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Table Build – Game Play Pre-TV/VTT Details

This is the second in a series to talk more about the tables, its parts and how we are using it.

Gaming Pre-TV

When I began using the table in the beginning, I really had huge hopes and inspiration on how I would use it. Reality on the other hand bites hard on the ass when you actually try these things during game play.

In the beginning I had all the delusions of grandeur where I would be able to have all the Dwarven Forge pieces out, mood lighting, and be able to deliver an amazing gaming experience. The alcove was the perfect place to have all these pieces. I could set up an encounter and cover it up so my cats would not considering it a new play area for themselves. It really did work very well, and did add a new dimension of playing. But was it worth it? Not really. In fact, besides that one encounter, it became very burdensome quickly.

While the Dwarven Forge parts look great, they take time to set up. I played with setting up most of an adventure area and covered it with cardboard to give that fog of war experience. But it just was not possible to have enough space, nor enough time to update changes to the adventure area. Taking a break frequently to reset just was not very practical. And while I really like the stuff, it complete failed to fit into our game very well.

If your game is at all dynamic, your scenes need to change frequently and something that can take away from the game to keep resetting the map just distracts and detracts from the game. This issue was only exacerbated because I had two games to run and could not leave a build up for either one more than a few days. If only we have VTT to replace this for us.

Which means putting the leafs back in and using a giant Chessex mat to cover the table instead. This worked very well. Combing this with a large number of the smaller mats it not only could accommodate each game very well, but allowed for some carry over of material between the two different games that were being run.

Table Use and Sitting or Not

When building the table I wanted the possibility of having the players and game master to have the option of sitting or standing. As I and others age, standing while playing can make it easier on the old bones and just provide a different view point of the action that is happening. And I know that during game play when I was much younger, jumping up in excitement during an encounter has happened more than once, possibly even sending pizza or some beverage flying. By giving everyone a platform to have that option was important, but once play started, what did everyone actually do?

On average we have five to six players at each game. The table itself was made to hold at least eight, and if friendly, there is easily room for two at the end of the table giving us eight player spots plus the game master. While the table has never been that crowded it does have a large capacity. There is only a single player overlap between the two games, which means I have nine players plus myself at different times playing on this table. The other game master is just another player in the Monday game and only the Monday game switches game masters.

This has proved to be an interesting difference between the two games related to who sits and who stands. On the Monday game (five players, four male and one female), everyone stands except whomever sits at the end of the table. On the Friday game (six players, four females and two males), no one stands. This has remained the same before and after the TV was installed on top of and later inside the table. Age wise, the average age of the Friday game is greater, but in experience, the Monday game has the most experienced players.

Why the person who sits at the end of the table always sits is interesting. Since they have the longest view of the table and can reach little on the table, they are most likely to request someone else to move the miniatures or ask for tactical verification of the situation. Maybe they just feel they are too far away from the action?

No real scientific analysis, just interesting facts between the groups.

Game Master Computer

Since there was now a nice large space for the game master, I wanted to be able to have a computer there where I could look up rules or questions, and have a place to start driving the game electronically and not have to rely on paper as much. It was a bold undertaking, but small steps.

Having the LG 5k Monitor attached to a nice monitor arm by Ergotron which was mounted to the side of the table was just the start. Using some rear mounting brackets, I had attached a new Apple Macintosh Mini. This allowed me to have all the gear and cables in a nice tight spot and with a bunch of Velcro strapping it was bundled together quite well. While this might seem a certain amount of overkill, I wanted to make sure that I would not have to replace any of the hardware for a long time and would be able to drive anything I wanted related to VTT in the future.

I really love the Ergotron monitor arms. You will find them in most industrial and hospital areas. They are tough, solid, and will outlast anything you want to do with them. I have used them for more than a couple of decades and continue to purchase them anytime I meed something to hold up a monitor.

The new Mac Mini was going to be a requirement since whenever I installed the TV, I knew that it would be a 4k TV and the last two generations of Mac Mini’s were lacking quite a bit. Yes, I could have built a hackintosh, or used a Windows based PC, but I just wanted it all to work out of the box without having to fiddle with it much and I knew that anything I tested on my desktop workstation (also a Macintosh) would seamlessly work on the game master station, which was important. And all the game masters that would be running games at my house also have Macintosh’s. Meaning, getting the real thing would be worth it for less hassle in the future.

Everything was mounted on the side of the table, pushed over, and plenty of room left for the GM screens and what paperwork was left over.

Active Play

With everything set up, play was easy and besides a few people with T-Rex arms, everything reachable. This was definitely a huge improvement over any previous gaming set up that I and most of the others have ever had. The mat on the table for a natural die rolling area. Life was good and game play drove on. Having a nice open space everyone was able to easily chat and play.

Hints and Story Lines

As a Game Master there is nothing more frustrating than to have your immaculate, detailed, and clueful plan be blown out of the water because your players are either dumber than a rock, just ignore what you believe is in front of their face, or go in a direction that is the contrary of what you so clearly laid out for them. Yes, they are clearly mocking your brilliance and purposely destroying your plans, those rat bastards.

What do you do as a Game Master when your master plan fails in some way? How can you get the players back on track and into the adventure that was planned for them? This does make the introduction of the idea of Sandboxes and Railroad adventure types. I know some Game Masters will run the Sandbox style only and seen most of them struggle and fail upon occasion when the players really go in a direction that was in the great unknown space of the campaign.

Basically a Sandbox campaign allows for anything to occur and the players to attempt almost anything, to include abandoning an adventure in the middle.

Knuff the Barbarian – “Oh, the orcs are going to invade that village where the Saintess of Norwell lives. Without her, this entire region will plunge into darkness! Should we go save them?”

Gripf the Mage – “Nah, looks like a grind, let’s go somewhere else”

Game Master – “CROOOOOOM!”

Whereas a Railroad campaign only gives the players some narrow choices on what their options are and what directions they are going. They are expected to follow the planned adventure. This is normally the case with the commercial modules that can be purchased. While there are many choices for the players to make in the module, the overall adventure is set and they will be marched in that direction. If they really do not want that, then why are they playing that module?

Nakht Shepses – “You must earn the right to enter the Necropolis and save the city of Wati from the scourge of undead that plague us! You need to fight my Vanth Psychopomp, that is much tougher than you, to meet my expectations!”

Setit Alablaze the Sorcerer – “Meh, why would need to do that”

Nakht Shepses – “Because I will not approve of you until this combat is completed”

Wayngro the Barbarian – “Why are we listening to this pencil dick? We can just go and do the adventure without this bullshit”

Sebti the Crocodile – “I need your team to partake of this contest to help with the harmony of the temple. It would be better to have everyone work together on this.”

