter
u that particular infected creature for 24 hours.
At the end of each long rest, an infected creature
an make a DC 13 Constitution saving throw* On a
successful save, the DC for this save and tor the save to
avoid an attack of mad laughter drops by Id6. When the
saving throw DC drops to 0, the creature recovers from
he disease. A creature that fails three of these saving
throws gains a randomly determined form of indefinite
madness* as described later in this chapter.
Sewer Plague
Sewer plague is a generic term for a broad category
of illnesses that incubate in sewers, refuse heaps,
and stagnant swamps, and which are sometimes
transmitted by creatures that dwell in those areas, such
as rats and otyughs.
When a humanoid creature is bitten by a creature that
carries the disease* or when it comes into contact with
filth or offal contaminated by the disease* the creature
must succeed on a DC 11 Constitution saving throw or
become infected.
it takes 1 d4 days for sewer plague's symptoms to
manifest in an infected creature. Symptoms include
fatigue and cramps. The infected creature suffers one
level of exhaustion, and it regains only half the normal
number of hit points from spending Hit Dice and no hit
points from finishing a long rest.
At the end of each long rest, an infected creature
must make a DC 11 Constitution saving throw. On a
failed save, the character gains one level of exhaustion*
On a successful save, the character s exhaustion level
decreases by one level. If a successful saving throw
reduces the infected creatures level of exhaustion below
1* the creature recovers from the disease*
Sight Rot
This painful infection causes bleeding from the eyes and
eventually blinds the victim*
A beast or humanoid that drinks water tainted by
sight rot must succeed on a DC 15 Constitution saving
throw or become infected. One day after infection, the
creature's vision starts to become blurry. The creature
takes a -1 penalty to attack rolls and ability checks
that relv on sight. At the end of each long rest after the
symptoms appear, the penalty worsens by L When
it reaches-5, the victim is blinded until its sight is
restored by magic such as lesser restoration or heal.
Sight rot can be cured using a rare flower called
Eyebright, which grows in some swamps* Given an hour,
a character who has proficiency with an herbalism kit
can turn the flower into one dose of ointment* Applied
to the eyes before a long rest, one dose of it prevents
the disease from worsening after that rest. After three
doses, the ointment cures the disease entirely.
Poisons
Given their insidious and deadly nature* poisons are
illegal in most societies but are a favorite tool among
assassins, drew, and other evil creatures*
Poisons come in the following four types.
Contact A creature that touches contact poison with
exposed skin suffers its effects*
Ingested* A creature must swallow an entire dose of
ingested poison to suffer its effects. You might decide
that a partial dose has a reduced effect* such as allowing
advantage on the saving throw or dealing only half
damage on a failed save*
Inhaled. These poisons are powders or gases that
take effect when they are inhaled. A single dose fills a
5Toot cube*
Iryury. A creature that takes slashing or piercing
damage from a weapon or piece of ammunition coated
with injury poison is exposed to its effects.
Poisons
Item
Type
Price per Dose
Assassin's blood
Ingested
150 gp
Burnt othur fumes
Inhaled
500 gp
Carrion crawler mucus
Contact
200 gp
Drew poison
Injury
200 gp
Essence of ether
Inhaled
300 gp
Malice
Inhaled
250 gp
Midnight tears
Ingested
1.500 gp
Oil of taggit
Contact
400 gp
Pale tincture
Ingested
250 gp
Purple worm poison
Injury
2,000 gp
Serpent venom
Injury
200 gp
Torpor
Ingested
600 gp
Truth serum
Ingested
150 gp
Wyvern poison
Injury
1.200 gp
Sample Poisons _
Each type of poison has its own debilitating effects*
Assassin's Blood (Ingested). A creature subjected
to this poison must make a DC 10 Constitution saving
throw. On a failed save, it takes 6 (Idl 2) poison damage
C, HA PTE RS l It U N N I N G TH E GAME
and is poisoned for 24 hours. On a successful save, the
creature takes half damage and isn’t poisoned.
Burnt Othur Fumes (Inhaled). A creature subjected
to this poison must succeed on a DC 13 Constitution
saving throw or take 10 (3d6) poison damage, and must
repeat the saving throw at the start of each of its turns.
On each successive failed save, the character takes 3
(kI6) poison damage. After three successful saves, the
poison ends,
Carrion Crawler Mucus (Contact). This poison
must be harvested from a dead or incapacitated
carrion crawler. A creature subjected to this poison
must succeed on a DC 13 Constitution saving throw
or be poisoned for 1 minute. The poisoned creature is
paralyzed. The creature can repeat the saving throw at
the end of each of its turns, ending the effect on itself on
a success.
DrowPoison (Injury). This poison is typically made
only by the drow t and only in a place far removed from
sunlight. A creature subjected to this poison must
succeed on a DC 13 Constitution saving thrower be
poisoned for 1 hour. If the saving throw fails by 5 or
more, the creature is also unconscious while poisoned
in this way. The creature wakes up if it takes damage or
if another creature takes an action to shake it awake.
jBssence of Ether (Inhaled). A creature subjected
to this poison must succeed on a DC 15 Constitution
saving throw or become poisoned for 8 hours. The
poisoned creature is unconscious. The creature wakes
up i fit takes damage or if another creature takes an
action to shake it awake.
Malice (Inhaled). A creature subjected to this poison
must succeed on a DC 15 Constitution saving throw
or become poisoned for 1 hour. The poisoned creature
is blinded.
Midnight Tears (Ingested). A creature that ingests
this poison suffers no effect until the stroke of midnight
If the poison has not been neutralized before then, the
creature must succeed on a DC 17 Constitution saving
throw, taking 31 (9d6) poison damage on a failed save,
or half as much damage on a successful one.
Oil of Taggit (Contact) L A creature subjected to this
poison must succeed on a DC 13 Constitution saving
throw or become poisoned for 24 hours. The poisoned
creature is unconscious. The creature wakes up if it
takes damage.
Pale Tincture (Ingested). A creature subjected to this
poison must succeed on a DC 16 Constitution saving
throw or take 3 (ld6) poison damage and become
poisoned. The poisoned creature must repeat the saving
throw every 24 hours, taking 3 (ld6) poison damage
on a failed save. Until this poison ends, the damage
the poison deals can t be healed by any means. After
seven successful saving throws, the effect ends and the
c re atu re can hea I n or m a 1 ly.
Purple Worm Poison (Injury). This poison must be
harvested from a dead or incapacitated purple worm.
A creature subjected to this poison must make a 3 )C
19 Constitution saving throw, taking 42 (12d6) poison
damage on a failed save, or half as much damage on a
successful one.
Serpent Venom (Injury). This poison must be
harvested from a dead or incapacitated giant poisonous
snake. A creature subjected to this poison must succeed
on a DC 11 Constitution saving throw, taking 10 (3d6)
poison damage on a failed save, or half as much da mag-
on a successful one.
Torpor (Ingested). A creature subjected to this poise, r
must succeed on a DC 15 Constitution saving throw' or
become poisoned for 4d6 hours. The poisoned creature
is incapacitated.
Truth Serum (Ingested). A creature subjected to this
poison must succeed on a DC 11 Constitution saving
throw or become poisoned for 1 hour. The poisoned
creature can't knowingly speak a lie, as if under the
effect of a zone of truth spell.
Wyvern Poison (Injury). This poison must be
harvested from a dead or incapacitated wyvern. A
creature subjected to this poison must make a DC
15 Constitution saving throw, taking 24 (7d6) poison
damage on a failed save, or half as much damage on a
successful one.
Purchasing Poison _
In some settings, strict laws prohibit the possession
and use of poison, but a black-market dealer or
unscrupulous apothecary might keep a hidden stash.
Characters with criminal contacts might be able to
acquire poison relatively easily. Other characters might
have to make extensive inquiries and pay bribes before
they track down the poison they seek.
The Poisons table gives suggested prices for single
doses of various poisons.
Crafting and Harvesting Poison
During downtime between adventures, a character
can use the crafting rules in the Players Handbook to
create basic poison if the character has proficiency with
a poisoner s kit. At your discretion, the character can
craft other kinds of poison. Not all poison ingredients
are available for purchase, and tracking down certain
ingredients might form the basis of an entire adventure.
A character can instead attempt to harvest poison
from a poisonous creature, such as a snake, wyvern, or
carrion crawler. The creature must be incapacitated or
dead, and the harvesting requires ld6 minutes followed
by a DC 20 Intelligence (Nature) check. (Proficiency
with the poisoner's kit applies to this check if the
character doesn't have proficiency in Nature.) On a
successful check, the character harvests enough poison
for a single dose. On a failed check, the character is
unable to extract any poison. If the character fails the
check by 5 or more, the character is subjected to the
creatures poison.
Madness
In a typical campaign, characters aren’t driven mad
by the horrors they face and the carnage they inflict
day after day, but sometimes the stress of being an
adventurer can be too much to bear. If your campaign
has a strong horror theme, you might want to use
madness as a way to reinforce that theme, emphasizing
CHAPTLft 8 I RI.■ NN1 NO THVi GAME
the extraordinarily horrific nature of the threats the
adventurers face.
Going Mad
Various magical effects can inflict madness on an
otherwise stable mind. Certain spells, such as contact
other plane and symbol, can cause insanity, and you can
use the madness rules here instead of the spell effects
in the Players Handbook Diseases, poisons, and planar
effects such as psychic wind or the howling winds of
Pandemonium can all inflict madness. Some artifacts
can also break the psyche of a character who uses or
becomes attuned to them.
Resisting a madness inducing effect usually requires
a Wisdom or Charisma saving throw. If your game
includes the Sanity score (see chapter 9, ^Dungeon
Master’s Workshop”), a creature makes a Sanity saving
throw instead.
Madness Effects
Madness can be short-term, long-term, or indefinite.
Most relatively mundane effects impose short-term
madness, which lasts for just a few minutes. More
horrific effects or cumulative effects can result in long¬
term or indefinite madness.
A character afflicted with short-term madness is
subjected to an effect from the Short-Term Madness
table for Id 10 minutes.
A character afflicted with long-term madness is
subjected to an effect from the Long-Term Madness
table for Id 10 x 10 hours,
A character afflicted with indefinite madness gains
a new character flaw from the Indefinite Madness table
that lasts until cured.
Short-Term Madness
d 100 Effect (lasts IdTO minutes)
01-20 The character retreats into his or her mind and
becomes paralyzed. The effect ends if the character
takes any damage,
21-30 The character becomes incapacitated and spends
the duration screaming, laughing, or weeping.
31-40 The character becomes frightened and must use
his or her action and movement each round to flee
from the source of the fear.
41-50 The character begins babbling and is incapable of
normal speech or spellcasting,
51-60 The character must use his or her action each
round to attack the nearest creature.
61-70 The character experiences vivid hallucinations and
has disadvantage on ability checks.
71-75 The character does whatever anyone tells him or
her to do that isn't obviously self-destruct ve.
76-80 The character experiences an overpower ng urge to
eat something strange such as dir: s! me, or offal.
81-90 The character is stunned.
91-100 The character falls unconscious
Long-Term Madness
dlQO Effect (lasts tdIO x10 hours)
01-10 The character feels compelled to repeat a specific
activity over and over, such as washing hands,
touching things, praying, or counting coins.
11-20 The character experiences vivid hallucinations and
has disadvantage on ability checks,
21-30 The character suffers extreme paranoia. The
character has disadvantage on Wisdom and
Charisma checks,
31-40 The character regards something (usually the
source of madness} with intense revulsion, as if
affected by the antipathy effect of the antipathy/
sympathy spell
41-45 The character experiences a powerful delusion.
Choose a potion. The character imagines that he or
she is under its effects.
46-55 The character becomes attached to a 'lucky
charm,” such as a person or an object, and has
disadvantage on attack rolls, ability checks, and
saving throws while more than 30 feet from it.
56-65 The character is blinded (25%) or deafened (75%).
66-75 The character experiences uncontrollable tremors
or tics, which impose disadvantage on attack
rolls, ability checks, and saving throws that involve
Strength or Dexterity.
76-S5 The character suffers from partial amnesia. The
character knows who he or she is and retains racial
traits and class features, but doesn't recognize
other people or remember anything that happened
before the madness took effect
S6-90 Whenever the character takes damage, he or she
must succeed on a DC 15 Wisdom saving throw
or be affected as though he or she failed a saving
throw against the confusion spell. The confusion
effect lasts for 1 minute,
91-95 The character loses the ability to speak.
96-100 The character falls unconscious. No amount of
jostling or damage can wake the character.
Curing Madness _
A calm emotions spell can suppress the effects of
madness, while a lesser restoration spell can rid
a character of a short-term or long-term madness.
Depending on the source of the madness* remove
curse or dispel evil might also prove effective. A greater
restoration spell or more powerful magic is required to
rid a character of indefinite madness.
===Experience Points ===
Experience points (XP) fuel level advancement for
player characters and are most often the reward for
completing combat encounters.
Each monster has an XP value based on its
challenge rating. When adventurers defeat one or more
monsters—typically by killing, routing, or capturing
Indefinite Madness
d 100 Flaw (lasts until cured)
01-15 “Being drunk keeps me sane.”
16-25 “3 keep whatever I find.”
26-30 “I try to become more like someone else I know—
adopting his or her style of dress, mannerisms,
and name.”
31-35 “1 must bend the truth, exaggerate, or outright lie
to be interesting to other people;”
36-45 “Achieving my goal is the only thing of interest to
me, and 111 ignore everything else to pursue it.’ 1
46-50 “I find it hard to care about anything that goes on
around me.”
51-55 “I don’t like the way people judge me ail the time.”
56-70 “1 am the smartest, wisest, strongest, fastest, and
most beautiful person I know.”
71-80 “I am convinced that powerful enemies are hunting
me, and their agents are everywhere I go, I am sur;
they're watching me all the time.”
81-S5 “There's only one person I can trust. And only I ca^
see this special friend.”
S6-95 “I can't take anything seriously. The more serious
the situation, the funnier I find It.”
96-100 ‘Tve discovered that I really like killing people.”
■
them—they divide the total XP value of the monsters
evenly among themselves. If the party received
substantial assistance from one or more NPCs, count
those NPCs as parly members when dividing up the
XP. (Because the NPCs made the fight easier, individual
characters receive fewer XP.)
Chapter 3, “Creating Adventures/' provides
guidelines for designing combat encounters using
experience points.
Absent Characters
Typically, adventurers earn experience only for
encounters they participate in. If a player is absent
for a session, the player's character misses out on the
experience points*
Over time* you might end up with a level gap between
the characters of players who never miss a session and
characters belonging to players who are more sporadic
in their attendance. Nothing is wrong with that. A gap
of two or three levels between different characters in
the same party isn't going to ruin the game for anyone*
Some DMs treat XP as a reward for participating in
the game, and keeping up with the rest of the party is
good incentive for players to attend as many sessions
as possible.
As an alternative* give absent characters the same
XP that the other characters earned each session,
keeping the group at the same level* Few players
will intentionally miss out on the fun of gaming just
because they know they'll receive XP for it even if they
don't show up.
C11APTER 8 I RU NN1NC THF, GAM£
* The adventurers gain the benefit of a short rest.
* Characters can recover a Hit Die or a low-level
spell slot.
* Characters can regain the use of magic items that
have had their limited uses expended.
Level Advancement without XP
2 b
You can also award XP when characters complete
significant milestones. When preparing your adventure,
designate certain events or challenges as milestones, as
with the following examples:
* Accomplishing one in a series of goals necessary to
complete the adventu re.
* Discovering a hidden location or piece of information
relevant to the adventure.
< Reaching an important destination.
When awarding XP, treat a major milestone as a hard
encounter and a minor milestone as an easy encounter.
If you want to reward your players for their progress
through an adventure with something more than XP
and treasure, give them additional small rewards at
milestone points. Here are some examples:
You can do away with experience points entirely and
control the rate of character advancement* Advance
characters based on how many sessions they play, or
when they accomplish significant story goals in the
campaign. In either case, you tell the players when their
characters gain a level.
This method of level advancement can be particularly
helpful if your campaign doesn' t include much
combat, or includes so much combat that tracking XP
becomes tiresome.
Session-Based Advancement
A good rate of session-based advancement is to have
characters reach 2nd level after the first session of play.
3rd level after another session, and 4th level after two
more sessions. Then spend two or three sessions for
each subsequent level. This rate mirrors the standard
rate of advancement, assuming sessions are about four
hours long.
Noncombat Challenges
i
You decide whether to award experience to characters
for overcoming challenges outside combat. If the
adventurers complete a tense l _ Nation with a baron,
forge a trade agreement with a dan of surly dwarves,
or successfully navigate the Chasm of Doom, you might
decide that they deserve an XP reward.
As a starting point, use the rules for building combat
encounters In chapter 3 to gauge the difficulty of the
challenge. Then award the characters XP as if it had
been a combat encounter of the same difficulty, but only
if the encounter involved a meaningful risk of failure.
Milestones
Story- Based Advancement
When you let the story of the campaign drive
advancements you award levels when adventurers
accomplish significant goals in the campaign.
C T-l A PTE k a I IUJ N NI NO TH E O AM K
===Chapter 9: Dungeon Master s Workshop ===
As the Dungeon Master, you aren't limited
by the rules in the Player's Handbook t the
guidelines in this book, or the selection of
monsters in the Monster Manual You can
let your imagination run wild. This chapter
contains optional rules that you can use to
customize your campaign, as well as guidelines on
creating your own material, such as monsters and
magic items.
The options in this chapter relate to many different
parts of the game. Some of them are variants of
rules, and others are entirely new rules. Each option
represents a different genre, style of play, or both.
Consider trying no more than one or two of the options
at a time so that you can clearly assess their effects on
your campaign before adding other options.
Before you add a new rule to your campaign, ask
yourself two questions:
* Will the rule improve the game?
* Wi 11 my p 1 ayers like it?
If you're confident that the answer to both questions is
yes. then you have nothing to lose by giving it a try. Urge
your players to provide feedback. If the rule or game
element isn’t functioning as intended or isn't adding
much to your game, you can refine it or ditch it. No
matter what a rule’s source, a rule serves you. not the
other way around.