Wayngro – “Fine, but you better give me that damn bastard sword from the auction”

Sebti – “Oh, I saw some halflings run off with it.”

Wayngro – “CROOOOM!”

<Battle goes on>

Lord Elgin Youngblood the Investigator – “Sigh, this is just dragging on. he can keep his distance and we suck at anything ranged.”

Wayngro – “Fuck this, I’m gonna just run off now”

Game Master – Sigh, maybe I should have just rushed the combat and moved it along… sigh

Yes, maybe that was a bit too scripted and railroaded. In retrospect that could have been handled better.

I have seen groups take the clues laid before them and then taken it in a direction completely unanticipated. Something completely unplanned for. But that did not end the adventure. They just have a different one. When you have time to plan for it that is.

I usually prefer running a hybrid campaign style. The players can go anywhere and start anything. But as the adventure progresses their options will start to narrow as the rails slowly show up under them. They will usually need to finish what they start. They can leave lingering side quests uncompleted, but there is an over-arching story there that they need to attempt to drive to the end. Otherwise as a Game Master you are infinitely attempting to create content on the fly which will end up not being fun for the Game Master either.

I had one group that reached the big boss encounter. It was their old comrade. A character that had died a horrible death much earlier in the game. The remaining party members stripped the body of any goodies and left the naked body in the “dungeon”. Well, of course I was not going to leave such good material behind…

In a much later adventure, the party gets to the boss room and the villain, their old friend, winds up for the standard monologue to explain what has happened and what will be the future should look like for them. You know, the standard Bond Villain dialoge when Bond gets captured or faces off with the boss. As a part of that he would reveal that he is actually just a pawn in a bigger game, clues and hints all over the place! It was time to do a data unload on the characters and be able to explain why things were the way they were. Just as they enter the room for the encounter to start, one of the players goes “Meh”, promptly powers up and starts attacking. Sigh.

Where was my turn to give that wondrous speech that had been painstakingly worked on for this encounter? How would they be able to get the clues and hints they needs to progress farther in the adventure. One player basically jumped in and ruined the situation. Yes, I could have forced the conversation, I could have just put everything on hold and said my piece. I do control the Deus Ex Machina. But, I allowed it to move forward as is.

Because I was ready for them to screw it up. I have seen them do it several times before. Their tactical ineptitude had cost them a character death more than once. I cannot forever fudge the dice just to be nice. Run into a room without backup and get surrounded by creatures that are tougher than any individual character will get you killed, and it did.

I had planned several “diaries” from the same villain in different places around the location they were exploring. It was my backup. I had lots of extra clues that were ready to be dropped in different areas in case they missed one or two. Or more likely did not understand the clues that I gave them. Some of that might be me being too obtuse, but never underestimate the potential for a player to just misconstrue what you meant no matter how clear you think you said it.

There was a case with another party of players that encountered a especially difficult creature. As you might remember I use “Monster Cards” as a way of helping the players know what their character should know. This one player that had the appropriate knowledge just was not able to read the basics of the card. I even verbally gave him hints on what he might want to tell his team so that they can respond better for the encounter. But he remained convinced he was delivering what was required. Everyone else at the table got the hints I was giving, but he remained stubborn believing his rendition of the data was more accurate than the one the Game Master was giving him… yes, this was our inexperienced player group, which is why I was willing to give those hints.

In the end, you cannot plan for everything, but you can plan for different fail points. Your players will screw up the clues whether it is your created content or a module. You will need to plan on being able to deliver the same information in multiple ways just in case. For my more inexperienced players, I always give a summary of what happened at the previous session at the new session. Sometimes I will force them to talk with each other on what had been discovered and if they figured anything out, correct or not. This forces them to consider what they have been doing as well as the possible clues that they might have understood or even misunderstood. This then also helps me understand what made sense or not with that set of players.

For the more experienced team, I allow them to fall off the understanding train more easily and bring back the clue-bat when needed, but keep that much more minimal than the other team of players.


“Be copy now to men of grosser blood,
And teach them how to war. And you, good yeoman,
Whose limbs were made in England, show us here
The mettle of your pasture; let us swear
That you are worth your breeding; which I doubt not;
For there is none of you so mean and base,
That hath not noble lustre in your eyes.
I see you stand like greyhounds in the slips,
Straining upon the start. The game’s afoot:
Follow your spirit, and upon this charge
Cry ‘God for Harry, England, and Saint George!”

Henry V by William Shakespeare

The campaign has started, people are playing, players are meeting, cats and dogs are sleeping together, it is a joyous occasion. As stated previously we are running a heavily modified version of a “standard” campaign. We record it, track our progress, and post those results here.

The accounting of each session is done by the DM (which is me). The accuracy of the report is mostly correct. Some things might be left out, and some clarification to others. There is also a DM’s version of each session with more details and specific notes for the campaign. These will be posted when the information contained within them no longer have any importance or relevance.

So, here they are in all their glory and poor English and Grammar.

The Prelude

The first set of session are titled “The Prelude” This is because everyone started at level one while the normal module suggests a level three start. Silly module, why should we follow those instructions? There are some side adventures to get the characters to about third level before the real campaign gets started. Some I took, some I tossed, and that were left were modified fairly heavily. I also wrapped the game with extra information and details to tie in the different character’s back stories.

My expectation is that the characters will probably be at least level three if not level four at the end of the prelude. It just means future encounters would need to be re-balanced, but pretty much everything needed some tender loving care, because none of it was perfect the way it was.


Chapter One

This is the start of the actual module and moving into the main part of the campaign.

  • Session XXV (Death of a Sorcerer)
  • Session XXVI (Bandit Ambush)
  • Session XXVII
  • Session XXXVIII
  • Session XXXIX
  • Session XXX
  • Session XXXI
  • Session XXXII
  • Session XXXIII
  • Session XXXIV
  • Session XXXV
  • Session XXXVI
  • Session XXXVII
  • Session XXXVII
  • Session XXXVIII
  • Session XXXIX
  • Session XL

Perfect Memory, Perfect Notes, or Perfect Record

Twenty years ago I had a pretty damn good memory. I could remember almost anything I heard, saw, or read to about a 90% accuracy. Yeah, I was pretty amazing. Today though, it seems that my memory has the capacity of a goldfish. Combine that with my inability to take notes very well, I have troubles. When I play, I am into what is happening, trying to capture every nuance of the DM and the other players. Capturing this would be nice to refer to later as the campaign develops. As a DM, I am performing, dancing, telling a story, and making up very bad accents. It is difficult to take any notes while you are the conductor of the orchestra.

For any campaign that plans on being long running, there is usually some over-arching story line that eventually leads to some form of completion. Well, at least most modules attempt to do so. There will be clues, points of information, and names of NPC’s that might later become important to remember. As the DM, you might have given out something important, or not. Knowing absolutely that you delivered what you thought you did can become important if it has any applicability later in the story. of course, a good DM should be giving multiple opportunities to give important clues but not enough to reveal the story too early.

I truly admire those that are able to remain in the moment, participate, and capture all of that on some form of media. Actually, it is pretty amazing. I cannot do it. I cannot even pretend to do it. There are those that claim they will remember, but that is very limited in the long run. yes, they might remember what was said tomorrow, but next month? In six months? Nope, and a whole lot of nope.

So, what is to be done? The simple answer is to record the session. Whether it is audio or video and audio, it does not matter too much. As long as there is a perfect record that can be gone back to either immediately to make those notes, or in the future when you thing of something that is nagging you. As a DM, recording the session is a must these days. I find it important to be able to go through and make sure I write down what I actually said because while there are “scripted” text sets, I rarely read it exactly, and depending on the situation, that information might have been delivered completely differently than what was “scripted”.

There was the case with a recent session, I was absolutely convinced that I had start a specific sequence of events, not very far into it, but started it. The reality was that I had not, in fact I had held off so it could happen at the beginning of the next session. If I had gone with my memory, or gut feeling, I would have left out a very important piece of the story. I knew for sure what happened, because I had it all recorded. I could hear very clearly what I did and did not say.

I have heard that some DM’s would prefer the players to not have a perfect record of any sort. They are relying on a failure of note taking and a future aha moment to jump into the character’s emotional train. If the campaign is a very information heavy one, the burden on the players is very high. If they can accomplish that, they are far better people than I am, and it would be impressive. I would start to fail at some point in that game because of my inability to note take well.

I prefer to err that the players are human, the DM sub-human, and that everyone has a chance to get the information that they should for the game. If they guess the plot too early, was that a failure of their note taking? Probably not. Did the DM give them too many clues too early and out the BBEG? Maybe. I have also DM’ed where even when a clue-bat is applied to the players every 30 minutes, they still tended to miss the facts sitting in front of their face. Or destroy an important NPC just as they were going to deliver information? Yeah, that’s happened too. No amount of recording would save that group if information was important to the campaign.

This really comes down to my personal ability and need to capture information and have it available whether I am a player or a DM. So, I now record every session that I DM, and if the game is online? Those all get recorded too. There is no perfect memory or perfect notes, only the recording is the perfect set of notes.

How We Have it Set Up and Equipment

Our set up is not the most sophisticated, nor is it very integrated. Since we first started recording audio only and the later video addition is a completely separate feed that has to be merged with the audio at some other stage.


The setup itself is fairly simple. I have a recorder (ZOOM H6 Portable Studio) with XLR inputs going to a cheap aluminum tube that was mutilated to fit the cable which leads to the microphone (MXL V67I FET Condenser) hanging over the table. The recorder is powered by battery (Jackery Portable Charger). The handmade boom hangs via large magnet on the steel beam crossing the ceiling. When I am ready to start, it is a manual process.


The video setup is even more simplistic. I have a Brio 4k Webcam attached to another location on the steel beam with a magnetic camera mount. It is then connected to a long USB cable to a Mac Mini (2018 version) running OBS which controls the camera and the recording. I did leave the sound recording from the camera I can use that to help sync up the better audio being captured by the MXL microphone. Because the entire basement has steel frame I can use magnets to act as guides for the cable so it would not dangle as it could have been.

Integrating (aka Merging the files)

I cannot take any credit for this part of the work since Adobe Premier Pro is an awesome piece of software. I added the two files in and told it to merge them on the audio and remove the AV audio. Ten minutes later it was all done, and it was completed perfectly. I used the same software to create a transcript, put in subtitles, and boom, it was finished. I know nothing of audio or video editing, but this pretty much did everything for us. A few edits to the transcripts, and it looked almost professional.

End Result

The audio file was 1.6gb, the video file 15.3gb, and the merged file at 4k was 120gb or 50gb at 1080p. I’ll probably be the only one to ever look at the 4k video, but I’ll share the 1080p with the players. It was pretty cool to see all of us and hear the action in play afterwards. It does give me a better appreciation for how much I suck at accents and where I need to improve as a DM. These will most likely never end up anywhere except in mine and the player private repositories, and that is just fine. The recordings are only for them and I.


Magic permeates the worlds of Dungeons and Dragons and most often appears in the form of a spell. This chapter provides the rules for casting spells. Different character classes have distinctive ways of learning and preparing their spells, and monsters use spells in unique ways. Regardless of its source, a spell follows the rules in the Player’s Handbook.

What is a Spell?

A spell is a discrete magical effect, a single shaping of the magical energies that suffuse the multiverse into a specific, limited expression. In casting a spell, a character carefully plucks at the invisible strands of raw magic suffusing the world, pins them in place in a particular pattern, sets them vibrating in a specific way, and then releases them to unleash the desired effect-in most cases, all in the span of seconds.

Spells can be versatile tools, weapons, or protective wards. They can deal damage or undo it, impose, or remove conditions, drain life energy away, and restore life to the dead.

Uncounted thousands of spells have been created over the course of the multiverse’s history, and many of them are long forgotten. Some might yet lie recorded in crumbling spell books hidden in ancient ruins or trapped in the minds of dead gods. Or they might someday be reinvented by a character who has amassed enough power and wisdom to do so.


A spell’s components are the physical requirements you must meet to cast it. Each spell’s description indicates whether it requires verbal (V), somatic (S), or material (M) components. If you can’t provide one or more of a spell’s components, you are unable to cast the spell.

Verbal (V)

Most spells require the chanting of mystic words. The words themselves aren’t the source of the spell’s power; rather, the combination of sounds, with specific pitch and resonance, sets the threads of magic in motion. Thus, a character who is gagged or in an area of silence, such as one created by the silence spell, can’t cast a spell with a verbal component.  These chants and words are all done in a loud forceful voice, and not conducive to a stealthy mission.

Somatic (S)

Spellcasting gestures might include a forceful gesticulation or an intricate set of gestures. If a spell requires a somatic component, the caster must have free use of at least one hand to perform these gestures.