Beware of adding anything to your game that allows
a character to concentrate on more than one effect at
a time, use more than one reaction or bonus action
per round, or attune to more than three magic items
at a time. Rules and game elements that override the
rules for concentration, reactions, bonus actions, and
magic item attunement can seriously unbalance or
ove rc o m p I i cate yo u r ga me.
Ability Options
The optional rules in this section pertain to using
ability scores.
Proficiency Dice _
This optional rule replaces a character's proficiency
bonus with a proficiency die, adding more randomness
to the game and making proficiency a less reliable
indicator of mastery. I nstead of adding a proficiency
bonus to an ability check, an attack roll, or saving throw,
the characters player rolls a die. The Proficiency Die
table shows which die or dice to roll, as determined by
the character s level.
Whenever a feature, such as the rogue's Expertise,
lets a character double his or her proficiency bonus,
the player rolls the character's proficiency die twice
instead of once.
This option is intended for player characters and
nonplayer characters who have levels, as opposed to
monsters who don't.
Proficiency Die
Level
Proficiency Bonus
Proficiency Die
1 st-4th
1d4
Sth—Sth
+3
ld6
9th—12th
h-4
ids
13th—16th
+5
IdlO
17th-20th
+6
ld!2
Skill Variants
A skill dictates the circumstances under which a
character can add his or her proficiency bonus to an
ability check. Skills define those circumstances by
referring to different aspects of the six ability scores.
For example. Acrobatics and Stealth are two different
aspects of Dexterity, and a character can specialize in
either or both.
You can dispense w ith skills and use one of the
following variants. Choose whichever one best suits
your campaign.
Ability Check Proficiency
With this variant rule, characters don't have skill
proficiencies. Instead, each character has proficiency
in two abilities: one tied to the character’s class and
one tied to the character's background. The Ability
Proficiencies by Class table suggests a proficiency for
each class, and you choose which ability is tied to a
given background. Starting at 1st level, a character adds
his or her proficiency bonus to any ability check tied to
one or the other of these two abilities.
Ability Check Proficiencies by Class
Gass
Barbarian
Bard
Cleric
Druid
Fighter
Monk
Paladin
Ranger
Rogue
Sorcerer
Warlock
Wizard
Ability Check
Strength, Dexterity, or Wisdom
Any one
Intelligence, Wisdom, or Charisma
Intelligence or Wisdom
Strength, Dexterity, or Wisdom
Strength, Dexterity, or Intelligence
Strength, Wisdom, or Charisma
Strength, Dexterity, or Wisdom
Dexterity, Intelligence, Wisdom, or Charisma
Intelligence or Charisma
Intelligence or Charisma
Intelligence or Wisdom
The Expertise feature works differently than normal
under this rule. At 1st level, instead of choosing two
skill proficiencies, a character with the Expertise class
feature chooses one of the abilities in which he or she
has proficiency. Selecting an ability counts as two
of tbe character s Expertise choices. If the character
would gain an additional skill proficiency, that character
instead selects another ability check in which to gain
proficiency.
<: :: AFTER 9 I DU K GEON MASTER'S WORKSHOP
This option removes skills from the game and
doesn't allow for much distinction among characters.
For example, a character cant choose to emphasize
persuasion or intimidation; he or she is equally
adept at both.
Background Proficiency
With this variant rule, characters don't have skill or tool
proficiencies. Anything that would grant the character
a skill or tool proficiency provides no benefit. Instead,
a character can add his or her proficiency bonus to any
ability check to which the character's prior training and
experience (reflected in the characters background)
reasonably applies. The DM is the ultimate judge of
whether the character's background applies.
For example, the player of a character with the noble
background could reasonably argue that the proficiency
bonus should apply to a Charisma check the character
makes to secure an audience with the king. The player
should be encouraged to explain in specific terms how
(he character’s background applies. Not simply Tm
a noble, but “1 spent three years before starting my
adventuring career serving as my family's ambassador
to the court, and this sort of thing is second nature
to me now,”
This simple system relies heavily on players
developing their characters' histories. Don’t let it
result in endless debates about whether a character's
proficiency bonus applies in a given situation. Unless
a player’s attempt to explain the relevance of the
character's background makes everyone else at the table
roll their eyes at its absurdity, go ahead and reward the
player for making the effort.
If a character has the Expertise feature, instead
of choosing skills and tools to gain the benefit of
that feature, the player defines aspects of his or her
background to which the benefit applies. Continuing
the noble example, the player might decide to apply
Expertise to ‘ situations where courtly manners and
etiquette are paramount” and ‘figuring out the secret
plots that court members hatch against one another.”
Personality Trait Proficiency
W ith this variant rule, characters don’t have skill
proficiencies. Instead, a character can add his or her
proficiency bonus to any ability check directly related to
the character's positive personality traits. For example,
a character with a positive personality trait of “I never
have a plan, but I’m great at making things up as ! go
along” might apply the bonus when engaging in some
off-the-cuff deception to get out of a tight spot. A player
should come up with at least four positive personality
traits when creating a character.
When a character's negative personality trait directly
impacts an ability check, the character has disadvantage
on the check. For example, a hermit whose negative
trait is “1 often get lost in my own thoughts and
contemplation, oblivious to my surroundings” might
have disadvantage on an ability check made to notice
creatures sneaking up.
If a character has the Expertise feature, the player can
apply its benefit to personality traits related to ability
checks, instead of to skills or tools. If a character would
gain a new skill or tool proficiency, the character instead
gains a new positive personality trait.
This system relies heavily on players developing
their characters’ personalities. Make sure that different
characters' traits—positive and negative—come into pla>
with about the same frequency. Don't let a player get
away with a positive trait that always seems to apply and
a negative trait that never does.
At your discretion, you can also tie a character s
ideals, bonds, and (laws to this system.
Hero Points
Hero points work well in epic fantasy and mythic
campaigns in which the characters arc meant to be
more like superheroes than the average adventurer is.
With this option, a character starts with 5 hero points
at 1st level. Each time the character gains a level* he or
she loses any unspent hero points and gains a new torn!
equal to 5 + half the character's level.
A player can spend a hero point whenever he or she
makes an attack roll, an ability check, or a saving throw
The player can spend the hero point after the roll is
made but before any of its results are applied. Spending
the hero point allows the player to roll a d6 and add it
to the d2Q. possibly turning a failure into a success. A
player can spend only 1 hero point per roll.
In addition, whenever a character fails a death saving
throw, the player can spend one hero point to turn the
failure into a success.
New Ability Scores:
Honor and Sanity
If you're running a campaign shaped by a strict code c
honor or the constant risk of insanity, consider add It _
one or both these new ability scores: Honor and Sanity.
These abilities function like the standard six abilities
with exceptions specified In each ability below.
Here's how to incorporate these optional abilities at
character creation:
- I f y ou r p 1 aye rs use t h e s t a n d a rd a it ay of ability
scores, add one 11 to the array for each optional
ability you add.
* I f you r p 1 aye rs u se the op t i on a I po i n t-b uy sy s te m. a d c
3 points to the number of points for each optional
ability you add.
* If your players roll their ability scores, have them roll
for the added ability scores.
If you ever need to make a check or saving throw for
Honor or Sanity for a monster that lacks the score* you
can use Charisma for Honor and Wisdom for Sanity,
Honor Score
ff your campaign involves cultures where a rigid code
of honor is part of daily life, consider using the Honor
score as a means of measuring a character's devotion
to that code. Phis ability fits well in a setting inspired
by Asian cultures, such as Kara-Tur in the Forgotten
Realms. The Honor ability is also useful in any
campaign that revolves around orders of knights.
CH AFTLR 9 ! DUN CROW M.\SThk‘S WORKSHOP
Honor measures not only a characters devotion to a
code but also the character's understanding of it. The
Honor score can also reflect how others perceive a
character’s honor. A character with a high Honor usually
has a reputation that others know about, especially
those who have high Honor scores themselves.
Unlike other abilities. Honor can't be raised with
normal ability score increases. Instead, you can award
increases to Honor—or impose reductions—based on
a character’s actions. At the end of an adventure, if you
think a character's actions in the adventure reflected
well or poorly on his or her understanding of the code,
you can increase or decrease the character’s Honor by
1. As with other ability scores, a character’s Honor can't
exceed 20 or fall below 1,
Honor Checks. Honor checks can be used in social
situations, much as Charisma would, when a characters
understanding of a code of conduct is the most defining
factor in the way a social interaction will play out.
You might also call for an Honor check when a
character is in one of the following situations;
* Being unsure how to act with honor
* Su rrenderi ng whi !e t ryi ng to save face
» Trying to determine another character's Honor score
* Trying to use the proper etiquette in a delicate
social situation
* Using his or her honorable or dishonorable reputation
to influence someone else
Honor Saving Throws. An Honor saving throw
comes into play when you want to determine whether
a character might inadvertently do something
dishonorable. You might call for an Honor saving throw
In the following situations;
- Avoiding an accidental breach of honor or etiquette
+ Resisting the urge to respond to goading or insults
from an enemy
* Recognizing when an enemy attempts to trick a
character into a breach of honor
Sanity Score
Consider using the Sanity score if your campaign
revolves around entities of an utterly alien and
unspeakable nature, such as Great Cthulhu, whose
powers and minions can shatter a character s mind.
A character with a high Sanity is level-headed even in
the face of insane circumstances, while a character with
low Sanity is unsteady, breaking easily when confronted
by eldritch horrors that are beyond normal reason.
Sanity Checks* You might ask characters to make a
Sanity check in place of an Intelligence check to recall
tore about the alien creatures of madness featured
in your campaign, to decipher the writings of raving
lunatics, or to learn spells from tomes of forbidden lore.
You might also call for a Sanity check when a character
tries one of the follow-iog activities;
* Deciphering a piece of text written in a language so
alien that it threatens to break a character's mind
- Overcoming the lingering effects of madness
* Comprehending a piece of alien magic foreign to all
normal understanding of magic
Sanity Saving Throws. You might call for a Sanity
saving throw when a character runs the risk of
succumbing to madness, such as in the following
situations:
- Seeing a creature from the Far Realm or other alien
realms for the first time
* Making direct contact with the mind of an
alien creature
- Being subjected to spells that affect mental stability,
such as the insanity option of the symbol spell
* Passing through a demiplane built on alien physics
* Resisting an effect conferred by an attack or spell that
deals psychic damage
2G5
OH A PT E R 9 I DUN C L U N M A STER'S WQRKSH O P
£66
CHAPTER 9 I DUNGEON MASTER'S WORKSHOP
A failed Sanity save might result in short-term, long¬
term, or indefinite madness, as described in chapter 8,
“Running the Game/ Any time a character suffers Iron
long-term or indefinite madness, the character's Sanity
is reduced by 1. A greater restoration spell can restore
Sanity lost in this way, and a character can increase his
or her Sanity through level advancement.
Adventuring Options
This section provides options for changing how rests
work,, as well as for adding unusual things to your
campaign, such as modern weapons.
Fear and Horror
The rules for fear and horror can help you sustain an
atmosphere of dread in a dark fantasy campaign.
Fear
When adventurers confront threats they have no
hope of overcoming, you can call for them to make a
Wisdom saving throw. Set the DC according to the
circumstances, A character who fails the save becomes
frightened for 1 minute. The character can repeat the
saving throw at the end of each of his or her turns,
ending the effect on the character on a successful save.
Horror
Horror involves more than simple fright, ft entails
revulsion and anguish. Often it arises when adventurer-
see something completely contrary to the common
understanding of what can and should occur in the
world, or upon the realization of a dreadful truth,
in such a situation you can call on characters to mak-
a Charisma saving throw to resist the horror. Set the DC
based on the magnitude of the horrific circumstances.
On a failed save, a character gains a short-term or long¬
term form of madness that you choose or determine
randomly, as detailed in chapter 8, “Running the Game,”
Healing _
These optional rules make it easier or harder for
adventurers to recover from injury, either increasing
or reducing the amount of time your players can spend
adventuring before rest is required.
Healer’s Kit Dependency
A character can t spend any I lit Dice after finishing a
short rest until someone expends one use of a healer's
kit to bandage and treat the character's wounds.
Healing Surges
This optional rule allows characters to heal up in
the thick of combat and works well for parties that
feature few or no characters with healing magic, or for
campaigns in which magical healing is rare.
As an action, a character can use a healing surge and
spend up to half his or her Hit Dice. For each Hit Die
spent in this way, the player rolls the die and adds the
characters Constitution modifier. The character regains
hit points equal to the total. The player can decide to
spend an additional Hit Die after each roll.
A character who uses a healing surge can't do so
again until he or she finishes a short or long rest.
Under this optional rule, a character regains all spent
Hit Dice at the end of a long rest. With a short rest,
a character regains Hit Dice equal to his or her level
divided by four (minimum of one die).
For a more superheroic feel, you can let a character
use a healing surge as a bonus action, rather than as
an action.
Slow Natural Healing
Characters don't regain hit points at the end of a long
rest. Instead, a character can spend Hit Dice to heal at
the end of a long rest, just as with a short rest.
This optional rule prolongs the amount of time that
characters need to recover from their wounds without
the benefits of magical healing and works well for
grittier, more realistic campaigns.
Rest Variants
The rules for short and long rests presented in chapter
8 of the Player's Handbook work well for a heroic-style
campaign. Characters can go toe-to-toe with deadly foes,
take damage to within an inch of their lives, yet still be
ready to fight again the next day. If this approach doesn't
fit your campaign, consider the following variants.
Epic Heroism
This variant uses a short rest of 5 minutes and a long
rest of I hour. This change makes combat more routine,
since characters can easily recover from every battle.
You might want to make combat encounters more
difficult to compensate.
Spellcasters using this system can afford to burn
through spell slots quickly, especially at higher levels.
Consider allowing spellcasters to restore expended
spell slots equal to only half their maximum spell slots
(rounded down) at the end of a long rest, and to limit
spell slots restored to 5th level or lower. Only a full
8-hour rest will allow a spellcaster to restore all spell
slots and to regain spell slots of 6th level or higher.
Gritty Realism
This variant uses a short rest of 8 hours and a long
rest of 7 days. This puts the brakes on the campaign,
requiring the players to carefully judge the benefits
and drawbacks of combat. Characters can't afford to
engage in too many battles in a row. and all adventuring
requires careful planning.
This approach encourages the characters to
spend time out of the dungeon. It's a good option for
campaigns that emphasize intrigue, politics, and
interactions among other NPCs. and in which combat is
rare or something to be avoided rather than rushed into.
Firearms
If you want to model the swashbuckling style of
The Three Musketeers and similar tales, you can
introduce gunpowder weapons to your campaign that
are associated w r ith the Renaissance. Similarly, in a
campaign where a spaceship has rashed or elements
of modern-day Earth are present futuristic or modern
firearms might appear. The Firearms table provides
examples of firearms from all three of those periods.
The modern and futuristic items are priceless.
Proficiency
It's up to you to decide whether a character has
proficiency with a firearm. Characters in most D&D
worlds wouldn’t have such proficiency. During their
downtime, characters can use the training rules in the
Players Handbook to acquire proficiency, assuming
that they have enough ammunition to keep the weapons
working while mastering their use.
Properties
Firearms use special ammunition, and some of them
have the burst fire or reload property.
Ammunition. The ammunition of a firearm is
destroyed upon use. Renaissance and modern firearms
use bullets. Futuristic firearms are powered by a
special type of ammunition called energy cells. An
energy cell contains enough power for all the shots its
firearm can make.
Burst Fire. A weapon that has the burst fire property
can make a normal single-target attack, or it can spray a
10-foot-cube area within normal range with shots. Each
creature in the area must succeed on a DC 15 Dexterity
saving throw or take the weapon's normal damage. This
action uses ten pieces of ammunition.
Reload. A limited number of shots can be made with
a weapon that has the reload property. A character must
then reload it using an action or a bonus action (the
character s choice).
Explosives
A campaign might include explosives from the
Renaissance or the modern world (the latter are
priceless), as presented in the Explosives table.
Bomb
As an action, a character can light this bomb and throw
it at a point up to 60 feet away. Each creature within 5
feet of that point must succeed on a DC 12 Dexterity
saving throw or take 3d6 fire damage.
Gunpowder
Gunpowder is chiefly used to propel a bullet out of the
barrel of a pistol or rifle, or it is formed into a bomb.
Gunpowder is sold in small wooden kegs and in water-
resistant powder horns.
Setting fire to a container full of gunpowder can cause
it to explode, dealing fire damage to creatures within
10 feet of it (3d6 for a powder horn. 7d6 for a keg). A
successful DC 12 Dexterity saving throw halves the
damage. Setting fire to an ounce of gunpowder causes
it to flare for 1 round, shedding bright light in a 30-foot
radius and dim light for an additional 30 feet.
Dynamite
As an action, a creature can light a stick ol dynamite
and throw it at a point up to 60 feet away. Each creature
within 5 feet of that point must make a DC 12 Dexterity
saving throw, taking 3d6 bludgeoning damage on a
failed save, or half as much damage on a successful one.
CHAPTER 9 | DUNCEON MASTER’S WORKSHOP
A character can bind sticks of dynamite together so
they explode at the same time. Bach additional stick
increases the damage by ld6 (to a maximum of 10d6)
and the burst radius by 5 feet (to a maximum of 20 feet).
Dynamite can be rigged with a longer fuse to explode
after a set amount of time, usually 1 to 6 rounds. Roll
initiative for the dynamite. After the set number of
rounds goes by, the dynamite explodes on Lhat initiative.
Grenades
As an action, a character can throw a grenade at a
point up to 60 feet away With a grenade launcher, the
character can propel the grenade up to 120 feet away.
Each creature within 20 feet of an exploding
fragmentation grenade must make a DC 15 Dexterity
saving throw, taking 5d6 piercing damage on a failed
save, or hair as much damage on a successf ul one.
One round after a smoke grenade lands, it emits a
cloud of smoke that creates a heavily obscured area in
a 20-foot radius. A moderate wind (at least 10 miles per
hour) disperses the smoke in 4 rounds; a strong wind
(20 or more miles per hour) disperses it in 1 round.
Figuring Out Alien Technology
Int. Check Total
9 or lower
10-14
15-19
20 or higher
Result
One failure; one charge or use is wasted, if
applicable; character has disadvantage on
next check
One failure
One success
One success; character has advantage on
next check
Alien Technology
When adventurers find a piece of technology that isn't
from their world or time period* the players might
understand what the object is T but the characters
rarely will. To simulate a character's ignorance about
the technology, have the character make a series or
Intelligence checks to figure it out
To determine how the technology works, a character
must succeed on a number of Intelligence checks
based on the complexity of the item: two successes for
a simple item (such as a cigarette lighter, calculator, or
revolver) and four successes for a complex item (such a?
a computer* chainsaw, or hovercraft). Then consult the
Figuring Out Alien Technology table. Consider making
the item break if a character fails four or more times
before taking a long rest.
A character who has seen an item used or has
operated a similar item has advantage on Intelligence
checks made to figure out its use*
Explosives
Renaissance Item
Cost
Weight
Bomb
150 gp
1 lb.
Gunpowder, keg
250 gp
20 lb.
Gunpowder, powder horn
35 gp
2 lb.
Modern Item
Cost
Weight
Dynamite (stick)
—
1 lb.
Grenade, fragmentation
—
1 lb.
Grenade, smoke
—
21b.
Grenade launcher
—
71b.
Firearms
Renaissance Item
Cost
Damage
Weight
Properties
Martial Ranged Weapons
Pistol
250 gp
IdlO piercing
3 lb.
Ammunition
(range 30/90), loading
Musket
500 gp
ld!2 piercing
10 lb.
Ammunition
(range 40/120), loading, two-handed
Ammunition
Bullets (10)
3 gp
—
21b.
——
Modem Item
Cost
Damage
Weight
Properties
Martial Ranged Weapons
Pistol, automatic
■—-
2d6 piercing
3 1b.
Ammunition
(range 50/150), reload (15 shots)
Revolver
-—-
2d8 piercing
3 !b.
Ammunition
(range 40/120), reload (6 shots)
Rifle, hunting
—
2dl0 piercing
8 1b.
Ammunition
[range S0/240), reload (5 shots), two-handed
Rifle, automatic
—<■
2d8 piercing
81b.
Ammunition
(range 80/240), burst fire, reload (30 shots), two-handed
Shotgun
-——
2dS piercing
71b.
Ammunition
(range 30/90), reload (2 shots), two-handed
Ammunition
Bullets (10)
-—
—
1 lb.
-—-
Futuristic Item
Cost
Damage
Weight
Properties
Martial Ranged Weapons
Laser pistol
—
3d6 radiant
2 lb.
Ammunition
(range 40/120), reload (50 shots)
Antimatter rifle
—
6dS necrotic
10 lb.
Ammunition
(range 120/360}. reload (2 shots), two-handed
Laser rifle
—
3dS radiant
71b.
Ammunition
(range 100/300), reload (30 shots), two-handed
Ammunition
Energy cell
—
■—
5 oz.
—
CI i A PTE R 9 DUNCE* J N M A STE R * S VV i >R KS HOP
Plot Points
Plot points allow players to change the course of the
campaign, introduce plot complications, alter the
world, and even assume the role of the DM. If your first
reaction to reading this optional rule is to worry that
your players might abuse it. it's probably not for you.
Using Plot Points
Each player starts with 1 plot point. During a session,
a player can spend that point for one effect. The effect
depends on your group's approach to this optional rule.
Three options are presented below,
A player can spend no more than 1 plot point
per session. You can increase this limit if you like,
especially if you want the players to drive more of the
story. Once every player at the table has spent a plot
point, they each gain 1 plot point.
Option 1; What a Twist!
A player who spends a plot point gels to add some
element to the setting or situation that the group
(including you) must accept as true. For example, a
player can spend a plot point and state that his or her
character has found a secret door, an NFC appears, or
a monster turns out to be a long-lost ally poly morphed
into a horrid beast.
A player who wants to spend a plot point in this way
should take a minute to discuss his or her idea with
everyone else at the table and gel feedback before
settling on a plot development.
Option 2: The Plot Thickens
Whenever a player spends a plot point, the player to his
or her right must add a complication to the scene. For
example, if the player who spends the plot point decides
that her character has found a secret door, the player
to the right might slate that opening the door triggers a
magical trap that teleports the party to another part of
the dungeon.
Option 3: f he Gods Must Be Crazy
With this approach, there is no permanent DM,
Everyone makes a character, and one person starts as
the DM and runs the game as normal, Thai persons
character becomes an NPC who can tag along with the
group or remain on the sidelines, as the group wishes.
At any time, a player can spend a plot point to become
the DM. That player s character becomes an NPC, and
play continues. Its probably not a good idea to swap
roles in the middle of combat, but it can happen if your
group allows time for the new DM to settle into his or
her role and pick up where the previous DM left off.
Using plot points in this way can make for an
exciting campaign as each new DM steers the game in
unexpected directions. This approach is also a great
way for would-be DMs to try running a game in small
controlled doses.
In a campaign that uses plot points this way. everyone
should come to the table with a hit of material prepared
or specific encounters in mind. A player who isn’t
prepared or who doesn't feel like DMingcan choose
to not spend a plot point that session.
For this approach to work, it's a good Idea to establish
some shared assumptions about the campaign so that
DMs aren’t duplicating efforts or trampling on each
other's plans.
Combat Options
The options in this section provide alternative ways to
handle combat. The main risk of adding some of these
rules is slowing down play.
Initiative Variants _
This section offers different wavs to handle initiative.
Initiative Score
With this optional rule, creature don’t roll initiative
at the start of combat. Instead, each creature has an
initiative score, which is a passive Dexterity check:
10 + Dexterity modifier.
By cutting down on die rolls, math done on the fly,
and the process of asking for and recording totals, you
can speed your game up considerably—at the cost of an
initiative order that is often predictable.
Side Initiative
Recording initiative for each PC and monster, arrangir_
everyone in the correct order, and remembering where
you are in the list can hog the game down. If you want
quicker combats, at the risk of those combats becoming
unbalanced, try using the side initiative rule.
Under this variant, the players roll a c!20 for their
initiative as a group, or side. You also roll a d20. Neither
roll receives any modifiers. Whoever rolls highest wins
initiative. In case of a tie, keep rerolling until the tie
is broken.
When it's a side's turn, the members of that side can
act in any order they choose. Once everyone on the side
has taken a turn, the other side goes. A round ends
when both sides have completed their turns.
If more than two sides take part in a battle, each side
rolls for initiative. Sides act from the highest roll to
lowest. Combat continues in the initiative order until the
battle is complete.
This variant encourages teamwork and makes your
life as a DM easier, since you can more easily coordinate
monsters. On the downside, the side that wins initiative
can gang up on enemies and take them out before they
have a chance to act.
Speed Factor
Some DMs find the regular progression of initiative
too predictable and prone to abuse. Players can use
their knowledge of the initiative order to influence their
decisions. For example, a badly wounded fighter might
charge a troll because he knows that Lhe cleric goes
before the monster and can heal him.
Speed factor is an option for initiative that introduces
more uncertainty into combat, at the cost of speed of
play. Under this variant, the participants in a battle roll
initiative each round. Before rolling, each character or
monster must choose an action.
Initiative Modifiers. Modifiers might apply to a
creature’s initiative depending on its size and the action
ikes. For example, a creature that fights with a light
weapon or casts a simple spell is more likely to act
fore a creature armed with a heavy or slow weapon,
re-c the Speed Factor Initiative Modifiers table for
details. If an action has no modifier listed, the action has
: effect on initiative. If more than one modifier applies
such as wielding a two-handed, heavy melee weapon),
, ply them all to the initiative roll.
Speed Factor Initiative Modifiers
'actor
Spell casting
.lelee, heavy weapon
Melee, light or finesse weapon
Melee, two-handed weapon
angedp loading weapon
Initiative Modifier
Subtract the spell's level
~2
+2
-2
-5
Creature Size
Tiny
Small
’Medium
_arge
Huge
largantu an
Initiative Modifier
+5
+2
+■0
H2
-5
-8
Don't apply the same modifier more than once on a
feature’s turn. For example, a rogue fighting with two
taggers gains the +2 bonus for using a light or finesse
weapon only once, Jn the case of spellcasting. apply only
the modifier from the highest-level spell.
Apply any modifiers for bonus actions to that
feature’s turn, remembering never to apply the
same modifier twice. For instance, a paladin casts a
ind-level spell as a bonus action and then attacks with a
shortsword. The paladin takes a -2 penalty for the spell
and gains a +2 bonus for using a light weapon, for a total
modifier of +0.
The table is only a starting point. You can refer to it
hen adjudicating any actions a character takes that
you think should he faster or slower. Quick, easy actions
should grant a bonus, while slow, difficult ones should
incur a penalty. As a rule of thumb, apply a bonus or
penalty of 2 or 5 for an action.
For example, a fighter wants to turn a winch to raise a
portcullis. This is a complex, difficult action. You could
rule that it incurs a -5 initiative penalty.
Roiling Initiative * After deciding on an action,
everyone rolls initiative and applies modifiers, keeping
he result secret. You then announce an initiative
number, starting with 30 and working down (it helps to
■all out ranges of numbers at the start). Break any ties
by having the combatant with the highest Dexterity act
first. Otherwise, roll to determine who goes first.
Turns. On its turn, a creature moves as normal but
must take the action it selected or take no action at all.
Once everyone has acted, the process repeats.
Everyone in the battle selects an action, rolls initiative,
and takes turns in order.
Action Options _
This section provides new action options for combat.
They can be added as a group or individually to
your game.
Climb onto a Bigger Creature
If one creature wants to jump onto another creature, it
can do so by grappling. A Small or Medium creature has
little chance of making a successful grapple against a
Huge or Gargantuan creature, however, unless magic
has granted the grappler supernatural might.
As an alternative, a suitably large opponent can be
treated as terrain for the purpose of jumping onto its
back or clinging to a limb. After making any ability
checks necessary to get into position and onto the larger
creature, the smaller creature uses its action to make
a Strength (Athletics) or Dexterity (Acrobatics) check
contested by the target’s Dexterity (Acrobatics) check.
If it wins the contest, the smaller creature successfully
moves into the target creature’s space and clings to its
body. While in the target's space, the smaller creature
moves with the target and has advantage on attack rolls
against it.
The smaller creature can move around within the
larger creature’s space, treating the space as difficult
terrain. The larger creature’s ability to attack the
smaller creature depends on the smaller creature’s
location, and is left to your discretion. The larger
creature can dislodge the smaller creature as an
action—knocking it off. scraping it against a wall,
or grabbing and throwing it—by making a Strength
(Athletics) check contested by the smaller creature’s
Strength (Athletics) or Dexterity (Acrobatics) check,
The smaller creature chooses which ability to use.
Disarm
A creature can use a weapon attack to knock a weapon
or another item from a target’s grasp. The attacker
makes an attack roll contested by the target's Strength
(Athletics) check or Dexterity (Acrobatics) check If the
attacker wins the contest, the attack causes no damage
or other ill effect, but the defender drops the item.
The attacker has disadvantage on its attack roll if
the target is holding the item with two or more hands.
The target has advantage on its ability check if it is
larger than the attacking creature, or disadvantage if it
is smaller.
Mark
This option makes it easier for melee combatants to
harry each other with opportunity attacks.
When a creature makes a melee attack, it can also
mark its target. Until the end of the attacker’s next turn,
any opportunity attack it makes against the marked
target has advantage. The opportunity attack doesn’t
expend the attacker s reaction, but the attacker can’t
make the attack if anything, such as the incapacitated
condition or the shocking grasp spell, is preventing it
from taking reactions. The attacker is limited to one
opportunity attack per turn.
N.PTE ft 9
D \} NO V O N MASTE ft' S WQ RKS l ! OF
Overrun
When a creature tries to move through a hostile
creature's space, the mover can try to force its way
through by overrunning the hostile creature* As an
action or a bonus action, the mover makes a Strength
(Athletics) check contested by the hostile creature s
Strength (Athletics) check. The creature attempting the
overrun has advantage on this check if it is larger than
the hostile creature, or disadvantage if it is smaller. If
the mover wins the contest, it can move through the
hostile creature's space once this turn.
Shove Aside
With this option, a creature uses the special shove
attack from the Players Handbook to force a target
to the side, rather than away. The attacker has
disadvantage on its Strength (Athletics) check when it
does so. If that check is successful, the attacker moves
the target 5 feet to a different space within its reach.
Tumble
A creature can try to tumble through a hostile creature s
space, ducking and weaving past the opponent. As an
action or a bonus action, the tumbler makes a Dexterity
(Acrobatics) check contested by the hostile creature s
Dexterity (Acrobatics) check. If the tumbler wins the
contest, it can move through the hostile creature’s space
once this turn.
Hitting Cover _ _
When a ranged attack misses a target that has cover,
you can use this optional rule to determine whether the
cover was struck by the attack.
First, determine whether the attack roll would have
hit the protected target without the cover. If the attack
roll falls within a range low enough to miss the target
but high enough to strike the target if there had been
no cover, the object used for cover is struck. If a creature
is providing cover for the missed creature and the
attack roll exceeds the AC of the covering creature, the
covering creature is hit.
Cleaving through Creatures _
If your player characters regularly fight hordes of lower-
level monsters, consider using this optional rule to help
speed up such lights.
When a melee attack reduces an undamaged creature
to 0 hit points, any excess damage from that attack
might carry over to another creature nearby. The
attacker targets another creature within reach and. if
the original attack roll can hit it, applies any remaining
damage to it. If that creature was undamaged and is
likewise reduced to 0 hit points, repeat this process,
carrying over the remaining damage until there are no
valid targets, or until the damage carried over fails to
reduce an undamaged creature to 0 hit points.
Injuries _
Damage normally leaves no lingering effects. This
option introduces the potential for long term injuries.
It s up to you to decide when to cheek for a lingering
injury. A creature might sustain a lingering injury under
the following circumstances:
* When it takes a critical hit
* When it drops to 0 hit points but isn’t killed outright
* When it fails a death saving throw by 5 or more
To determine the nature of the injury, roll on the
Lingering Injuries table. This table assumes a typical
humanoid physiology, but you can adapt the results for
creatures with different body types.
Lingering Injuries
d20 Injury
1 Lose an Eye. You have disadvantage on Wisdom
(Perception) checks that rely on sight and on
ranged attack rolls. Magic such as the regenerate
spell can restore the lost eye. If you have rro eyes
left after sustaining this injury; you're blinded.
2 Lose an Arm or a Hand. You can no longer hold
anything with two hands, and you can hold only a
single object at a time. Magic such as the regenerait
spell can restore the lost appendage.
3 Lose a Foot or Leg. Your speed on foot is halved,
and you must use a cane or crutch to move unless
you have a peg leg or other prosthesis. You fall
prone after using the Dash action. You have
disadvantage on Dexterity checks made to balance.
Magic such as the regenerate spell can restore the
lost appendage.
4 Limp. Your speed on foot Is reduced by 5 feet. You
must make a DC 10 Dexterity saving throw after
using the Dash action. If you fail the save, you fall
prone. Magical healing removes the limp.
5-7 Internal Injury, Whenever you attempt an action
in combat, you must make a DC 15 Constitution
saving throw. On a failed save, you lose your action
and can't use reactions until the start of your next
turn. The injury heals if you receive magical healing
or if you spend ten days doing nothing but resting.
8-10 Broken Ribs, This has the same effect as Internal
Injury above, except that the save DC is 10.
11-13 Horrible Scar, You are disfigured to the extent that
the wound can't be easily concealed. You have
disadvantage on Charisma (Persuasion) checks
and advantage on Charisma (Intimidation) checks.
Magical healing of 6th level or higher, such as heal
and regenerate , removes the scar.
14-16 Festering Wound. Your hit point maximum is
reduced by 1 every 24 hours the wound persists.
If your hit point maximum drops to 0, you die.
The wound heals if you receive magical healing.
Alternatively, someone can tend to the wound and
make a DC IS Wisdom (Medicine) check once ever;
24 hours. After ten successes, the wound heals.
17-20 Minor Scar. The scar doesn't have any adverse
effect. Magical healing of 6th level or higher, such
as heal and regenerate, removes the scar.
CHAPTER 5
DUNGEON M \STL ITS WORKSHOP
Instead of using the effect described in the table, you
can put the responsibility of representing a character's
lingering injury in the hands of the player Roll on the
Lingering Injuries table as usual, but instead of suffering
the effect described for that result, that character gains
a new flaw with the same name. Its up to the player to
express the lingering injury during play, just like any
other flaw, with the potential to gain inspiration when
the injury affects the character in a meaningful way.
Massive Damage
This optional rule makes it easier for a creature to be
felled by massive damage.
When a creature takes damage from a single source
equal to or greater than half its hit point maximum, it
must succeed on a DC 15 Constitution saving throw
or suffer a random effect determined by a roll on the
System Shock table. For example, a creature that has a
hit point maximum of 30 must make that Constitution
save if it takes 15 damage or more from a single source.
System Shock
dlO Effect
1 The creature drops to 0 hit points.
2- 3 The creature drops to 0 hit points but is stable.
4-5 The creature is stunned until the end of its next turn.
6-7 The creature can’t take reactions and has
disadvantage on attack rolls and ability checks until
the end of its next turn.
3- 10 The creature can’t take reactions until the end of its
next turn.
Morale
Some combatants might run away when a light turns
against them. You can use this optional rule to help
determine when monsters and NPCs flee.
A creature might flee under any of the following
circumstances:
* The creature is surprised.
* The creature is reduced to half its hit points or fewer
for the first time in the battle.
- The creature has no way to harm the opposing side
on its turn.