Material (M)

Casting some spells requires objects, specified in parentheses in the component entry. A character can use a component pouch or a spellcasting focus (found in chapter 5 of the Player’s Handbook) in place of the components specified for a spell. But if a cost is indicated for a component, a character must have that specific component before he or she can cast the spell.

If a spell states that a material component is consumed by the spell, the caster must provide this component for each casting of the spell.

A spellcaster must have a hand free to access these components, but it can be the same hand that he or she uses to perform somatic components.


Some spells require you to maintain concentration to keep their magic active. If you lose concentration, such a spell ends.

If a spell must be maintained with concentration, that fact appears in its Duration entry, and the spell specific show long you can concentrate on it. You can end concentration at any time (no action required).

Normal activity, such as moving and attacking, doesn’t interfere with concentration. The following factors can break concentration:

Casting another spell that requires concentration. You lose concentration on a spell if you cast another spell that requires concentration. You can’t concentrate on two spells at once.

Taking damage. Whenever you take damage while you are concentrating on a spell, you must make a constitution saving throw to maintain your concentration. The DC equals 10 or half the damage you take, whichever number is higher. If you take damage from multiple sources, such as an arrow and a dragon’s breath, you make a separate saving throw for each source of damage.

Being incapacitated or killed. You lose concentration on a spell if you are incapacitated or if you die.

The DM might also decide that certain environmental phenomena, such as a wave crashing over you while you’re on a storm – tossed ship, require you to succeed on a DC 10 Constitution saving throw to maintain concentration on a spell.

The Schools of Magic

Academies of magic group spells into eight categories called schools of magic. Scholars, particularly wizards, apply these categories to all spells, believing that all magic functions in essentially the same way, whether it derives from rigorous study or is bestowed by a deity.

The schools of magic help describe spells; they have no rules of their own, although some rules refer to the schools.

Abjuration (blue): spells are protective in nature, though some of them have aggressive uses. They create magical barriers, negate harmful effects, harm trespassers, or banish creatures to other planes of existence.

Conjuration (yellow): spells involve the transportation of objects and creatures from one location to another. Some spells summon creatures or objects to the caster’s side, whereas others allow the caster to teleport to another location. Some conjurations create objects or effects out of nothing.

Divine (white):  spells that involve healing or specific types of protections.

Divination (grey): spells reveal information, whether in the form of secrets long forgotten, glimpses of the future, the locations of hidden things, the truth behind illusions, or visions of distant people or places.

Enchantment (pink): spells affect the minds of others, influencing or controlling their behavior. Such spells can make enemies see the caster as a friend, force creatures to lake a course of action, or even control another creature like a puppet.

Evocation (red): spells manipulate magical energy lo produce a desired effect. Some call up blasts of fire or lightning. Others channel positive energy to heal wounds.

Illusion (purple): spells deceive the senses or minds of others. They cause people to see things that are not there, to miss things that are there, to hear phantom noises, or to remember things that never happened. Some illusions create phantom images that any creature can see, but the most insidious illusions plant an image directly in the mind of a creature.

Necromancy (green): spells manipulate the energies of life and death. Such spells can grant an extra reserve of life force, drain the life energy from another creature, create the undead, or even bring the dead back to life.

Creating the undead using necromancy spells such as animate dead is not a good act, and only evil casters use such spells frequently.

Transmutation (orange): spells change the properties of a creature, object, or environment. They might turn an enemy into a harmless creature. bolster the strength of an ally, make an object move at the caster’s command, or enhance a creature’s innate healing abilities lo rapidly recover from injury.

Combining Magical Effects

The effects of different spells add together while the duration of those spells overlap. The effects of the same spell cast multi pie times don’t combine, however. instead, the most potent effect-such as the highest bonus-from those castings applies while their duration overlap.

For example:

If two clerics cast bless on the same target, that character gains the spell’s benefit only once; he or she doesn’t get to roll two bonus dice.

Crafting Spells

Details related on how to create your own spells are detailed in the Downtime Activity pages.

Homebrew Spells

As the campaign continues and the knowledge that the characters gather in from utilizing magic items, getting attacked by opponents, or just their own research will increase the available pool of spells that they are able to access and use. These spells are either new to the campaign and available to the characters, or they might be replacements, or new spells that could be available if they are researched by the characters.

  • REPLACEMENT – These replace existing spells of the same name.
  • R – These spells can be made available in special situations, but in all cases can be researched by the characters.

Animal Messenger (REPLACEMENT)

  • 2nd-Level Enchantment
  • Classes: Bard, Druid, Ranger
  • Casting Time: 1 Action (Ritual)
  • Range: 30 feet
  • Components: V, S, M*
  • Duration: 24 Hours
  • Attack/Save: None
  • Damage/Effect: Communication

By means of this spell, you use an animal to deliver a message. Choose a Tiny beast you can see within range, such as a squirrel, a blue jay, or a bat. You specify a location, which you must have visited, and a recipient who matches a general description, such as “a man or woman dressed in the uniform of the town guard” or “a red-haired dwarf wearing a pointed hat.” You also speak a message of up to twenty-five words. The target beast travels for the duration of the spell toward the specified location, covering about 50 miles per 24 hours for a flying messenger, or 25 miles for other animals.

When the messenger arrives, it delivers your message to the creature that you described, replicating the sound of your voice. The messenger speaks only to a creature matching the description you gave. If the messenger doesn’t reach its destination before the spell ends, the message is lost, and the beast makes its way back to where you cast this spell.

To determine the chance of a tiny beast being within 30 feet of the caster when the spell is cast, the caster must first make either a Nature or Survival roll for any beast within range of the spell.  This check is completed before the spell is cast so that the caster knows for certain that there is a target within range before casting the spell. A d20 is then rolled to determine if it is flying or ground creature.  Each subsequent search increases the DC by the amount shown in the table unless the caster has changed locations by at least an hour of travel. The difficulty increases for each attempt made in the same area.

TerrainDCSubsequent Casting DC IncreaseFlyingGround
Elemental Planes
Lower PlaneDC30+101-20 
Outer Plane
Upper Plane

At Higher Levels: If you cast this spell using a spell slot of 3rd level or higher, the duration of the spell increases by 48 hours for each slot level above 2nd.