A group of creatures might flee under any of the
following circumstances:
* All the creatures in the group are surprised,
* The group s leader is reduced to 0 hit points,
incapacitated, taken prisoner, or removed from battle.
* The group is reduced to half its original size with no
losses on the opposing side.
To determine whether a creature or group of
creatures flees, make a DC 10 Wisdom saving throw
for the creature or the group's leader. If the opposition
is overwhelming, the saving throw is made with
disadvantage, or you can decide that the save fails
automatically. If a group’s leader can'r make the saving
throw for whatever reason, have the creature in the
group with the next highest Charisma score make the
saving throw instead.
On a failed save, the affected creature or group flees
by the most expeditious route. If escape is impossible,
the creature or group surrenders. If a creature or group
that surrenders is attacked by its conquerors, the battle
might resume, and it's unlikely that further attempts to
flee or surrender will be made.
A failed saving throw isn't always to the adventurers'
benefit. For example, an ogre that flees from combat
might put the rest of the dungeon on alert or run off with
treasure that the characters had hoped to plunder.
Creating a Monster
The Monster Manual contains hundreds of ready-to-play
monsters, but it doesn't include every monster that you
can imagine. Fart of the D&D experience is the simple
joy of creating new monsters and customizing existing
ones, if for no other reason than to surprise and delight
your players with something they've never faced before.
The first step in the process is coming up with the
concept for your monster. What makes it unique? Where
does it live? What role do you want it to serve in your
adventure, your campaign, or your world? What does
it look like? Does it have any weird abilities? Once you
have the answers to these questions, you can start
figuring out how to represent your monster in the game.
Modi fy i ng a M o ns t er _
Once you have an idea for a monster, you’ll need
statistics to represent it. The first question you should
ask yourself is: Can 1 use statistics that already exist?
A stat block in the Monster Manual might make a
good starting point for your monster, Imagine, for
example, that you want to create an intelligent arboreal
predator that hunts elves. There is no such monster
in the Monster Manual, but the quaggoth is a savage
humanoid predator with a climbing speed. You could
borrow the quaggoth stat block for your new monster,
changing nothing but the creature $ name. You can also
make minor tweaks, such as replacing the quaggoth’s
language. Undercommon, with one that's more
appropriate, such as Elvish or Sylvan.
Need a fiery phoenix? Take the giant eagle or roc, give
it immunity to fire, and allow it to deal fire damage with
its attacks. Need a flying monkey? Consider a baboon
with wings and a flying speed. Almost any monster you
can imagine can be built using one that already exists.
Adapting a stat block is far less time-consuming than
creating one from scratch, and there are changes you
can make to an existing monster that have no effect
on its challenge rating, such as swapping languages,
changing its alignment, or adding special senses.
However, once you change the creature's offensive or
defensive ability, such as its hit points or damage, its
challenge rating might need to change, as shown later.
Switching Weapons
i f a monster wields a manufactured weapon, you can
replace that weapon with a different one. For example,
you could replace a hobgoblin s longs word with a
halberd. Don’t forget to change the damage and the
attack's reach where appropriate. Also be aware of the
CHAPTER 9 | DUNGEON’ MASTER'S WORKSHOP
consequences of switching from a one-handed weapon
lq a two-handed weapon, or vice versa* For example, a
hobgoblin wielding a halberd (a two-handed weapon)
loses the benefit of its shield, so its AC decreases by 2.
Adding a Special Trait
Another simple way to customize a monster is to add
a special trait. You can add a special trait of vour own
devising or pick up a special trait from one of the many
creatures in the Monster Manual. For example, you can
create a goblin-spider hybrid by giving the normal goblin
the Spider Climb special trait, turn an ordinary troll into
a two-headed troll by giving it the Two Heads special
trait, or turn an owlbear into a flying owlbear by giving it
wings and a giant owls flying speed.
Creating Quick Monster Stats
If all you need are simple stats for a monster of a
particular challenge rat ing, follow the steps here. If you
Monster Statistics by Challenge Rating
Def
ensive-
Offensive -
Prof.
Armor
Hit
Attack
Damage/
Save
CR
Bonus
Class
Points
Bonus
Round
DC
a
+2
< 13
1-6
< 4-3
0-1
< 13
l/S
+2
13
7-35
+3
2-3
13
1/4
+2
13
36-49
4-3
4-5
13
1/2
+2
13
50-70
4-3
6-8
13
1
+2
13
71-85
+3
9-14
13
2
+2
13
36-100
4*3
15-20
13
3
+2
13
101-115
+4
21-26
13
4
+2
14
116-130
+5
27-32
14
5
•+G
15
131-145
+6
33-38
15
6
43
15
146-160
+6
39-44
15
7
+3
15
161-175
+6
45-50
15
8
4-3
16
176-190
+7
51-56
16
9
+4
16
191-205
+7
57-62
16
ID
+4
17
206-220
47
63-68
16
11
+4
17
221-235
+8
69-74
17
12
+4
17
236-250
+8
75-80
17
13
4*5
18
251-265
+8
81-86
18
14
+5
IS
266-230
4-8
87-92
IS
15
+5
IS
281-295
+8
93-98
18
16
+5
IS
296-310
4-9
99-104
18
17
+6
19
311-325
4-10
105-110
19
IS
+6
19
326-340
4-10
111-116
19
19
+6
19
341-355
+10
117-122
19
20
+6
19
356-400
+10
123-140
19
21
4-7
19
401-445
+11
141-158
20
22
+7
19
446-490
+11
159-176
20
23
+7
19
491-535
+11
177-194
20
24
4-7
19
536-580
+12
195-212
21
25
+8
19
581-625
+12
213-230
21
26
4-8
19
626-670
+12
231-248
21
27
+8
19
671-715
+13
249-266
22
2S
+8
19
716-760
+13
267-284
22
29
+9
19
761-805
+13
285-302
22
30
+9
19
806-850
+14
303-320
23
want to create something more akin to the monster
star blocks in the Monster Manual, skip ahead to the
“Creating a Monster Stat Block 1 ' section.
Step L Expected Challenge Rating
Pick the expected challenge rating (CR) for your
monster. Knowing the monster's expected challenge
rating will help you figure out the monster's proficiency
bonus and other important combat statistics. Don’t
worry about getting the challenge rating exactly right:
you can make adjustments in later steps.
A single monster with a challenge rating equal to
the adventurers' level is, by itself, a fair challenge for a
group of four characters. If the monster is meant to be
fought in pairs or groups, its expected challenge rating
should be lower than the party’s level.
Don't fall into the trap of thinking that your monster
must have a challenge rating equal to the level of the
characters to be a worthy challenge. Keep in mind that
monsters with a lower challenge rating can be a threat
to higher-level characters when encountered in groups.
Step 2. Basic Statistics
Use the Monster Statistics by Challenge Rating table to
determine the monster's Armor Class, hit points, attack
bonus, and damage output per round based on the
challenge rating yon chose in step 1.
Step 3. Adjust Statistics
Raise or lower the monster’s Armor Class, hit points,
attack bonus, damage output per round, and save DC as
you see fit, based on whatever concept you have in mind
for the monster. For example, if you need a well-armored
monster, increase its Armor Class.
Once you've made the desired adjustments, record
the monster's statistics. If there are any other statistics
you think the monster needs (such as ability scores),
follow the appropriate steps under “Creating a Monster
Stat Block.”
Step 4, Final Challenge Rating
Calculate the monster s final challenge rating,
accounting for the adjustments you made in step 3,
Defensive Challenge Rating. Read down the Hit
Points column of the Monster Statistics by Challenge
Rating table until you find your monster's hit points.
Then look across and note the challenge rating
suggested for a monster with those hit points.
Now look at the Armor Class suggested for a monster
of that challenge rating* If your monster's AC is at least
two points higher or lower than that number, adjust the
challenge rating suggested by its hit points up or down
by 1 for every 2 points of difference.
Offensive Challenge Rating. Read down the Damage-
Round column of the Monster Statistics by Challenge
Rating table until you find your monsters damage
output per round. Then look across and note the
challenge rating suggested for a monster that deals that
much damage.
Now look at the attack bonus suggested for a monster
of that challenge rating. If your monster's attack bonus
is at least two points higher or lower than that number.
C H A FT F. S 9 1 D U N G E O N M A STIR’S W G RKS H O P
adjust the challenge rati n a si: a a ^a: a by its damage
output up or down by 1 for every 2 points of difference*
If the monster relies more on affects with saving
throws than on attacks* use the monster's save DC
instead of its attack bonus*
If your monster uses different attack bonuses or save
DCs, use the ones that will come up the most often.
Average Challonge Rating. T he monster's final
challenge rating is the average of its defensive and
offensive challenge ratings. Round the average up or
down to the nearest challenge rating to determine
your monster s final challenge rating. For example, if
the creature’s defensive challenge rating is 2 and its
offensive rating is 3, its final rating is 3.
With the final challenge rating, you can determine the
monsters proficiency bonus using the Monster Statistics
by Challenge Rating table. Use the Experience Points
by Challenge Rating table to determine how much XP
the monster is worth* A monster of challenge rating
0 is worth 0 XP if it poses no threat. Otherwise, it is
worth 10 XP,
Creating a monster isn’t just a number-crunching
exercise. The guidelines in this chapter can help you
create monsters* but the only way to know whether a
monster is fun is to play test it. After seeing your monster
in action, you might want to adjust the challenge rating
up or down based on your experiences.
Experience Points by Challenge Rating
CR
XP
CR
XP
0
0 or 10
14
11,500
1/8
25
IS
13,000
1/4
SO
16
15,000
1/2
100
17
18,000
1
200
18
20 r 000
2
450
19
22,000
3
700
20
25,000
4
1,100
21
33,000
5
1,800
22
41,000
6
2,300
23
50,000
7
2.900
24
62,000
8
3,900
25
75,000
9
5,000
26
90,000
10
5,900
27
105,000
11
7,200
28
120,000
12
8,400
29
135,000
13
10,000
30
155,000
Creating a Monster Stat Block
If you want a full monster stat block* use the following
method to create your new monster*
The introduction to the Monster Manual explains all
the components of a monster’s stat block. Familiarize
yourself with that material before you begin. In the
course of creating your monster, if you find yourself
unable to make a decision, let the examples in the
Monster Manual guide you.
Once you have a monster concept in mind* follow the
steps below.
Step 1. Name
A monsters name should be given as much
consideration as any other aspect of the monster,
if not more.
Your monster might be based on a real-world creature
or a monster from myth, in which case its name might
be obvious* If you need to invent a name, keep in
mind that the best names either reflect the monsters
appearance or nature (such as the mimic and the
owlbear) or have a nice ring to them (such as the chuul
and the thri-kreen).
Step 2. Size
Make your monster whatever size you want: Tiny. Small,
Medium, Large, Huge, or Gargantuan*
A monsters size determines which die is used to
calculate its hit points in step 8* Size also determines
how much space the monster occupies, as discussed in
the Players Handbook.
Step 3. Type
A monster’s type provides insight into its origins and
nature. The Monster Manual describes each monster
type. Choose the type that best fits your concept for
the monster.
Step 4. Alignment
If your monster has no concept of morals, it is
unaligned. Otherwise, it has an alignment appropriate
to its nature and moral outlook, as discussed in the
Players Handbook.
Step 5. Ability Scores and Modifiers
Monsters, like player characters, have the six ability
scores. A monster can’t have a score lower than 1 or
higher than 30 in any ability.
A monster s score in any ability determines its ability
modifier, as shown in the Ability Scores and Modifiers
table in the Player’s Handbook ..
If you can’t decide what a monster's ability scores
should be, look for comparable monsters in the Monster
Manual and mimic their ability scores. For example*
if your monster is roughly as smart as a human
commoner, give it an Intelligence of 10 (+0 modifier).
If it's as strong as an ogre, give it a Strength of 19 (+4
modifier).
Step 6. Expected Challenge Rating
Choose a challenge rating for your monster* See step
1 under “Creating Quick Monster Stats” for more
information. You will use the proficiency bonus in later
steps* so jot it down now or remember it.
Step 7. Armor Class
A monster s Armor Class has a direct bearing on its
challenge rating, and vice versa* You can determine your
monster s Armor Class in one of two ways.
Use the Table. You can choose an appropriate AC
based on the monster's expected challenge rating, as
shown in the Monster Statistics by Challenge Rating
table. The table provides the baseline AC for a monster
of a specific challenge rating* Feel free to adjust the
AC as you see fit. For example, the baseline AC for a
C H AFTER 9 I DUNGEON M A ST E H ’ £ W O R K SH O F
3 ? 5
CHAPTER S I DUNGEON MASTER'S WORKSHOP
276
wmmmp
I i
challenge rating 1 monster is 13, but if your monster is
well armored, raise its AC accordingly. Don’t worry if
the monster's AC isn’t matching up with the expected
challenge rating for the monster Other factors can a HA
a monster's challenge rating, as shown in later steps.
Determine an Appropriate AC* Alternatively, you ca
determine an appropriate AC based on the type of arm
the monster wears, its natural armor, or some other
Armor Class booster (such as the mage armor spell).
Again, don’t worry if the monster's AC isn't matching up
with the expected challenge rating for the monster
If your monster wears manufactured armor, irs
Armor Class is based on the type of armor worn (see
the Player’s Handbook for armor types). If the monster
carries a shield, apply the shield bonus to its AC
as normal,
A monster that doesn’t wear armor might have narj~
armor, in which case it has an AC equal to 10 + its
Dexterity modifier + its natural armor bonus, A mons- '
whth a thick hide generally has a natural armor bonus
of+1 to +3, The bonus can be higher if the creature
is exceptionally well armored. A gorgon, for example
is covered in steely plates and has n natural armor
bonus of +9,
Step 8, Hit Points
A monster's hit points have a direct bearing on its
challenge rating, and vice versa. You can determine >
monster’s hit points in one of two w ays.
Use the Table ■ You can start with the monster’s
expected challenge rating and use the Monster
Statistics by Challenge Rating table to determine an
appropriate number of hit points. The table presents ~
range of hit points for each challenge rating.
Assign Hit Dice , Alternatively, you can assign a
number of Hit Dice to a monster, then calculate its
average hit points. Don't worry if the hit points aren't
matching up with the expected challenge rating for i r
monster. Other factors can affect a monster’s challeng
rating, as shown in later steps, and you can always
adjust a monster’s Hit Dice and hit points later on,
A monster can have as many Hit Dice as you want,
but the size of the die used to calculate its hit points
depends on the monster’s size, as shown in the Hit D;
by Size table. For example, a Medium monster uses d
for hit points, so a Medium monster with 5 Hit Dice a:
a Constitution of 13 (+1 modifier) has 5dS + 5 hit point
A monster typically has average hit points based on i
Hit Dice. For example, a creature with 5d8 -e 5 hit pci
has an average of 27 hit points (5 x 4.5 + 5).
Hit Dice by Size
jt
JU
r -
Monster Size
Hit Die
Average HP per D i
Tiny
d4
21 h
Small
d6
Vh
Medium
d8
4V&
Large
dlO
5 %
Huge
d12
6Vz
Gargantuan
d20
icn/2
Step 9. Damage Vulneras: i:ties,
Resistances, and Immunities
Decide whether your monster h . - : -r-r-rabilitv,
resistance, or immunity to one ' more types of
damage (see the Player s Handb- - for descriptions
of the various damage types Assign a vulnerability,
resistance, or immunity to a :: ■nster only when it's
intuitive. For example, it makes sr-nse for a monster
made of molten lava to have immunisy to tire damage.
Giving a monster resistances and immunities to three
or more damage types (especially bludgeoning, piercing,
and slashing damage) is like giving it extra hit points.
However, adventurers have more resources at higher
levels to counteract such defenses, making resistances
and immunities less relevant at higher levels.
Effective Hit Points. If a monster has resistance
or Immunity to several damage types—especially
bludgeoning, piercing, and slashing damage from
non magical weapons—and not all the characters in the
party possess the means to counteract that resistance
or immunity, you need to take these defenses into
account when comparing your monster s hit points to its
expected challenge rating. Using the Effective Hit Points
Based on Resistances and Immunities table, apply
the appropriate multiplier to the monster's hit poinrs
to determine its effective hit points for the purpose of
gauging its final challenge rating. (The monsters actual
hit points shouldn't change.)
For example, a monster with an expected
challenge rating of 6. 150 hit points, and resistance
to bludgeoning, piercing, and slashing damage from
non magical weapons effectively has 225 hit points
(using the U5 multiplier for resistances) for the purpose
of gauging its final challenge rating.
Monsters don't normally have vulnerability to more
than one or two types of damage. Vulnerabilities don't
significantly affect a monster’s challenge rating, unless
a monster has vulnerabilities to multiple damage types
that are prevalent, especially bludgeoning, piercing,
and slashing. For such a strange monster, reduce its
effective hit points by half. Or even better, eliminate
the vulnerabilities and give the brittle monster fewer
hit points.
Effective Hit Points Based on
Resistances and Immunities
HP Multiplier for
Immunities
x 2
x 2
x 1.5
x 125
Step 10. Attack Bonuses
A monster’s attack bonuses have a direct bearing on its
challenge rating, and vice versa. You can determine a
monster's attack bonuses in one of two ways.
Use the Table. You can start with the monster’s
expected challenge rating and use the Monster
Statistics by Challenge Rating table to determine an
appropriate attack bonus for all the monsters attacks,
regardless of its ability scores.
Expected
Challenge Rating
1-4
5-10
n-16
17 or more
HP Multiplier for
Resistances
x 2
x US
x 1,25
xl
The table provides the baseline attack bonus for each
challenge rating. Feel free to adjust the attack bonus as
you see fit to match whatever concept you have in mind.
For example, the baseline attack bonus for a challenge
rating 1 monster is +3, but if your monster needs more
accuracy, raise its bonus accordingly. Don’t worry if
the monsters attack bonus isn't matching up with the
expected challenge rating for the monster Other factors
can affect a monsters challenge rating, as shown in
later steps.
Calculate Attack Bonuses * Alternatively, you can
calculate a monsters attack bonuses the same way
players calculate the attack bonuses of a character.
When a monster has an action that requires an attack
roll, its attack bonus is equal to its proficiency bonus +
its Strength or Dexterity modifier A monster usually
applies its Strength modifier to melee attacks and its
Dexterity modifier to ranged attacks, although smaller
monsters sometimes use Dexterity for both.
Again, don’t worry if the attack bonuses aren’t
matching up with the expected challenge rating for
the monster. You can always adjust a monster’s attack
bonuses later.
Step 1L Damage
A monster's damage output—the amount of damage it
deals every round- has a direct bearing on its challenge
rating, and vice versa. You can determine a monster's
damage output in one of two ways.
Use the Table, You can start with the monster's
expected challenge rating and use the Monster
Statistics by Challenge Rating table to determine how
much damage the monster should deal every round.
The table presents a range at each challenge rating.
It doesn't matter how this damage is apportioned or
distributed; for example, a monster might deal the
damage every round with a single attack, or the damage
could be split among multiple attacks against one or
more foes.
Choose the type of damage based on how you imagine
the damage being delivered. For example, if the monster
is attacking with razor-sharp claws, the damage it deals
is probably slashing damage. If its claws are poisonous,
some portion of the damage might be poison damage
instead of slashing damage.
If you want the damage output to vary slightly from
round to round, you can translate the damage range into
a single die expression (for a monster with one attack)
or multiple die expressions (for a monster with multiple
attacks). For example, a challenge rating 2 monster
deals 15-20 damage per round. If you imagine the
creature having a Strength of 18 (+4 modifier), you could
give it one melee a Hack that deals 3d8 + 4 (average
17.5) damage, split the damage output into two separate
attacks that deal Id 10 + 4 (average 9) damage each, or
use any other combination where the average damage
output falls within the desired range.
Base the Damage on the Weapon . Alternatively,
you can use a die expression to represent the damage
that a monster deals with each of its attacks based on
whatever weapon it is using.
CHAPTER 9 I DUNGEON MASTER'S WORKSHOP
277
Don't worry if the damage output isn't matching up
with the expected challenge rating for the monster.
Other factors can affect a monster s challenge rating,
as will be discussed in later steps, and you can always
adjust a monster's damage output later on.
Some monsters use natural weapons, such as claws
or tail spikes. Others wield manufactured weapons.
If a monster has natural weapons, you decide how
much damage it deals with those attacks, as well as the
type of damage. See the Monster Manual for examples.
If a monster wields a manufactured weapon, it deals
damage appropriate to the weapon. For example, a
greataxe in the hands of a Medium monster deals Id 12
slashing damage plus the monster's Strength modifier,
as is normal for that weapon.
Big monsters typically wield oversized weapons that
deal extra dice of damage on a hit. Double the weapon
dice if the creature is Large, triple the weapon dice if it's
Huge, and quadruple the weapon dice if it’s Gargantuan.
For example, a Huge giant wielding an appropriately
sized greataxe deals 3d 12 slashing damage (plus its
Strength bonus), instead of the normal ld!2.
A creature has disadvantage on attack rolls with a
weapon that is sized for a larger attacker. You can rule
that a weapon sized for an attacker two or more sizes
larger is too big for the creature to use at all.
Overall Damage Output To determine a monster's
overall damage output, take the average damage it
deals with each of its attacks in a round and add them
together. If a monster has different attack options, use
the monster's most effective attacks to determine its
damage output. For example, a fire giant can make two
greats word attacks or one rock attack in a round. The
greatsword attacks deal more damage, so that attack
routine determines the fire giant s damage output.
If a monster’s damage output varies from round to
round, calculate its damage output each round for the
first three rounds of combat, and take the average.
For example, a young white dragon has a multiattack
routine (one bite attack and two claw attacks) that deals
an average of 37 damage each round, as well as a breath
weapon that deals 45 damage, or 90 if it hits two targets
(and it probably will). In the first three rounds of combat,
the dragon will probably get to use its breath weapon
once and its multiattack routine twice, so its average
damage output for the first three rounds would be (90 +
37 + 37) t 3, or 54 damage (rounded down).
When calculating a monster s damage output, also
account for special off-turn damage-dealing features,
such as auras, reactions, legendary actions, or lair
Attack Riders
Many monsters have attacks that do more than deal damage.
Some effects that can be added to an attack to give it a
flavorful twist include:
* Adding damage of a different type to the attack
* Having the monster grapple the target on a hit
- Allowing the monster to knock the target prone on a hit
* Imposing a condition on the target if the attack hits and
the target fails a saving throw
actions. For example, a baler's Fire Aura deals 10
fire damage to any creature that hits the balor with a
melee attack. The aura also deals 10 fire damage to all
creatures within 5 feet of the balor at the start of each
of the baler's turns. If you assume that one character ::
the party is within 5 feet of the balor at all times, hitting
it with a melee weapon every round, then the balor's
damage output per round increases by 20.
Step 12, Save DCs
A monster might have an attack or some other trait
that requires a target to make a saving throw. The save
DCs to resist such effects have a direct bearing on the
monster's challenge rating, and vice versa. You can
determine save DCs in one of two ways.
Use the Table, You can start with the monster's
expected challenge rating and use the Monster
Statistics by Challenge Rating table to determine an
appropriate save DC for any effect that requires a larg t
to make a saving throw.
Calculate the DCs . Alternatively, you can calculate
a monster's save DCs as follows: 8 -f- the monsters
proficiency bonus + the monster's relevant ability
modifier. You choose the ability that best applies.
For example, if the effect is a poison, the relevant
ability is probably the monster's Constitution. If
the effect is similar to that of a spell, the relevant
ability might be the monster's Intelligence, Wisdom,
or Charisma,
Don’t worry if the save DCs aren't matching up with
the expected challenge rating for the monster. Other
factors can affect a monster’s challenge rating, as
shown in later steps, and you can always adjust the sa
DCs later on.
Step 13. Special Traits, Actions, and
Reactions
Some special traits (such as Magic Resistance), special
actions (such as Superior invisibility), and special
reactions (such as Parry) can improve a monster's
combat effectiveness and potentially increase its
challenge rating.
C H A PTE R 9 I D U N GEO& M A STE R' S WORKSHOP
The Monster Features table lists various features that
you can plunder from the Monster Manual. The table
notes which features increase a monster's effective
Armor Class, hit points, attack bonus, or damage output
for the purpose of determining its challenge rating. (The
features don't actually change the monster's statistics.)
Features that have no effect on a monster's challenge
rating are noted with a clash (—).
When assigning special traits, actions, or reactions
to a monster, keep in mind that not all monsters need
them. The more you add. the more complex (and harder
to run) the monster becomes.
Innate Spellcasting and Spellcasting. The impact
that the Innate Spellcasting and Spellcasting special
traits have on a monster's challenge rating depends
on the spells that the monster can cast. Spells that
deal more damage than the monster's normal attack
routine and spells that increase the monster’s AC or
hit points need to be accounted for when determining
the monster’s final challenge rating. See the
Special
Traits”' section in the introduction of the Monster
Manual for more information on these two special traits.
Step 14, Speed
Every monster has a walking speed. (Immobile
monsters have a walking speed of 0 feet.) In addition to
its walking speed, a monster might have one or more
other speeds, including a burrowing, climbing, flying, or
swimming speed.
Flying Monster. Increase the monster’s effective
Armor Class by 2 (not its actual AC) if it can fly and deal
damage at range and if its expected challenge rating
is TO or lower (higher-level characters have a greater
ability to deal with flying creatures).
Step 15, Saving Throw Bonuses
If you want a monster to be unusually resistant to
certain kinds of effects, you can give it a bonus to saving
throws tied to a particular ability.
A saving throw bonus is best used to counteract a low
ability score. For example, an undead monster with a
low Wisdom score might need a Wisdom saving throw
bonus to account for the fact that it’s more difficult to
charm, frighten, or turn than its Wisdom would indicate.
A saving throw bonus is equal to the monster's
proficiency bonus + the monster s relevant
ability modifier,
A monster with three or more saving throw- bonuses
has a significant defensive advantage, so its effective AC
(not its actual AC) should be raised when determining
its challenge rating. If it has three or four bonuses,
increase its effective AC by 2. If it has five or more
bonuses, increase its effective AC by 4.
Step 16, Final Challenge Rating
At this point, you have all the statistical information
you need to calculate the monster s final challenge
rating. This step is identical to step 4 under “Creating
Quick Monster Stats, ’ Calculate the monster's defensive
challenge rating and its offensive challenge rating, then
take the average to get its final challenge rating.
Step 17. Skill Bonuses
I f you want a monster to be proficient in a skill, you can
give it a bonus equal to its proficiency bonus on ability
checks related to that skill. For example, a monster
with sharp senses might have a bonus on Wisdom
(Perception) checks, while a duplicitous monster might
have a bonus on Charisma (Deception) checks.
You can double the proficiency bonus to account for
heightened mastery. For example, a doppelganger is
so good at deceiving others that its bonus on Charisma
(Deception) checks is equal to double its proficiency
bonus + its Charisma modifier.
Skill bonuses have no bearing on a monster’s
challenge rating.
Step 18, Condition Immunities
A monster can be immune to one or more debilitating
conditions, and these immunities have no bearing on
its challenge rating. For descriptions of the various
conditions, see appendix A of the Flayers Handbook.
As with damage immunities, condition immunities
should be intuitive and logical. For example, it makes
sense that a stone golem can’t be poisoned, since its a
construct without a nervous system or internal organs.
Step 19. Senses
A monster might have one or more of the following
special senses, which are described in the Monster
Manual: blindsight dark vision, trernorsense, and
truesight. Whether the monster has special senses or
not has no bearing on its challenge rating.
Passive Perception Score * All monsters have a
passive Wisdom (Perception) score, which is most
often used to determine whether a monster detects
approaching or hidden enemies, A monster’s passive
Wisdom (Perception) score is 10 + its Wisdom modifier.
If the monster has proficiency in the Perception skill, its
score is 10 + its Wisdom (Perception) bonus.
Step 20, Languages
Whether a monster can speak a language has no
bearing on its challenge rating.
A monster can master as many spoken languages as
you want, although few monsters know more than one
or two, and many monsters (beasts in particular) have
no spoken language whatsoever. A monster that lacks
the ability to speak might still understand a language.
Telepathy, Whether or not a monster has telepathy
has no bearing on its challenge rating. For more
information on telepathy, see the Monster Manual
NPC Stat Blocks _
Appendix B of the Monster Manual contains stat blocks
for common NPC archetypes such as bandits and
guards, as well as tips for customizing them. Those tips
include adding racial traits from the Player's Handbook.
equipping NPCs with magic items, and swapping armor,
weapons, and spells.
CHAPTER 9
DUNGEON MASTER'S WORKSHOP
Monster Features
Name
Aggressive
Example Monster
Ore
Effect on Challenge Rating
Increase the monster's effective per-round damage output by 2.
Ambusher
Doppelganger
Increase the monster's effective attack bonus by T
Amorphous
Black pudding
—
Amphibious
Kuo-toa
—
Angelic Weapons
Deva
Increase the monster's effective per-round damage by the amount noted in
the trait
Antimagic Susceptibility
Flying sword
-—-
Avoidance
Demilfch
Increase the monster's effective AC by T
Blind Senses
Grimlock
—
Blood Frenzy
Sahuagin
Increase the monster's effective attack bonus by 4.
Breath Weapon
Ancient black dragon
For the purpose of determining effective damage output, assume the breath
weapon hits two targets, and that each target fails its saving throw.
Brute
Bugbear
Increase the monster's effective per-round damage by the amount noted in
the trait-
Chameleon Skin
Troglodyte
—
Change Shape
Ancient brass dragon
—
Charge
Centaur
Increase the monster's damage on one attack by the amount noted in the trait.
Charm
Vampire
—
Constrict
Constrictor srrake
Increase the monster's effective AC by T
Damage Absorption
Flesh golem
—
Damage Transfer
Darkmantle
Double the monster’s effective hit points. Add one-third of the monster's hit
points to its per-round damage.
Death Burst
Magmin
Increase the monster’s effective damage output for 1 round by the amount
noted in the trait, and assume it affects two creatures.
Devil Sight
Barbed devil
—
Dive
Aarakocra
Increase the monster's effective damage on one attack by the amount noted in
the trait.
Echolocation
Hook horror
■—-
Elemental Body
Azer
Increase the monster’s effective per-round damage by the amount noted in
the trait.
Enlarge
Duergar
Increase the monster's effective per-round damage by the amount noted in
the trait.
Ethereal ness
Night hag
—
False Appearance
Gargoyle
—
Fey Ancestry
Drew
—
Fiendish Blessing
Cam b ion
Apply the monster's Charisma modifier to its actual AC.
Flyby
Peryton
—
Frightful Presence
Ancient black dragon
Increase the monster's effective hit points by 25% if the monster is meant to
face characters of 10th level or lower.
Grappler
Mimic
—
Hold Breath
Lizardfolk
—
Horrifying Visage
Banshee
See Frightful Presence.
Illumination
Flameskull
—
Illusory Appearance
Green hag
—
Immutable Form
Iron golem
—
Incorporeal Movement
Ghost
-—
innate Spellcasting
Djinni
See step 13 under Creating a Monster Stat Block.”
Inscrutable
Androsphinx
—
Invisibility
Imp
-—.
Keen Senses
Hell hound
—
Labyrinthine Recall
Minotaur
—■
Leadership
Hobgoblin captain
—
Legendary Resistance
Ancient black dragon
Each per-day use of this trait increases the monster's effective hit points based
on the expected challenge rating: 1-4, 10 hp; 5-10, 20 hp; 11 or higher, 30 hp.
Life Drain
Wight
—
CHAPTER 9
DUNGEON \1 A STES'S WORKS H O P
Name
Light Sensitivity
Example Monster
Shadow demon
Effect on Challenge Rating
Magic Resistance
Magic Weapons
Balor
Balor
Increase the monster's effective AC by 2.
Martial Advantage
Hobgoblin
Increase the effective damage of one attack per round by the amount gained
from this trait.
Mimicry
Nimble Escape
Kenku
Gobtin
Increase the monster's effective AC and effective attack bonus by 4 (assuming
the monster hides every round).
Otherworldly Perception
Kuo-toa
—
Pack Tactics
Kobold
Increase the monster’s effective attack bonus by 1.
Parry
Hobgoblin warlord
Increase the monster's effective AC by 1.
Possession
Ghost
Double the monster's effective hit points.
Pounce
Tiger
Increase the monster's effective damage for 1 round by the amount it deals
with the bonus action gained from this trait.
Psychic Defense
Githzerai monk
Apply the monster's Wisdom modifier to its actual AC If the monster isn't
wearing armor or wielding a shield.
Rampage
Gnoll
Increase the monster's effective per-round damage by 2.
Reactive
Marilith
—
Read Thoughts
Doppelganger
—
Reckless
Minotaur
■—■
Redirect Attack
Goblin boss
—
Reel
Roper
—■
Regeneration
Troll
1 ncrease the monster's effective hit points by 3 x the number of hit points the
monster regenerates each round.
Rejuvenation
Uch
—
Relentless
We reboar
Increase the monster's effective hit points based on the expected challenge
rating: 1-4, 7 hp; 5—10, 14 hp; 11-16, 21 hp; 17 or higher, 28 hp.
Shadow Stealth
Shadow demon
increase the monster's effective AC by 4.
Shapechanger
We rerat
—
Siege Monster
Earth elemental
—
Slippery
Kuo-toa
—
Spellcasting
Lich
See step 13 under
Creating a Monster Stat Block.”
Spider Climb
Ettercap
—
Standing Leap
Bullywug
—
Steadfast
Bearded devil
—
Stench
Troglodyte
Increase the monster's effective AC by 1.
Sunlight Sensitivity
Kobold
—
Superior Invisibility
Faerie dragon
Increase the monster's effective AC by 2.
Sure-Footed
Dao
——
Surprise Attack
Bugbear
Increase the monster’s effective damage for 1 round by the amount noted in the
trait.
Swallow
Behir
Assume the monster swallows one creature and deals 2 rounds of add damage
to it.
Teleport
Balor
■-„
Terrain Camouflage
Bullywug
—
Tunneler
Umber hulk
—
Turn Immunity
Revenant
—
Turn Resistance
Lich
—
Two Heads
Ettin
—-
Undead Fortitude
Zombie
Increase the monster's effective hit points based on the expected challenge
rating: 1-4, 7 hp; 5-10, 14 hp; 11—16, 21 hp; 17 or higher, 28 hp.
Web
Ciar: sp-de r
increase the monster's effective AC by 1.
Web Sense
Giant spicier
—
Web Walker
Giant spacer
—
Wounded Fury
Quaggotb
increase the monster’s damage for 1 round by the amount noted in the trait.
GIIAFTER 9 I D U N G It ON M A STE R' 5 WORKS I! O P
If you want to take ail NFC stat block and adapt it for
a specific monster race, apply the ability modifiers and
add the features listed in the NPC Features table. If the
N PCs AC, hit points, attack bonus, or damage changes,
recalculate its challenge rating.
Creating NPGs from Scratch
If you need completely new statistics for an NPC. you
have two options;
* You can create an NPC stat block (similar to the ones
in the Monster Manual) as you would a monster stat
block, as discussed in the previous section.
* You can build the NPC as you would a player
character, as discussed in the Players Handbook ♦
If you decide to build an NPC the same way you build
a player character, you can skip choosing a background
and instead pick two skill proficiencies for the NPC.