* – (a morsel of food)

Conjure Animals (REPLACEMENT)

  • 3rd-level conjuration
  • Classes: Druid, Ranger
  • Casting Time: 1 minute
  • Range: 60 feet
  • Components: V, S
  • Duration: 1 hour (concentration)
  • Attack/Save: None
  • Damage/Effect: Summoning

You summon fey spirits that take the form of beasts and appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears:

  • One beast of challenge rating 2 or lower
  • Two beasts of challenge rating 1 or lower
  • Four beasts of challenge rating 1/2 or lower
  • Eight beasts of challenge rating 1/4 or lower

Each beast is also considered fey, and it disappears when it drops to 0 hit points or when the spell ends.

The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don’t issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.

The creatures summoned take the form as required by the caster.  There are three basic templates at each of the different CR levels.  The caster must choose a single template for each summoning and all spirits summoned will be the same template and form.  Within each template are specific types that must also be chosen.  The form chosen must match the type selected as well as some form of beast that the caster has seen previously.  The form must be of a beast and not any other type of creature.

CR ¼ Spirit

Challenge:¼ (50xp)
Type:Small fey, unaligned
HP:11 (2d8+2)
Speed:30 feet
14 (+2)12 (+1)12 (+1)2 (-4)11 (+0)5 (-3)
Senses:Passive Perception 10
Proficiency Bonus:+2

Special Abilities

Choose One movement type:

  • Burrowing: Add in 10 feet of burrowing speed
  • Climbing: Add in 30 feet of climbing speed
  • Flying:  Add in 40 feet of flying speed
  • Running: Increase walking speed by ten feet
  • Swimming: Add in 30 feet of swimming speed


Bite (or Claw): Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6+2) piercing or slashing damage

CR ½ Spirit

Challenge:½ (100xp)
Type:Medium or Large fey, unaligned
AC:12 (natural armor)
HP:16 (3d8+3)
Speed:30 feet
15 (+2)13 (+1)13 (+1)2 (-4)11 (+0)5 (-3)
Senses:Passive Perception 10
Proficiency Bonus:+2

Special Abilities

Choose one movement type:

  • Burrowing: Add in 10 feet of burrowing speed
  • Climbing: Add in 30 feet of climbing speed
  • Flying:  Add in 40 feet of flying speed
  • Running: Increase walking speed by ten feet
  • Swimming: Add in 30 feet of swimming speed

Choose one upgrade to the type:

  • Charge: If the spirit moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 3 (1d6) damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.
  • Keen Sense: The spirit has advantage on Wisdom (Perception) checks that rely one type of sense (hearing, sight, or smell).
  • Multiattack: two attacks
  • Pack Tactics: Advantage on attack rolls against a creature if at least one of the creature’s allies is within five feet of the creature and the ally isn’t incapacitated.
  • Poison: Add poison to attacks, the target must succeed on a DC 11 Constitution saving throw or take 3 (1d6) poison damage. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.
  • Pounce: If the spirit moves at least 20 feet straight toward a creature and then hits it with a melee attack on the same turn, that target must succeed on a DC 11 Strength saving throw or be knocked prone. If the target is prone, the spirit can make one melee attack against it as a bonus action.


Bite (or Claw): Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 6 (1d8+2) piercing or slashing damage (Note that large creatures have reach of 10 ft)

CR 1 Spirit

Challenge:1 (200xp)
Type:Large fey, unaligned
AC:12 (natural armor)
HP:30 (5d8+8)
Speed:30 feet
16 (+3)13 (+1)14 (+2)4 (-3)12 (+1)6 (-2)
Senses:Passive Perception 11
Proficiency Bonus:+2

Special Abilities

Choose one movement type:

  • Burrowing: Add in 10 feet of burrowing speed
  • Climbing: Add in 30 feet of climbing speed
  • Flying:  Add in 60 feet of flying speed
  • Running: Increase walking speed by 20 feet
  • Swimming: Add in 40 feet of swimming speed

Choose one upgrade to the type:

  • Charge: If the spirit moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
  • Keen Sense: The spirit has advantage on Wisdom (Perception) checks that rely one type of sense (hearing, sight, or smell).
  • Multiattack: two attacks
  • Pack Tactics: Advantage on attack rolls against a creature if at least one of the creature’s allies is within five feet of the creature and the ally isn’t incapacitated.
  • Poison: Add poison to attacks, the target must succeed on a DC 11 Constitution saving throw or take 7 (2d6) poison damage. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.
  • Pounce: If the spirit moves at least 20 feet straight toward a creature and then hits it with a melee attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the spirit can make one melee attack against it as a bonus action.
  • Rampage: When the spirit reduces a creature to 0 hit points with a melee attack on its turn, the spirit can take a bonus action to move up to half its speed and make a melee attack.


Bite (or Claw): Melee Weapon Attack: +5 to hit, reach 10 ft., one creature. Hit: 10 (2d6+3) piercing or slashing damage

CR 2 Spirit

Challenge:2 (450xp)
Type:Large fey, unaligned
HP:52 (7d10+14)
Speed:30 feet
18 (+4)12 (+1)15 (+2)3 (-4)12 (+1)6 (-2)
Senses:Passive Perception 11
Proficiency Bonus:+2

Special Abilities

Choose one movement type:

  • Burrowing: Add in 10 feet of burrowing speed
  • Climbing: Add in 30 feet of climbing speed
  • Flying:  Add in 60 feet of flying speed
  • Running: Increase walking speed by 20 feet
  • Swimming: Add in 40 feet of swimming speed

Choose one upgrade to the type:

  • Charge: If the spirit moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 10 (3d6) damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
  • Keen Sense: The spirit has advantage on Wisdom (Perception) checks that rely one type of sense (hearing, sight, or smell).
  • Multiattack: two attacks
  • Pack Tactics: Advantage on attack rolls against a creature if at least one of the creature’s allies is within five feet of the creature and the ally isn’t incapacitated.
  • Poison: Add poison to attacks, the target must succeed on a DC 11 Constitution saving throw or take 10 (3d6) poison damage. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.
  • Pounce: If the spirit moves at least 20 feet straight toward a creature and then hits it with a melee attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the spirit can make one melee attack against it as a bonus action.
  • Rampage: When the spirit reduces a creature to 0 hit points with a melee attack on its turn, the spirit can take a bonus action to move up to half its speed and make a melee attack.


Bite (or Claw): Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. Hit: 13 (2d8+4) piercing or slashing damage

At Higher Levels. When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 5th-level slot, three times as many with a 7th-level slot, and four times as many with a 9th-level slot.