NPC Features
Race Ability Modifiers
Features
Aarakocra
+2 Dex, +2 Wis
Dive Attack; talon attack action; speed 20 ft., fly 50 ft,; speaks Auran
Bullywug
-2 Int, -2 Cha
Amphibious, Speak with Frogs and Toads, Swamp Camouflage, Standing Leap; speed
20 ft. 3 swim 40 ft.; speaks Bullywug
Dragonborn*
+2 Str, +1 Cha
Breath Weapon (use challenge rating instead of level to determine damage). Damage
Resistance, Draconic Ancestry; speaks Common and Draconic
Drew*
+2 Dex, +1 Cha
Fey Ancestry, Innate Spellcasting feature of the drow, Sunlight Sensitivity; darkvision
120 ft.; speaks Elvish and Undercommon
Dwarf*
+2 Str or Wis, +2 Con
Dwarven Resilience, Stonecunning; speed 25 ft.; darkvision 60 ft.; speaks Common and
Dwarvish
Elf*
+2 Dex, +1 Int or Wis
Fey Ancestry, Trance: darkvision 60 ft.; proficiency in the Perception skill; speaks
Common and Elvish
Gnoll
+2 Str, -2 Int
Rampage; darkvision 60 ft.
Gnome*
+2 Int, +2 Dex or Con
Gnome Cunning; Small size; speed 25 ft.; darkvision 60 ft.; speaks Common and
Gnomish
Gnome, deep
+1 Str, +2 Dex
Gnome Cunning, Innate Spellcasting, Stone Camouflage; Small size; speed 20 ft.;
darkvision 120 ft.; speaks Gnomish, Terran, and Undercommon
Goblin
-2 Str, +2 Dex
Nimble Escape; Small size; darkvision 60 ft.; speaks Common and Goblin
Grimlock
+2 Str, -2 Cha
Blind Senses, Keen Hearing and Smell, Stone Camouflage; can’t be blinded; blindsight 30
ft., or 10 ft. while deafened (blind beyond this radius); speaks Undercommon
Half-elf*
+1 Dex, +1 Int r +2 Cha
Fey Ancestry; darkvision 60 ft.; proficiency in two skills; speaks Common and Elvish
Half-ore*
+2 Str, +1 Con
Relentless Endurance; darkvision 60 ft.; proficiency in the Intimidation skill; speaks
Common and Ore
Halfiing*
+2 Dex, +1 Con or Cha
Brave, Halfiing Nimbleness, Lucky; Small size; speed 25 ft,; speaks Common and Halfiing
Hobgoblin
None
Martial Advantage; darkvision 60 ft,; speaks Common and Goblin
Kenku
+2 Dex
Ambusher, Mimicry; understands Auran and Common but speaks only through the use
of its Mimicry trait
Kobold
-4 Str, +2 Dex
Pack Tactics, Sunlight Sensitivity; Small size; darkvision 60 ft.; speaks Common and
Draconic
Kuo-toa
None
Amphibious, Otherworldly Perception, Slippery, Sunlight Sensitivity; speed 30 ft., swim
30 ft.; darkvision 120 ft.; speaks Undercommon
Liza rd folk
+2 Str, -2 Int
Hold Breath (15 min.); +3 natural armor bonus to AC; speed 30 ft, swim 30 ft.; speaks
Draconic
Merfolk
None
Amphibious; speed 10 ft., swim 40 ft.; speaks Aquan and Common
Ore
+2 Str, -2 Int
Aggressive; darkvision 60 ft,; speaks Common and Ore
Skeleton
+2 Dex, -4 Int, -4 Cha
Vulnerable to bludgeoning damage; immune to poison damage and exhaustion; can't be
poisoned; darkvision 60 ft,; can’t speak but understands the languages it knew in life
Tiefling*
+1 Int, +2 Cha
Infernal Legacy (use challenge rating instead of level to determine spells), resistance to
fire damage; darkvision 60 ft.; speaks Common and Infernal
Troglodyte
+2 Str, +2 Con, -4 Int,
-4 Cha
Chameleon Skin, Stench, Sunlight Sensitivity; +1 natural armor bonus to AC; darkvision
60 ft,; speaks Troglodyte
Zombie
+1 Str, +2 Con, -6 Int,
-4 Wis, -4 Cha
Undead Fortitude; immune to poison damage; can t be poisoned; darkvision 60 ft,; can’t
speak but understands the languages It knew in life
* See the Player's
Handbook for descriptions of this race’s features, none of which alter the NPCs challenge rating.
✓
^ \ ' .' — /
C H A PTE R 9 | DUNGEON M A SI t- !T S WORKS HQ P
’
The NPC Features table summarizes the ability
modifiers and features of various nonhuman races, as
well as various creatures from the Monster Manual with
a challenge rating lower than 1. Apply these modifiers
and add these features to the NPC s star block, then
determine the NPC’s challenge rating just as you would
for a monster. Features that can affect a monster's
challenge rating are listed in the Monster Features table.
The NPC's proficiency bonus is determined by its level,
just like a character, rather than by its challenge rating.
If the monster you want to use isn't listed on the table,
use the process described below under “Monsters
with Classes, '
Monsters with Glasses
You can use the rules in chapter 3 of the Players
Handbook to give class levels to a monster. For example,
you can turn an ordinary werewolf into a werewolf with
four levels of the barbarian class (such a monster would
be expressed as “Werewolf, 4th-level barbarian’).
Start with the monster's stat block. The monster gains
all the class features for every class level you add. with
the following exceptions:
* The monster doesn't gain the starting equipment of
the added class,
* For each class level you add T the monster gains one
Hit Die of its normal type (based on its size), ignoring
the class's Hit Die progression.
* The monster’s proficiency bonus is based on its
challenge rating, not its class levels.
Once you finish adding class levels to a monster,
feel free to tweak its ability scores as you see fit (for
example, raising the monster s Intelligence score so
that the monster is a more effective wizard), and make
whatever other adjustments are needed. You’ll need
to recalculate its challenge rating as though you had
designed the monster from scratch.
Depending on the monster and the number of class
levels you add to it, its challenge rating might change
very little or increase dramatically. For example, a
werewolf that gains four barbarian levels is a much
greater threat than it was before* In contrast, the hit
points, spells, and other class features that an ancient
red dragon gains from five levels of wizard don’t
increase its challenge rating.
healing spells* for example, and adding a healing spell
to the wizard class list would step on the cleric s turf.
Creating a Spell
When creating a new spell, use existing spells as
guidelines. Here are some things to consider:
- If a spell is so good that a caster would want to use it
all the time, it might be too powerful for its level.
* A long duration or large area can make up for a lesser
effect, depending on the spell,
- Avoid spells that have very limited use, such as one
that works only against good dragons. Though such
a spell could exist in the world, few characters will
bother to learn or prepare it unless they know in
advance that doing so will be worthwhile.
+ Make sure the spell fits with the identity of the class.
Wizards and sorcerers don’t typically have access to
Spell Damage
For any spell that deals damage, use the Spell Damage
table to determine approximately how much damage is
appropriate given the spell's level. The table assumes
the spell deals half damage on a successful saving
throw or a missed attack. If your spell doesn't deal
damage on a successful save, you can increase the
damage by 25 percent.
You can use different damage dice than the ones
in the table, provided that the average result is about
the same. Doing so can add a little variety to the spell.
For example, you could change a cantrip’s damage
from Id 10 (average 5.5) to 2d4 (average 5). reducing
the maximum damage and making an average result
more likely.
(; H A FT ER | D V N G EON MASTER* S W GRKSH 0,1 *
2 83
Spell Damage
Spell Level
One Target
Multiple Targets
Cantrip
ld10
ld6
1st
2dT0
2d6
2nd
3d10
4d6
3rd
SdlO
6d6
4th
6dl0
7d6
Sth
SdlO
8d6
6th
lOdIO
Hd6
7th
ndio
12d 6
8th
12d 10
13d6
9th
1 SdlO
14d 6
Healing Spells
You can also use the Spell Damage table to determine
how many hit points a healing spell restores. A cantrip
shouldn’t offer healing.
Creating a Magic Item
The magic items in chapter 7. “Treasure” are but a few
of the magic treasures that characters can discover
during their adventures. If your p1a}'ers are seasoned
veterans and you want to surprise them, you can either
modify an existing item or come up with something new
Modifyin g an I tem _
The easiest way to invent a new item is to tweak an
existing one. If a paladin uses a flail as her main
weapon, you could change a holy avenger so that it's a
flail instead of a sword. You can turn a ring of the ram
into a wand, or a cloak of protection into a circlet of
protection , all without altering the item's properties.
Other substitutions are equally easy. An item that
deals damage of one type can easily deal damage of
another type, A flame tongue sword could deal lightning
damage instead of fire, for example. One capability
can replace another, so a potion of climbing can easily
become a potion of stealth.
You can also modify an item by fusing it with
properties from another item. For example, you could
combine the effects of a helm of comprehending
languages with those of a helm of telepathy into a
single helmet. This makes the item more powerful
(and probably increases its rarity), but it won t break
your game.
Finally, remember the tools that are provided for
modifying items in chapter 7, ’Treasure,” Giving an item
an interesting minor property, a quirk, or sentience can
alter its flavor significantly.
Creating a New Item
If modifying an item doesn't quite do the trick, you can
create one from scratch. A magic item should either let a
character do something he or she couldn’t do before, or
improve the character's ability to do something he or she
can do already. For example, the ring of jumping lets its
wearer jump greater distances, thus augmenting what
a character can already do. A ring of the ram , however,
gives a character the ability to deal force damage.
The simpler your appn >adi. the easier it is for a
character to use the item in play. Giving the item
charges is line, especial h if it has several different
abilities, but simply deciding that an item is always
active or can be used a fixed number of times per day is
easier to manage.
Power Level
If you make an item that lets a character kill whatever
he or she hits with it. that item will likely unbalance your
game. On the other hand, an item whose benefit rarely
comes into play isn't much of a reward and probably not
worth doling out as one.
Use the Magic Item Power by Rarity table as a guide
to help you determine how powerful an item should be.
based on its rarity.
Magic Item Power by Rarity
Rarity
Max Spell Level
Max Bonus
Common
1st
—
Uncommon
3rd
+1
Rare
6th
+2
Very rare
Sth
+3
Legendary
9th
+4
Maximum Spell Level. This column of the table
indicates the highest-level spell effect the item should
confer in the form of a once-per-day or similarly limited
property. For example, a common item might confer
the benefit of a 1 sblevel spell once per day (or just once,
if it's consumable), A rare, very rare, or legendary item
might allow its possessor to cast a lower-level spell
more frequently.
Maximum Bonus , If an item delivers a static bonus
to AC. at Lack rolls, saving throws, or ability checks, this
column suggests an appropriate bonus based on the
item's rarity.
Attunement
Decide w hether the item requires a character to be
attuned to it to use its properties. Use these rules of
thumb to help you decide:
- ff having all the characters in a party pass an item
around to gain its lasting benefits would be disruptive,
the item should require attunement,
* If the item grants a bonus that other items also
grant, it’s a good idea to require attunement so that
characters don't try to collect too many of those items.
Creating New
Character Options
If the options for player characters in the Players
Handbook don't meet all the needs of your campaign,
consult the following sections for advice on creating
new race, class, and background options.
Creating a Race or Subrace
This section teaches you how to modify existing races,
as well as create new ones. The most important step in
customizing or designing races for your campaign is
to start with the story behind the race or subrace you
wish to create. Having a firm idea of a race's story in
your campaign will help you make decisions during the
creation process. Ask yourself several questions:
* Why does my campaign need the race to be playable?
* What does the race look like?
* How would I describe the race’s culture?
* Where do the members of this race live?
* Are there interesting conflicts built into the race's
history and culture that make the race compelling
from a storytelling standpoint?
* What is the race’s relationship to the other
playable races?
* What classes and backgrounds are well suited to
members of the race?
* What are the race's signature traits?
* In the case of a new subrace, what sets it apart from
the other subraces of the parent race?
Compare the race you have in mind with the other
race options available to players, to make sure that the
new race doesn't pale in comparison to the existing
options (which would result in the race being unpopular)
or completely overshadow^ them (so that players don’t
feel as if the other options are inferior).
When the time comes to design the game elements
of the race, such as its traits, take a look at the game’s
existing races and let them inspire you.
Cosmetic Alterations
A simple way to modify an existing race is to change
its appearance. Changes to a race's appearance need
not affect its game elements. For example, you could
transform ha 1 flings into anthropomorphic mice without
changing their racial traits at all.
Cultural Alterations
In your world, elves might be desert nomads instead of
forest dwellers, halflings might live in cloud cities, and
dwarves might be sailors instead of miners. When you
change the culture of a race, you can also make minor
alterations to the races proficiencies and traits to reflect
that culture.
For example, imagine that the dwarves of your world
are seafarers and inventors of gunpowder. You could
add the pistol and musket to the list of weapons that
dwarves are proficient with, and give them proficiency
with waterborne vehicles instead of artisan’s tools.
These two small changes tell a different story than
the default assumptions about dwarves in the Player's
Handbook t without changing the power level of the race.
Creating a New Subrace
Creating a new subrace is more involved than making
some minor tweaks to existing racial features, but it
does have the advantage of increasing the diversity of
options for a particular race, rather than replacing some
options with other ones.
The follow ing example walks through the creation of
an elf subrace: the eladrin. This subrace has history in
the D&D mu hi verse, so vou already have some stories to
draw' on w hen building its traits.
chapter 9
D U N GEQN M ASTER’S WQ EKSH O J j
285
Example Subrace: Eladrin
Creatures of magic with strong ties to nature, eladrin
live in the twilight realm of the Fey wild. Their cities
sometimes cross over to the Material Plane, appearing
briefly in mountain valleys or deep forest glades before
fading back into the Feywild.
The elf subraces in the Player's Handbook include
an ability score increase, a weapon training feature,
and two or three additional traits. Given the story of
the eladrin and their magical nature, an increase to an
eladrin character’s Intelligence is appropriate. There’s
no need to alter the basic weapon training shared by
high elves and wood elves.
An ability that sets the eladrin apart from other elves
is their ability to step through the boundary between the
planes* disappearing for a moment before reappearing
somewhere else* In the game, this is reflected in a
limited use of the misty step spell* Since misty step is
a 2nd-level spell, this ability is potent enough that the
subraee doesn't need additional traits* This leaves us
with the following features for the eladrin subrace;
Ability Score Increase, Your Intelligence score
increases by i .
Elf Weapon Training. You have proficiency with the
longsword* shortsword, shortbow, and longbow.
Fey Step, You can cast the misty step spell once usir^
this trait. You regain the ability to do so when you finish
a short or long rest.
Creating a New Race
When creating a race from scratch* begin with the
story and proceed from there* Compare your creation
to the other races of your world, and borrow freely
from the traits of other races. As an example, consider
the aasimar. a race similar to the tiefling but with a
celestial heritage.
Example Race; Aasimar
Whereas tiefiings have fiendish blood in their veins*
aasimar are the descendants of celestial beings* These
folk generally appear as glorious humans with lustrous
hair, flawless skin, and piercing eyes. Aasimar often
attempt to pass as humans in order to right wrongs and
defend goodness on the Material Plane without drawn _
undue attention to their celestial heritage. They strive
to fit into society, although they usually rise to the top.
becoming revered leaders and honorable heroes.
You might decide to use the aasimar as a counterpoint
to the tiefling race. The two races could even be at odds
reflecting some greater conflict between the forces of
good and evil in your campaign*
Here are our basic goals for the aasimar;
* Aasimar should make effective clerics and paladins,
* Aasimar should be to celestials and humans what
tiefiings are to fiends and humans.
Given that aasimar and tiefiings are like two sides of
the same coin, the tiefling makes a good starting point
for coming up with the new race’s traits* Since we warn
aasimar to be effective paladins and clerics, it makes
sense to improve their Wisdom and Charisma instead
Intelligence and Charisma.
Like tiefiings* aasimar have darkvision. Instead of
resistance to fire damage, we give them resistance
to radiant damage to reflect their celestial nature.
However, radiant damage Isn't as common as fire
damage, so we give them resistance to necrotic damage
as well, making them good at facing undead.
The tiefiing s Infernal Legacy trait is a good model
for a similar trait to reflect a magical, celestial heritage
replacing the tiefling's spells with spells of similar leveL
that more closely match the aasimar's celestial ancestn
However, the aasimar’s expanded resistance might
require limiting this trait to basic utility spells.
Filling in the remaining details, we end up with the
following racial traits for the aasimar:
Ability Score Increase. Your Wisdom score increases
by 1, and your Charisma score increases by 2.
h after ?>
L ) t .i N (; E O N M A ST IS ft'S W ORKS H G P
Age. Aasimar mature at the same rate as humans but
live a few years longer.
Alignment . Due to their celestial heritage, aasimar
are often good. However, some aasimar fall into evil,
rejecting their heritage.
Size. Aasimar are built like well-proportioned
humans. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Darkvision. Thanks to your celestial heritage, you
have superior vision in dark and dim conditions. You
can see in dim light within 60 feet of you as if it were
bright light, and in darkness as if it were dim light. You
can’t discern color in darkness, only shades of gray.
Celestial Resistance. You have resistance to necrotic
damage and radiant damage.
Celestial Legacy. You know the light cantrip. Once
you reach 3rd level, you can cast the lesser restoration
spell once with this trait, and you regain the ability to do
so when you finish a long rest. Once you reach 5th level,
you can cast the daylight spell once with this trait as a
3rd-level spell, and you regain the ability to do so when
you finish a long rest. Charisma is your spellcasting
ability for these spells.
Languages. You can speak, read, and write Common
and Celestial.
Modifying a Class
The classes in the Players Handbook capture a wide
range of character archetypes, but your campaign world
might have need of something more. The following
section discusses ways to modify existing classes to
better serve your games needs.
Changing Proficiencies
Changing a class’s proficiencies is a safe and simple way
to modify a class to better reflect your world. Swapping
out one skill or tool proficiency for another doesn’t make
a character any stronger or weaker, but doing so can
change the flavor of a class in subtle ways.
For example, a prominent guild of rogues in your
world might worship a patron deity, performing secret
missions in that deity’s name. To reflect this cultural
detail, you could add Religion to the list of skills that a
rogue character can choose as a proficiency. You could
even mandate that skill as one of the choices for rogues
who belong to this guild.