Dancing Wave [R]

  • 2nd-level conjuration
  • Classes: Druid, Sorcerer, Wizard
  • Casting Time: 1 action
  • Range: 30 feet (5-foot cube)
  • Components: V, S
  • Duration: 1 Minute (concentration)
  • Attack/Save: STR Save
  • Damage/Effect: Combat

You summon a surging mass of water into existence at a point on the ground within range. The mass of water remains cohesive filling a 5-foot radius, though only rises 3 feet from the ground. The area is difficult terrain for any creature without a swimming speed.

For the duration of the spell, as a bonus action you can move the wave of water up to 30 feet along a surface in any direction. The first time the wave enters any creature’s space during your turn, they must make a Strength saving throw or take 2d6 bludgeoning damage and be knocked prone. A creature automatically fails this saving throw if they are prone.

Earth Ripple [R]

  • 2nd-level transmutation
  • Classes: Druid, Sorcerer, Wizard
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous
  • Attack/Save: DEX Save
  • Damage/Effect: Bludgeoning/Piercing

You cause the earth to deform and ripple, a target creature must make a Dexterity saving throw or suffer one of the following effects (your choice):


  • 2nd-level divination
  • Classes: Cleric, Druid, Ranger
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous
  • Attack/Save: None
  • Damage/Effect: Detection

This spell highlights to the caster any trap within range that is within their line of sight. It highlights the object that is trapped but not the triggering mechanism.  As an example, if there is a pit that is triggered by a pressure plate somewhere before the pit.  The pit would be highlighted but not the pressure plate. A trap, for the purpose of this spell, includes anything that would inflict a sudden or unexpected effect you consider harmful or undesirable, which was specifically intended as such by its creator. Thus, the spell would sense an area affected by the alarm spell, a glyph of warding, or a mechanical pit trap, but it would not reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole. In all cases, the spell only detects traps that are there by design and purpose and not by some accident of nature.

Because the caster is aware of where the trap is located, they will have advantage on any rolls to disarm the trap or will be allowed to render aid to someone else attempting to disarm the trap.

Hurricane Slash [R]

  • 2nd-level evocation
  • Classes: Druid, Ranger, Sorcerer, Wizard
  • Casting Time: 1 action
  • Range: 30 feet (30-foot-long line)
  • Components: V, S
  • Duration: Instantaneous
  • Attack/Save: DEX Save
  • Damage/Effect: Slashing

You condense wind into a razor-sharp blast that shreds a 30-foot-long 5-foot-wide line. Creatures in the area must make a Dexterity saving throw. A creature takes 3d8 slashing damage on a failed save or half as much on a success.

At Higher Levels: When you cast this spell using a spell slot of 5 level or higher, you can create an additional line of effect for every two levels. A creature around more than one slash is affected only once.

Ray of Stone [R]

  • Transmutation cantrip
  • Classes: Artificer, Sorcerer, Wizard
  • Casting Time: 1 Action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous
  • Attack/Save: Ranged
  • Damage/Effect: Necrotic

A beam of amber light streaks toward the target, make of ranged attack against the target.  One a hit, it takes 1d8 necrotic damage.  If the target is immune to petrification the ray does not damage the target.

The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Summon Familiar

  • 1st-level conjuration
  • Classes: Wizard
  • Casting Time: 1 hour (ritual)
  • Range: 10 feet
  • Components: V, S, M (50gp worth of clay, straw, charcoal, and incense)
  • Duration: Instantaneous
  • Attack/Save: None
  • Damage/Effect:

You gain the service of a familiar, a spirit that takes the form of a non-humanoid creature of your choice. It must be in the shape of a creature you have seen before. It’s an Aberration, Celestial, Fey, Fiend, or Undead (choose one) instead of its usual type, uses the Familiar stat block below, and has a three Familiar Points worth of features of your choosing (see Familiar Features). It gains additional Familiar Points to spend when you reach wizard character levels 5, 9, 13, and 17. Whenever the familiar gains an additional Familiar Point, you can replace a Familiar Feature it has with another one of your choices by spending the appropriate number of Familiar Points.

It is possible to receive additional Familiar Points from heroic or some other spectacular action.  The exact amount and timing are up to the game master. You can’t have more than one familiar at a time.

Combat: Your familiar acts independently of you, but it always obeys your commands. In combat, you both act on the same turn and can alternate between Actions and movement as if being performed by the same creature. A familiar can’t Attack (unless it has the Combat Familiar feature) but can take other Actions as normal. A familiar can only take the Help Action to assist with a Check if it has proficiency in the Skill used to make the Check.

Spell Delivery: When you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its Reaction to deliver the spell when you cast it. If the spell requires an Attack or Save, it uses your Attack Modifier and Spell Save DC.

Shared Telepathy: While you’re familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an Action, you can see through your familiar’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are Deafened and Blinded regarding your own senses.

Pocket Dimension: As an Action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. As an Action while it’s dismissed, you can cause it to reappear in any unoccupied space you can see within 30 feet of you. Whenever the familiar disappears into its pocket dimension, it leaves behind in its space anything it was wearing or carrying.

Death: When the familiar dies, it leaves behind a corpse of the form it took, and the caster that summoned it gains one Death Save failure that persists until they complete a Long Rest. If the summoner ever reaches three Death Save failures, they instantly die.

Resurrection: If the familiar has been dead for less than 24 hours, you can cast this spell again while within 10 feet of the familiar’s corpse to return it to life with one hit point. If the familiar has been dead longer than 24 hours or you are unable to retrieve its corpse, then you can summon your familiar into a new body by casting the spell again requiring double the amount of gold pieces worth of diamonds or gems (100gp) as a material component which is consumed in the casting of the spell.

A familiar resurrected in this way suffers a d4 penalty to all Checks and Saves until their next Long Rest and retains all their accumulated Familiar Points.

Familiar Stat Block

Type:Tiny or small spirit
AC:10 + Caster’s Proficiency Bonus
HP:Familiar CON Modifier + Caster’s Level (minimum 1)
Ability Array6, 8, 10, 10, 12, 14
Skills:Add Caster’s Proficiency Bonus to one skill
Movement:40 feet | 30 feet + 30 feet climb| 20 feet + 10 feet burrow | 5 feet + 40 feet swim | 5 feet + 30 feet fly (Choose one)
Special Abilities
  • Telepathic Communication: The familiar can communicate telepathically with its caster while within 100ft of it.
  • Magical Being: The familiar doesn’t require food, water, or air, and gives off a faint magical aura.

Repeatable Feature

Each of these features can be selected multiple times.

One Point Features
  • Defensive: The familiar gains proficiency in one Save.
  • Hardy: The familiar’s HP maximum increases by five.
  • Keen Sense: The familiar has advantage on Perception Checks that rely on either sight, smell, or hearing (choose one).
  • Linguist: The familiar learns one language of your choice that you know.
  • Resilient: The familiar has advantage on Checks and Saves made to avoid or end one Condition on itself.
  • Resistant: The familiar gains resistance to one damage type.
  • Skillful: The familiar gains proficiency in one Skill.
  • Swift: The familiar’s ground speed is increased by 10 feet.
  • Talented: The familiar gains +1 to an Ability Modifier.
Two Point features
  • Immune: The familiar gains immunity to one damage type or Condition.

Unique Features

Each of these features can only be selected once.

One Point Features
  • Aquatic: The familiar gains a Swimming Speed of 40ft and can breathe underwater. If it already has a Swimming Speed, it increases by 20ft.
  • Arboreal: The familiar gains a Climbing Speed of 30 feet and can use its Reaction when falling to take half damage from the fall. If it already has a Climbing Speed, it increases by 15 feet.
  • Avian: The familiar gains a Flying Speed of 30 feet. If it already has a Flying Speed, it increases by 15 feet.
  • Concealed Aura: As an Action, the familiar can hide, or reveal, its magical aura.
  • Contagion Sense: The familiar is aware of all poisons and diseases within 5 feet of it.
  • Darkvision: The familiar gains Darkvision 60 feet.
  • Distant Link: Increase the range of your telepathic communication from 100 feet to 1,000 feet. Your connection is so strong that you always know the exact location of your familiar and precisely how far it is from you.
  • Empath: As an Action, the familiar touches a creature and magically knows the creature’s surface level emotional state. The familiar can use an Action to dig deeper into the creature’s true emotional state. The target makes a Charisma Save against your Spell Save DC. Failure: It knows the creature’s true emotions and feelings.
  • Friendly Fire: The familiar has advantage on Checks and Saves against your spells and effects.
  • Lanky: The familiar is unusually long-limbed and flexible. Its reach for Melee Attacks is increased by 5 feet. It can also interact with objects and creatures from 10 feet away.
  • Limited Telepathy: The familiar can magically communicate simple ideas, emotions, and images telepathically with a creature that it can see within 60 feet of it that can understand a language.
  • Magically Inclined: The familiar knows one cantrip from the Wizard spell list that doesn’t deal damage, and can cast it at will using Intelligence, Wisdom, or Charisma as its spellcasting ability (your choice when this feature is chosen).
  • Mimicry: The familiar can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful Insight Check against your Spell Save DC.
  • Nimble: The familiar doesn’t provoke Opportunity Attacks when it leaves an enemy’s reach.
  • Predator: The familiar has advantage on Attacks against any creature under half its hit point maximum. It also has advantage on Survival Checks to track down targets it has been around for more than one minute.
  • Prey: The familiar has advantage on Stealth Checks and can attempt to Hide even when it’s only lightly obscured.
  • Quiet as a Mouse: The familiar makes no sound, leaves no noticeable trail, and can’t be tracked by mundane means while moving at half speed. It also has advantage on Checks made to Hide.
  • Sacrificial: When a creature you can see is hit by an Attack while within 5 feet of your familiar, you can use a Reaction to cause the familiar to become the target instead.
  • Shapeshifter: As an Action, the familiar can take on the appearance of a Tiny or Small Beast of its choice at will. Its statistics remain unchanged regardless of the form it takes. It reverts to its true form early if it uses an Action to do so, or if it dies.
  • Stinging Blood: As an Action, one creature of the familiar’s choice within 20 feet must make a Constitution Save against your Spell Save DC. Failure: The creature takes 1d6 Poison damage and is Poisoned for one minute. The creature can repeat this Save at the end of each of its turns, ending the effect on a success. Once a creature fails its Save against this feature, the familiar can’t use this again until it finishes a Long Rest.
  • Strong Willed: The familiar has advantage on Saves to avoid being Charmed or Frightened.
  • Subterranean: The familiar gains a Burrowing Speed of 20 feet and leaves a 5 feet wide tunnel behind it. If it already has a Burrowing Speed, it increases by 20 feet.
  • Terrifying: As an Action, one creature of the familiar’s choice within 20 feet must make a Wisdom Save against your Spell Save DC. Failure: The creature is Frightened of the familiar for one minute. The target can repeat this Save at the end of each of its turns, ending the effect on a success. Once a creature fails its Save against this feature, the familiar can’t use it again until it finishes a Long Rest.
  • Too Freakin’ Cute: If the familiar is present for, or involved in, a Persuasion or Performance Check made by you, you can add a 1d4 to the result.
  • Tough: The familiar’s HP maximum increases by an amount equal to your level (or twice its CR).
  • Watchful: The familiar doesn’t require sleep.
Two Point Features
  • Bulwark: The familiar now adds twice your Prof. Bonus to its AC.
  • Chameleon: As an Action, the familiar can choose to become Invisible. The effect ends if the familiar moves or uses any Action other than Hide or Dodge.
  • Combat Familiar: The familiar gains one of the following Attacks, which it can use when it acts:
  • Melee: Melee Attack, 3 + Caster’s proficiency bonus to hit, 1d4 + Caster’s proficiency bonus Bludgeoning, Piercing, or Slashing damage.
  • Ranged: Ranged Attack 30 feet, 3 + Caster’s proficiency bonus to hit, 1d4 damage. The damage type depends on the flavor of the Attack and game master’s approval.
  • Distraction: When you are targeted with an Attack within 5 feet of your familiar, you can use your Reaction to have the familiar distract the attacker and impose disadvantage on the Attack. You can use this feature several times equal to your Prof. Bonus per Long Rest.
  • Echolocation: The familiar gains Blindsight 30 feet while not Deafened, and advantage on Perception Checks that rely on hearing.
  • Evasion: If the familiar is subjected to an effect that allows it to make a Dexterity Save to take only half damage, it instead takes no damage if it succeeds on the Save.
  • Healer: As an Action, the familiar touches a creature and causes it to regain hit points equal to twice your Proficiency Bonus. Once it uses this feature, it can’t do so again until the next dawn.
  • Invisibility: Once per Long Rest, the familiar can use an Action to become Invisible for one minute or until it makes an Attack or casts a spell.
  • Malleable: The familiar can move through a space as narrow as one inch wide without squeezing.
  • Relentless: When the familiar is reduced to 0 HP, it can choose to drop to one HP instead.
  • Speech: The familiar gains the ability to speak and learns 1 language of your choice.
  • Spider Climb: The familiar can climb difficult surfaces, including upside down on ceilings, without needing to make a Check. In addition, it ignores movement restrictions caused by webbing.
  • Third Eye: When you use an Action to see and hear using your familiar’s senses, you are no longer Blinded and Deafened to your own. You can see and hear using your own senses, but Perception Checks that rely on these senses are made with disadvantage.
  • Tracking: The familiar gains the ability to cast Locate Creature. If the familiar is provided with the blood of the creature, some other piece of its being, or an object that smells strongly of it, the familiar can cast this spell without needing to have seen the creature or know it beforehand. Once this feature is used, it can’t be used again until the next dawn.
Three Point Features
  • Combat Familiar: The familiar gains both of the following Attacks, which it can use when it acts:
  • Melee: Melee Attack, 3 + Caster’s proficiency bonus to hit, 1d4 + Caster’s proficiency bonus Bludgeoning, Piercing, or Slashing damage.
  • Ranged: Ranged Attack 30 feet, 3 + Caster’s proficiency bonus to hit, 1d4 damage. The damage type depends on the flavor of the Attack and game master’s approval.
  • Magic Resistance: The familiar has advantage on Saves against spells and other magical effects.