You can also change armor and weapon proficiencies
to reflect certain aspects of your world. For example,
you could decide that the clerics of a particular deity
belong to an order that forbids the accumulation of
material goods, other than magic items useful for their
divine mission. Such clerics carry a staff, but they
are forbidden from wearing armor or using weapons
other than that staff. To reflect this, you could remove
the armor and weapon proficiencies for clerics of this
faith, making them proficient with the quarterstaff and
nothing else. You could give them a benefit to make up
for the loss of proficiencies—something like the monk’s
Unarmored Defense class feature, but presented as a
divine blessing.
Changing Spell Lists
Modifying a class’s spell list usually has little effect on
a character’s power but can change the flavor of a class
significantly. In your world, paladins might not swear
their oaths to ideals, but instead swear fealty to powerful
sorcerers. To capture this story concept, you could build
a new paladin spell list with spells meant to protect
their masters, drawn from the sorcerer or wizard lists.
Suddenly, the paladin feels like a different class.
Be cautious when changing the warlock spell list.
Since warlocks regain their spell slots after a short rest,
they have the potential to use certain spells more times
in a day than other classes do.
Restricting Class Access
Without changing the way a class functions, you can
root it more firmly in the world by associating the class
with a particular race or culture.
For example, you might decide that bards, sorcerers,
warlocks, and wizards represent the magical traditions
of four different races or cultures. The bardic colleges
might be closed to everyone except elves, dragonborn
might be the only creatures capable of becoming
sorcerers, and all warlocks in your world might be
human. You could break that down still further: bards
of the College of Lore could be high elves, and bards
of the College of War could be wood elves. Gnomes
discovered the school of illusion, so all wizards who
specialize in that school are gnomes. Different human
cultures produce warlocks with different pacts, and
so on. Similarly, different cleric domains might reflect
entirely separate religions associated with different
races or cultures.
You decide how flexible you want to be in allowing
a player character to break these restrictions. Can a
half-elf live among the elves and study their bardic
traditions? Can a dwarf stumble into a warlock pact
despite having no connection to a culture that normally
produces warlocks? As always, it’s better to say yes and
use the players desire as an opportunity to develop the
character’s story and that of your world, rather than
shutting down possibilities.
Substituting Class Features
If one or more features of a given class don’t exactly
fit the theme or tone of your campaign, you can pull
them out of the class and replace them with new
ones. In doing so, you should strive to make sure
that the new options are just as appealing as the
ones you are removing, and that the substitute class
features contribute to the class’s effectiveness at social
interaction, exploration, or combat just as well as those
being replaced.
Ultimately, a class exists to help a player express a
particular character concept, and any class feature you
replace is also removing an aspect of that character.
Substituting a class feature should be done only to fit a
specific need for your campaign, or to appeal to a player
trying to create a specific kind of character (perhaps one
modeled after a character from a novel, TV series, comic
book, or movie).
CHAPTER 9
DUNGEON MASTER'S WORKSHOP
287
The first step is to figure out what class feature or
group of class features you're going to replace. Then
you need to evaluate what each feature provides to the
class, so that the features you are adding don't make the
class over- or underpowered. Ask yourself the following
questions about a feature youVe replacing:
* What impact does replacing the feature have on
exploration, social interaction, or combat?
* Does replacing the feature affect how long the party
can continue adventuring in a day?
- Does the feature consume resources provided
elsewhere in the class?
* Does the feature work all the time, or is it regained
after a short rest, a long rest, or some other
length of time?
Armed with answers to these questions, you can start
designing new features that replace the ones you are
removing. It's fine if the new class features drift closer
to exploration, social interaction, or combat than the
ones you are replacing, hut be wary of going too far.
For example, if you replace an exploration-focused
feature with something purely combat focused, youVe
just made that class more powerful in combat, and it
could overshadow the other classes in a way that you
didn't intend.
There’s no formula that can tell you how to design
new class features. The best place to start is by looking
at other class features, or at spells, feats, or any other
rules for inspiration. You're almost certainly going to
have some missteps, as features that seem good on the
surface fall apart in play. That's all right. Everything
you design will need to be play tested. When introducing
new class features, be sure the players using them are
com for table with the fact that you might need to go back
and make some changes after seeing them in play.
Creating New Class Options
Each class has at least one major choice point. Clerics
choose a divine domain, fighters choose a martial
archetype, wizards choose an arcane tradition, and
so forth. Creating a new option doesn't require you to
remove anything from the class, but any new option
you add should be compared to existing options to
make sure it's no more or less powerful, yet remains
distinctive in flavor. Like anything in class design, be
prepared to play test your ideas and make changes if
things aren’t playing out the way you want them to.
Once you have the concept for the class option in
mind, it’s time to design the specifics. If you're not sur-
wherc to begin, look at the existing options and see w'nM
class features they provide. It’s perfectly acceptable fbr
two class options to have similar features, and it's als:
fine to look at other classes for examples of mechanics
you can draw on for inspiration. As you design each
class feature, ask the following questions:
* How does the class feature reinforce the story or
theme of the class option?
- Is there an existing feature that can be used
as a model?
« How does the new class feature compare to other
features of the same level?
Variant: Spell Points
One way to modify how a class feels is to change how :t
uses its spells. With this variant system, a character v
has the Spellcasting feature uses spell points instead of
spell slots to fuel spells. Spell points give a caster more
flexibility, at the cost of greater complexity.
In th is variant, each spell has a point cost based on its
level. The Spell Point Cost table summarizes the cos: ~
spell points of slots from 1st to 9th level. Cantrips don't
require slots and therefore don’t require spell points.
Instead of gaining a number of spell slots to cast you”
spells from the Spellcasting feature, you gain a pool
of spell points instead. You expend a number of spell
points to create a spell slot of a given level, and then us>t
that slot to cast a spell. You can't reduce your spell p
total to less than 0, and you regain all spent spell poir -
when you finish a tong rest.
Spells of 6th level and higher are particularly taxing i
cast. You can use spell points to create one slot of each
level of 6th or higher. You can't create another slot of h -
same level until you finish a long rest.
The number of spell points you have to spend is base d
on your level as a spellcaster. as shown in the Spell
Points by Level table. Your level also determines the
maximum-level spell slot you can create. Even though
you might have enough points to create a slot above this
maximum, you can't do so.
The Spell Points by Level table applies to bards,
clerics, druids, sorcerers, and wizards. For a paladin ~
ranger, halve the character's level in that class and then
consult the table. For a fighter (Eldritch Knight) or rogve
(Arcane Trickster), divide the character’s level in that
class by three.
This system can be applied to monsters that cast
spells using spell slots, but it isn't recommended that
you do so. Tracking spell point expenditures fora
monster can be a hassle.
Spell Point Cost
Spell Level
Point Cost
Spell Level
Point (
1st
2
5th
7
2nd
3
6th
9
3rd
5
7th
10
4th
6
3th
11
9th
13
C H A PT E R 9 | D V N G E O N M A Si E k‘S WORKSHOP
Spell Points by Level
Class Level
Spell Points
Max Spell Level
1st
4
1st
2nd
6
1st
3rd
14
2nd
4th
17
2nd
5th
27
3rd
6th
32
3rd
7th
38
4th
8th
44
4th
9 th
57
5 th
10th
64
5th
11th
73
6th
12th
73
6th
13th
83
7th
14th
83
7th
15th
94
8th
16th
94
8th
17th
107
9th
18th
114
9th
19th
123
9 th
20th
133
9th
Creating a Background
A well-crafted background can help a player create a
character that feels like an exciting addition to your
campaign* It helps define the character's place in the
world, rather than what a character is in terms of game
mechanics.
Instead of focusing on a generic character
background, such as merchant or wanderer, think
about the factions* organizations, and cultures of
your campaign and how they might be leveraged to
create flavorful backgrounds for player characters. For
example, you could create an acolyte of Candlekeep
background that is functionally similar to a sage
background* but which ties a character more closely to a
place and organization in your world.
A character with the acolyte of Candlekeep
background probably has friends among the
Avowed—the monks who maintain the great library
at Candlekeep. The character can enter the library
and consult its lore freely, while others must donate
a rare or valuable tome of knowledge before they are
allowed entry. Candlekeeps enemies are the character s
enemies* and its allies, the characters friends. Acolytes
of Candlekeep are generally regarded as learned sages
and protectors of knowledge. It s possible to envision
many interesting interactions as NPCs discover the
character's background and approach the character in
search of assistance.
To create your own background* follow these steps.
Step L Root It in Your World
To ground a new background in your campaign's
setting, determine what elemeni of your campaign the
background is tied to: a faction, an organization, a trade*
a person, an event, or a location.
Step 2. Suggest Personal Characteristics
Create tables of suggested characteristics—personality
traits, ideals* bonds* and flaws—that fit the background*
or plunder entries from the tables presented in the
Players Handbook. Even if your players don't use
the tables* this step helps you paint a picture of the
background's place in your world* The tables need not
be extensive; two or three entries per table are enough.
Step 3* Assign Proficiencies or Languages
Choose two skill proficiencies and two tool proficiencies
for the background* You can replace tool proficiencies
with languages on a one-for-one basis.
Step 4* Include Starting Equipment
Make sure your background offers a package of starting
equipment. In addition to a small amount of money that
a character can use to buy adventuring gear, the starting
equipment should include items that a character would
have acquired prior to becoming an adventurer, as well
as one or two items unique to the background.
For example, starting equipment for a character with
the acolyte of Candlekeep background might include a
set of traveler s clothes* a scholar's robe, five candles,
a tinderbox. an empty scroll case engraved with the
symbol of Candlekeep, and a belt pouch containing 10
gp. The scroll case might be a gift given to an acolyte of
Candlekeep who embarks on a life of adventure. At your
discretion, it might also contain a useful map.
Step 5. Settle on a Background Feature
Choose an existing background feature or create a new
one, as you prefer. If you choose an existing feature, add
or tweak a few details to make it unique.
For example, the acolyte of Candlekeep background
might have the Researcher feature of the sage (as
presented in the Player's Handbook), with the additional
benefit that the character is allowed to enter Candlekeep
without paying the normal cost,
A background feature should avoid strict game
benefits, such as a bonus to an ability check or an attack
roll* Instead, the feature should open up new options for
roleplaying, exploring* and otherwise interacting with
the world*
For example, the sage's Researcher feature is
designed to send the character on adventures. It doesn't
provide information or an automatic success for a check.
Instead, if a character with the sage background fails
to recall information, he or she instead knows where to
learn it. This might bo a pointer to another sage or to a
library long lost within an ancient tomb.
The best background features give characters
a reason to strike out on quests* to make contact
with MFCs, and to develop bonds to the setting
you've devised.
CHAPTER 9 | DUNGEON MASTER'S WORKSHOP
Appendix A: Random Dungeons
H IS A PPENDIX 11ELPS YOU QUICKLY GE N ER ATE
a dungeon. The tables work in an iterative
manner First, roll a starting area, then roll to
determine the passages and doors found in
that area. One you have initial passages and
doors, determine the location and nature of
subsequent passages, doors, chambers, stairs, and so
on—each of them generated by rolls on different tables.
Following these instructions can lead to sprawling
complexes that more than till a single sheet of graph
paper. If you want to constrain the dungeon, establish
limits ahead of time on how far it can grow.
The most obvious limit to a dungeon s size is the
graph paper it’s drawn on. If a feature would exceed
the boundaries of the page, curtail it. A corridor might
turn or come to a dead end at the map's edge, or you can
make a chamber smaller to fit the available space.
Alternatively, you can decide that passages leading off
the edge of the map arc additional dungeon entrances.
Stairs, shafts, and other features that would normally
lead to levels you don’t plan to map can serve a
similar purpose.
Starting Area
The Starting Area table produces a chamber or a set of
corridors at the entrance to your dungeon. When rolling
for a random starting area, pick one of the doors or
passages leading into the starting area as the entrance
to the dungeon as a whole.
Once you've selected the entrance, roll on the
appropriate table for each passage or door leading away
from the starting area. Passages each extend 10 feet
beyond the starling area. After that point, check on the
Passage table for each passage to determine what lies
beyond. Use the Beyond a Door table to determine what
lies behind doors and secret doors.
Starting Area
dlO Configuration
1 Square, 20 x 20 ft.; passage on each wall
2 Square, 20 x 20 ft.; door on two walls, passage in
third wall
3 Square, 40 x 40 ft.; doors on three walls
4 Rectangle, 80 x 20 ft., with row of pillars down the
middle; two passages leading from each long wall,
doors on each short wall
5 Rectangle, 20 x 40 ft,; passage on each wall
6 Circle, 40 ft. diameter; one passage at each
cardinal direction
7 Circle, 40 ft, diameter; one passage in each
cardinal direction; well in middle of room (might
lead down to lower level)
8 Square, 20 x 20 ft,; door on two walls, passage on
third wall, secret door on fourth wall
9 Passage, 10 ft. wide; T intersection
10 Passage, 10 ft, wide; four-way intersection
Passages
When generating passages and corridors, roll on the
Passage table multiple times, extending the length and
branches of any open passage on the map until you
arrive at a door or chamber.
Whenever you create a new passage, roll to determine
its width. If the passage branches from another passage,
roll a dl2 on the Passage Width table. If it comes from
a chamber, roll a d20 on that table, but the width of the
passage must be at least 5 feet smaller than the longest
dimension of the chamber.
Passage
d20 Detail
1-2 Continue straight 30 ft,, no doors or side passage:
3 Continue straight 20 ft, door to the right, then an
additional 10 ft. ahead
4 Continue straight 20 ft, door to the left, then an
additional 10 ft. ahead
5 Continue straight 20 ft.; passage ends in a door
6-7 Continue straight 20 ft,, side passage to the righ;
then an additional 10 ft. ahead
8-9 Continue straight 20 ft,, side passage to the left,
then an additional 10 ft. ahead
10 Continue straight 20 ft,, comes to a dead end; 10
percent chance of a secret door
11-12 Continue straight 20 ft., then the passage turns
left and continues 10 ft.
13-14 Continue straight 20 ft. f then the passage turns
right and continues 10 ft.
15-19 Chamber (roll on the Chamber table)
20 Stairs* (roll on the Stairs table)
* The existence of stairs presumes a dungeon with more tha-'
one level. If you don’t want a multilevel dungeon, reroll this
result use the stairs as an alternative entrance, or replace the ~
with another feature of your choice.
Passage Width
dl2/d20 Width
1-2 5 ft.
3-12 10 ft
13-14 20 ft.
15-16 30 ft,
17 40 ft,,, with row of pillars down the middle
18 40 ft,, with double row of pillars
19 40 ft. wide, 20 ft. high
20 40 ft. wide, 20 ft. high, gallery 10 ft. above floor
allows access to- level above
A V P E N DIX A | RANDOM D U N G E O N S
Doors
Whenever a table roll indk r- - 1 n roll on the Door
Type table to determine [-.* ^ r then roll on the
Beyond a Door table 10 se^ what lies on the other side of
it. If a door is barred, you dec ide % hich side of the door
the bar is on. Unlocked : rs can also be stuck, at vour
discretion. See chapter 5. ire Environments/*
for information on doors and portcullises.
Door Type
d20
Door Type
1-10
Wooden
11-12
Wooden, barred O” lockeo
13
Stone
14
Stone, barred or loc^ee
15 Iron
16
Iron, barred or locked
17
Portcullis
18
Portcullis, locked in place
19
Secret door
20
Secret door, barred or locked
Beyond a Door
d20
Feature
1-2
Passage extending 10 ft,, then T intersection
extending 10 ft. to the right and left
3-8
Passage 20 ft, straight ahead
9-18
Chamber (roll on the Chamber table)
19
Stairs (roll on the Stairs table)
20
False door with trap
Chambers
Whenever a roll on a table indicates a chamber, use the
Chamber table to define its dimensions. Then roll on the
Chamber Exits table to determine the number of exits.
For each exit, roll on the Exit Location and Exit Type
tables to determine the nature and placement of the exit.
Use the tables in the “Stocking a Dungeon ’ section to
determine the contents of a chamber.
Chamber
d20
Chamber
1-2
Square, 20 x 20 ft.
3-4
Square, 30 x 30 ft.
5-6
Square, 40 x 40 ft.
7-9
Rectangle, 20 x 30 ft 1
10-12
Rectangle, 30 x 40 ft. !
13-14
Rectangle, 40 x 50 ft
15
Rectangle, 50 x 80 ft. 2
16
Circle, 30 ft. diameter
17
Circle, 50 ft. diameter 2
18
Octagon, 40 x 40 ft.
19
Octagon, 60 x 60 ft. 2
20
Trapezoid, roughly 40 x 60 ft, 2
' Use the N
ormal Chamber column on the Chamber Exits table.
z Use the Large Chamber column on the Chamber Exits table.
Large Chamber
0
1
2
2
3
3
4
5
6
Exit Location
d20 Location
1-7 Wat I o p pos i te entra nee
8-12 Wall left of entrance
13-17 Wall right of entrance
18-20 Same wall as entrance
Chamber Exits
d2G Normal Chamber
1-3 0
4-5 0
6-8 1
9-11 1
12-13 2
14-15 2
16-17 3
18 3
19 4
20 4
Exit Type
d20 Type
I- 10 Door (roll on the Door Type table)
II- 20 Corridor, 10 ft. long
Stairs
Stairs can include any means of going up and down,
including ramps, chimneys, open shafts, elevators, and
ladders. If your dungeon has more than one level, the
amount of space between levels is up to you, A distance
of 30 feet works line for most dungeons.
Stairs
d20 Stairs
1-4 Down one level to a chamber
5-8 Down one level to a passage 20 ft. long
9 Down two levels to a chamber
10 Down two levels to a passage 20 ft, long
11 Down three levels to a chamber
12 Down three levels to a passage 20 ft. long
13 Up one level to a chamber
14 Up one level to a passage 20 ft, long
15 Up to a dead end
16 Down to a dead end
17 Chimney up one level to a passage 20 ft. long
18 Chimney up two levels to a passage 20 ft. long
19 Shaft (with or without elevator) down one level to
a chamber
20 Shaft (with or without elevator) up one level to a
chamber and down one level to a chamber
AP PEN D! X A i R A N 0G M D U N (5 EON S
201
292
Connecting Areas
When your map is done, consider adding doors between
chambers and passages that are next to each other but
otherwise not connected. Such doors create more paths
through the dungeon and expand players' options.
If your dungeon consists of more than one level, be
sure that any stairs* pits, and other vertical passages
line up between levels. If you Ye using graph paper,
lay a new page on top of your existing map, mark the
locations of stairs and other features shared by the two
levels, and begin mapping the new level.
Stocking a Dungeon
Creating a map for your dungeon is only half the fun.
Once you have the layout, you need to decide what
challenges and rewards are to be found in the dungeon’s
passages and chambers. Any reasonably large space
should be stocked with interesting sights, sounds,
objects, and creatures.
You don't need to have every last detail of your
dungeon plotted out. You can get by with nothing more
than a list of monsters, a list of treasures, and a list of
one or two key elements for each dungeon area.
Chamber Purpose ___
A room's purpose can help determine its furnishings
and other contents.
For each chamber on your dungeon map. establish its
purpose or use the tables below to generate ideas. Each
type of dungeon described in the “Dungeon Purpose”
\ PPliNDJX A RA H DOM DIJNGEONS
section of chapter 5* “Adventure Environments,” has its
own table featuring chambers geared to the dungeon’s
purpose. For example, if you're building a tomb, use the
Dungeon: Tomb table to help you determine the purpose
of each chamber. These dungeon-specific tables are
followed by the General Dungeon Chambers table,
which you can use if your dungeon isn't an exact fit for
one of the standard types of dungeon or if you want to
mix things up.
Relying on random rolls to stock an entire dungeon
can lead to incongruous results. A tiny room might end
up being identified as a temple, while the huge chamber
next door serves as storage. It can be fun to try to make
sense of such strange design ideas, but make changes
as you see fit. You can set aside a few' key rooms and
create specific contents for them.
Dungeon: Death Trap
d20
1
2-8
9-11
12-14
15-19
20
Purpose
Antechamber or waiting room for spectators
Guardroom fortified against intruders
Vault for holding important treasures, accessible
only by locked or secret door (75 percent chance
of being trapped)
Room containing a puzzle that must be solved to
bypass a trap or monster
Trap designed to kill or capture creatures
Observation room , allowing guards or spectators
to observe creatures moving through the dungeon
Dungeon: Lair
Dungeon: Planar Cate
d20 Purpose
1 Armory stocked with weapons and armor
2 Audience chamber, used to receive guests
3 Banquet room for important celebrations
4 Barracks where the lair’s defenders are quartered
5 Bedroom, for use by leaders
6 Chapel where the lair’s inhabitants worship
7 Cistern or well for drinking water
8-9 Guardroom for the defense of the lair
10 Kennel for pets or guard beasts
11 Kitchen for food storage and preparation
12 Pen or prison where captives are held
13-14 Storage, mostly nonperishable goods
15 Throne room where the lair’s leaders hold court
16 Torture chamber
17 Training and exercise room
18 Trophy room or museum
19 Latrine or bath
20 Workshop for the construction of weapons, armor,
tools, and other goods
Dungeon: Maze
d20 Purpose
I Conjuring room, used to summon creatures that
guard the maze
2-5 Guardroom for sentinels that patrol the maze
6-10 Lair for guard beasts that patrol the maze
II Pen or prison accessible only by secret door, used
to hold captives condemned to the maze
12 Shrine dedicated to a god or other entity
13-14 Storage for food, as well as tools used by the maze’s
guardians to keep the complex in working order
15-18 Trap to confound or kill those sent into the maze
19 Well that provides drinking water
20 Workshop where doors, torch sconces, and other
furnishings are repaired and maintained
Dungeon: Mine
d20 Purpose
1-2 Barracks for miners
3 Bedroom for a supervisor or manager
4 Chapel dedicated to a patron deity of miners,
earth, or protection
5 Cistern providing drinking water for miners
6-7 Guardroom
8 Kitchen used to feed workers
9 Laboratory used to conduct tests on strange
minerals extracted from the mine
10-15 Lode where metal ore is mined (75 percent chance
of being depleted)
16 Office used by the mine supervisor
17 Smithy for repairing damaged tools
18-19 Storage for tools and other equipment
20 Strong room or vault used to store ore for
transport to the surface
d100 Purpose
01-03 Decorated foyer or antechamber
04-08 Armory used by the portal’s guardians
09-10 Audience chamber for receiving visitors
11-19 Barracks used by the portal’s guards
20-23 Bedroom for use by the high-ranking members of
the order that guards the portal
24-30 Chapel dedicated to a deity or deities related to
the portal and its defenders
31-35 Cistern providing fresh water
36-38 Classroom for use of initiates learning about the
portal’s secrets
39 Conjuring room for summoning creatures used to
investigate or defend the portal
40-41 Crypt where the remains of those that died
guarding the portal are kept
42-47 Dining room
48-50 Divination room used to investigate the portal and
events tied to it
51-55 Dormitory for visitors and guards
56-57 Entry room or vestibule
58-59 Gallery for displaying trophies and objects related
to the portal and those that guard it
60-67 Guardroom to protect or watch over the portal
68-72 Kitchen
73-77 Laboratory for conducting experiments relating to
the portal and creatures that emerge from it
78-80 Library holding books about the portal’s history
81-85 Pen or prison for holding captives or creatures
that emerge from the portal
86-87 Planar junction, where the gate to another plane
once stood (25 percent chance of being active)
88-90 Storage
91 Strong room or vault, for guarding valuable
treasures connected to the portal or funds used to
pay the planar gate's guardians
92-93 Study
94 Torture chamber, for questioning creatures
that pass through the portal or that attempt to
clandestinely use it
95-98 Latrine or bath
99-00 Workshop for constructing tools and gear needed
to study the portal
APPENDIX A | RANDOM DUNGEONS
293
Dungeon: Stronghold
dIOG Purpose
Antechamber where visitors seeking access to the
stronghold wait
Armory holding high-quality gear, including light
siege weapons such as baliistas
Audience chamber used by the master of the
stronghold to receive visitors
Aviary or zoo for keeping exotic creatures
Banquet room for hosting celebrations and guests
Barracks used by elite guards
Bath outfitted with a marble floor and other
luxurious accoutrements
Bedroom for use by the stronghold's master or
important guests
Chapel dedicated to a deity associated with the
stronghold's master
Cistern providing drinking water
Dining room for intimate gatherings or informal
meals
Dressing room featuring a number of wardrobes
Gallery for the display of expensive works of art
and trophies
Game room used to entertain visitors
Guardroom
Kennel where monsters or trained animals that
protect the stronghold are kept
Kitchen designed to prepare exotic foods for large
numbers of guests
Library with an extensive collection of rare books
Lounge used to entertain guests
Pantry, including cellar for wine or spirits
Sitting room for family and intimate guests
Stable
Storage for mundane goods and supplies
Strong room or vault for protecting important
treasures (75 percent chance of being hidden
behind a secret door)
Study, including a writing desk
Throne room, elaborately decorated
Waiting room where lesser guests are held before
receiving an audience
Latrine or bath
Crypt belonging to the stronghold's master or
someone else of importance
01-02
03-05
06
07
OS-11
12-15
16
17
18
19-21
22-25
26
27-29
30-32
33-50
51
52-57
58-61
62
63-70
71-74
75-78
79-86
87
88-92
93
94-96
97-98
99-00
Dungeon: Temple or Shrine
dlOO Purpose
Armory filled with weapons and armor, battle
banners, and pennants
Audience chamber where priests of the temple
receive commoners and low-ranking visitors
Banquet room used for celebrations and holy days
Barracks for the temple's military arm or its hired
guards
Cells where the faithful can sit in quiet
contemplation
Central temple built to accommodate rituals
Chapel dedicated to a lesser deity associated with
the temple’s major deity
Classroom used to train initiates and priests
Conjuring room, specially sanctified and used to
summon extraplanar creatures
Crypt for a high priest or similar figure, hidden and
heavily guarded by creatures and traps
Dining room (large) for the temple’s servants and
lesser priests
Dining room (small) for the temple's high priests
Divination room, inscribed with runes and stocked
with soothsaying implements
Dormitory for lesser priests or students
Guardroom
Kennel for animals or monsters associated with
the temple’s deity
Kitchen (might bear a disturbing resemblance to a
torture chamber in an evil temple)
Library, well stocked with religious treatises
Prison for captured enemies (in good or neutral
temples) or those designated as sacrifices (in evil
temples)
Robing room containing ceremonial outfits and
items
Stable for riding horses and mounts belonging
to the temple, or for visiting messengers and
caravans
Storage holding mundane supplies
Strong room or vault holding important relics and
ceremonial items, heavily trapped
Torture chamber, used in inquisitions (in good or
neutral temples with a lawful bent) or for the sheer
joy of causing pain (evil temples)
Trophy room where art celebrating key figures and
events from mythology is displayed
Latrine or bath
Well for drinking water, deferrable in the case of
attack or siege
Workshop for repairing or creating weapons,
religious items, and tools
01-03
04-05
06-07
08-10
11-14
15-24
25-28
29-31
32-34
35-40
41-42
43
44-46
47-50
51-56
57
58-60
61-65
66-68
69-73
74
75-79
80
81-82
83-89
90
91-94
95-00
2$4
APPENDIX. A l RANDOM DUNGEONS
HAMBERS
ft I
Dungeon: Tomb
d20 Purpose
1 Antechamber for those that have come to pay
respect to the dead or prepare themselves for
burial rituals
2- 3 Chapel dedicated to deities that watch over the
dead and protect their resting places
4-3 Crypt for less important burials
9 Divination room, used in rituals to contact the
dead for guidance
10 False crypt (trapped) to kill or capture thieves
111 Gallery to display the deeds of the deceased
through trophies, statues, paintings and so forth
12 Grand crypt for a noble, high priest, or other
important individual
13-14 Guardroom, usually guarded by undead,
constructs, or other creatures that don’t need to
eat or sleep
15 Robing room for priests to prepare for burial rituals
16-17 Storage, stocked with tools for maintaining the
tomb and preparing the dead for burial
13 Tomb where the wealthiest and most important
folk are interred, protected by secret doors and
traps
19-20 Worksh op for embal m ing the dead
Dungeon: Treasure Vault
d20 Purpose
1 Antechamber for visiting dignitaries
2 Armory containing mundane and magic gear used
by the treasure vault's guards
3- 4 Barracks For guards
5 Cistern providing fresh water
6-9 Guardroom to defend against intruders
10 Kennel for trained beasts -sec to guard the
01
Antechamber
53-54
Laboratory
02-03
Armory
55-57
Library
04
Audience
5S-59
Lounge
chamber
60
Meditation
05
Aviary
chamber
06-07
Banquet room
61
Observatory
08-10
Barracks
62
Office
11
Bath or latrine
63-64
Pantry
12
Bedroom
65-66
Pen or prison
13
Bestiary
67-68
Reception room
14-16
Cell
69-70
Refectory
17
Chantry
m
Robing room
IS
Chapel
72
Salon
19-20
Cistern
73-74
Shrine
21
Classroom
75-76
Sitting room
22
Closet
77^78
Smithy
2 3 ”24
Conjuring room
79
Stable
25-26
Court
80-81
Storage room
27-29
Crypt
S2-S3
Strong room
30-31
Dining room
or vault
32-33
Divination room
84-85
Study
34
Dormitory
S6-88
Temple
35
Dressing room
89-90
Throne room
36
Entry room or
91
Torture chamber
vestibule
92-93
Training or
37-38
Gallery
exercise room
39-40
Game room
94-95
Trophy room
41-43
Guardroom
or museum
44-45
Hall
96
Waiting room
46-47
Hall, great
97
Nursery or
43-49
Hallway
schoolroom
50
Kennel
98
Well
51-52
Kitchen
99-00
Workshop
Current Chamber State
If a dungeon has a tumultuous history, you can roll to
determine the current condition of any particular area.
Otherwise, if the room is still used for its intended
purpose, it remains intact.
Current Chamber State
treasure vault
d20
Features
11
Kitchen for feec ng gua r ds
1-3
Rubble, ceiling partially collapsed
12
Watch room that a cw$ guaros to observe those
4-5
Holes, floor partially collapsed
who approach the dungeon
6-7
Ashes, contents mostly burned
13
Prison for holding captured ntruders
8-9
Used as a campsite
14-15
Strong room or vault. for guarding the treasure
hidden in the dunge: - accessible on . by locked
10-11
Pool ofwater; chamber’s original contents are
water damaged
or secret door
12-16
Furniture wrecked but still present
16
Torture chamber e Grac: rg ^formation from
captured intruders
17-13
Converted to some other use (roll on the General
Dungeon Chambers table)
17-20
Trap or othe r :r des g^ec :: ■ or capture
19
Stripped bare
creatures that e^te■ :r-e :zee -
20
Pristine and in original state
APPENDIX A I R AN DOM DUNG EONS
395
might slumber on the first level of a dungeon, a pall of
smoke and the sound of its heavy breathing filling the
chambers near its lain Clever characters will do their
utmost to avoid the dragon, even as the party's brave
thief makes off with a few coins from its hoard.
Not all monsters are automatically hostile. When
placing monsters in your dungeon, consider their
relationships to nearby creatures and their attitudes
toward adventurers. Characters might be able to
appease a hungry beast by offering it food, and smarter
creatures have complex motivations. The Monster
Motivation table lets you use a monster's goals to define
its presence in the dungeon.
For large groups of monsters encountered across
multiple chambers, motivation could apply to the entire
group, or each subgroup could have conflicting goals.
Monster Motivation
d2G
Goals
d20
Goals
1-2
Find a sanctuary
12-13
Hide from
3-5
Conquer the
enemies
dungeon
14-15
Recover from a
6-8
Seek an item in
battle
the dungeon
16-17
Avoid danger
9-11
Slay a rival
18-20
Seek wealth
Random Dungeon Hazards
Hazards are rarely found in inhabited areas, because
monsters either clear them away or avoid them.
Shnekersand violet fungi are described in the
Monster Manual. The other hazards on the table are
described in chapter 5, ' Adventure Environments,”
Once you have a sense of the purpose of the various
dungeon chambers, you can think about the contents
of those areas. The Dungeon Chamber Contents table
allows you to randomly roll contents for a chamber, or
you can choose contents for specific areas. If you choose
contents, be sure to include an interesting, colorful
assortment of things. In addition to the contents shown
on this table, refer to “Dungeon Dressing' later in this
appendix for additional items and elements to fill rooms.
In the Dungeon Chamber Contents table, a ” dominant
inhabitant“ is a creature that controls an area. Pets
and allied creatures are subservient to the dominant
inhabitant, ” Random creatures ' are scavengers or
nuisances, usually lone monsters or small groups
passing through the area. They include such creatures
as carrion crawlers, dire rats, gelatinous cubes, and rust
monsters. See chapter 3. “Creating Adventures,“ for
more information on random encounters.
Dungeon Chamber Contents
dlOO Contents
01-08 Monster (dominant inhabitant)
09-15 Monster (dominant inhabitant) with treasure
16-27 Monster (pet or allied creature}
28-33 Monster (pet or allied creature) guarding treasure
34-42 Monster (random creature)
43-50 Monster (random creature) with treasure
51-58 Dungeon hazard (see ” Random Dungeon
Chamber Contents
Hazards”) with incidental treasure
59-63 Obstacle (see ‘Random Obstacles“)
64-73 Trap (see “Random Traps”)
74-76 Trap (see “Random Traps”) protecting treasure
77-80 Trick (see “Random Tricks”)
81-88 Empty room
Dungeon Hazards
d2 0
Hazard
d20
Hazard
1-3
Brown mold
11-15
Spiderwebs
4-8
Green slime
16-17
Violet fungus
9-10
Shrieker
18-20
Yellow mold
89-94 Empty room with dungeon hazard (see “Random
Dungeon Hazards”)
95-00 Empty room with treasure
Random Obstacles
Obstacles block progress through the dungeon. In some
cases, what adventurers consider an obstacle is an
Monsters and Motivations
See chapter 3, “Creating Adventures,” for guidance on
creating encounters with monsters. To foster variety
and suspense, be sure to include encounters of varying
difficulty.
A powerful creature encountered early in the dungeon
sets an exciting tone and forces the adventurers to
rely on their wits. For example, an ancient red dragon
easy path for the dungeon s inhabitants. For example,
a flooded chamber is a barrier to many characters but
easily navigated by water-breathing creatures.
Obstacles can affect more than one room. A chasm
might run through several passages and chambers,
or send cracks through the stonework in a wider area
around it. An area of battering winds that emanates
from a magic altar could stir the air less dangerously for
hundreds of feet in all directions.
296
■
APPENDSX A i RANDOM DUNGEONS
Obstacles
d2G Obstacle
3
4-8
9-12
13-14
15
16
17
IS
19
20
Art ■ . : • i r A. s o' :d!0x 10 ft.; while in
the aura. . ng creates oan'r regain hit points
Battering -Os -eo-.ee soeoc by half, impose
disadvantage on -s-sed attack rolls
Blade barrier b ocks passage
Cave-in
Chasm Id- x 10 k /. de and 2d6 x 10 ft, deep,
possibl y co- - e ::e: to other levels of the d ungeon
Flood in g > es 2d' 0 fof water i n the area; create
nearby upward-s oping passages, raised floors, or
rising stairs to contain :he water
Lava flows through the area (50 percent chance of
a stone bridge crossing it)
Overgrown mushrooms block progress and must
be hacked down 25 percent chance of a mold or
fungus dungeon hazard hidden among them)
Poisonous gas (deals ld6 poison damage per
minute of exposure)
Reverse gravity effect causes creatures to fall toward
the ceiling
Wall of fire blocks passage
Walt of force blocks passage
Ra n pom Traps _
If you need a trap quickly or want to drop random
traps into a dungeon, use the sample traps presented
in chapter 5, 'Adventure Environments