Unstable Explosion [R]

  • 2nd-level evocation
  • Classes: Sorcerer, Warlock, Wizard
  • Casting Time: 1 action
  • Range: 60 feet (10 diameter sphere)
  • Components: V, S
  • Duration: Instantaneous
  • Attack/Save: DEX Save
  • Damage/Effect: Fire

You cause an unstable explosion to erupt at a point of your choice within range effecting a five-foot radius, rolling 3d6. For each die that rolls a 6, roll an additional d6 and the radius of the spell expands by 5 feet. Each creature within the final range of the spell must make a Dexterity saving throw. On a failed save, they take fire damage equal to the total value of the rolled dice. On a success the target takes half as much damage.

At Higher Levels: When you cast this spell using a spell slot of 3 level or higher, the damage increases by 1d6 foreach slot level above 2.

Session I, Prelude

1st of Mirtul of the year 1492

The session started on the road a day outside of Waterdeep.  Our seven heroes, Angelica the dragonborn, Avery Rockwell a gnome, Fogo the Firbolg, Fwoosh a kenku under disguise as “Pick”, ISAC hiding his warforged looks and nature, Sky Zephyr an air Genasi, and Vladimir Miller a human set out under the auspices of being under contract from Otis Samael.

Some of the group had been contacted by different factions, all of which gave pretty much the same request.  Investigate the odd things happening around Red Larch, find out what is causing the unnatural weather in the Dessarin Hills and make it go away.

Angelica being a starting initiate of the Order of the Gauntlet, was also requested to meet up with the Knights of Samular in the Sumber Hills at Summit Hall.  The Order would like to improve relations with the Knights.  Avery on the other hand had a very loose association with the Harpers and was sent forth with only basic instructions, while Vladimir was a staunch mercenary for the Lord’s Alliance was given much more strict directions.  “Pick” while escaping his captivity had managed to contact the Zhentarim.  He was given a small ring with their symbol and told that hiding up north was the best for him, and while there he should investigate the oddities happening, someone would contact him there.

Those with factions and those without, were all hired at the Mercenary Hall by Otis without much negotiation.  The pay was very good, and most if not, all had some reason to head that direction.

Otis Samael

The trip started with Otis in the lead wagon and his two sons George and William in the second wagon.  The wagons were not overly large but were clearly heavily laden with large barrels.  Everything in the wagons were set in very solidly and none of the barrels had any movement in the wagons and were obviously filled to the brim with something and made no noise when Avery listened to them closely.

George Samael

George appeared to be about 20 years old and gave off a serious but somber mood and attitude.  He did not speak much unless asked a question, but just did his job quietly.  Whereas his younger brother William at 15 years old continued to play around as much as possible.  He would frequently jump off the second wagon and run around the characters while swinging is wooden sword around claiming he was practicing.  William started pestering the group about who was a swordsman, but there were none in the party disappointing William, not that he remained unhappy long.  

William Samael

About halfway to the camping area, a very loud sound started off in the distance from the group coming from the road.  Dust could be seen coming closer with the sound.  Something was coming fast down the road.  The wagons took to the side as two very large box wagons came by with the Ammakyl family crest on the sides.  Avery was able to identify the family and that these were most likely produce wagons going to Waterdeep.

Ammakyl Family Crest

Further down the road the group ran across a patrol of 20 Waterdeep Soldiers and Timmer Longschal, the sergeant who was leading them.  Timmer was a grim older man that did not seem to have much time to chat, nor the inclination to waste any time with the guards of a merchant group.

Timmer Longschal
Waterdeep Soldiers

At the first campsite the party started chatting with each other and began sharing a little about themselves.  Avery seemed the most interested in everyone’s past and profession.  In fact, Avery had a nagging suspicion that there was something wrong with Otis and his cargo.  All of this without any facts or details, just his hind lizard brain making things up.  The rest of the group were more non-committal about Otis and his cargo.

A lot of the discussion occurred with William due to his openness and willing to talk about anything, and George about what things were like up north, and why did Otis need so many guards.  Finding out that this was the largest contingent of guards hired so far, made the group a bit more worried.  Banditry was an all-time high, especially north of Amphail.  The guards were needed to help protect the cargo of Dwarven Ale that Otis was bringing north.

The guards were always hired for a one-way trip to the north, and occasionally some might come back with Otis.  Usually there were only two or three guards, but the last trip saw some casualties and Otis decided to increase the number a fair amount to ensure that he and his cargo would be able to arrive safely.

With everyone getting along, George cooked the food at the campsite.  The food left a lot to be desired since the taste was at best bland and at worse seemed like George was using sand as an ingredient.  While it was not poisonous, it needed a lot of assistance.  Fogo jumped in and gathered a bunch of herbs and field onions to help make it taste a bit better than it would normally.  No one was happy with the end results except maybe Otis who ate whatever George gave him without changing his expression.

It was very evident that George took care of most things related to the camp and settling down the horses for the evening.  William was more interested in swinging his wooden sword around carelessly claiming he was practicing being a swordman.

“Pick” continued to hide in his disguise of a plague doctor’s mask and goggles to hide his Kenku nature.  This only interfered with his ability to eat and later he had to sneak around after everyone else was asleep to grab that food.

3rd of Mirtul of the year 1492

The rest of the trip was uneventful until the group reached the town of Rassalantar.  A small town of about 650 in town and another 200 in the surrounding farms.  A heavily fortified camp was situated just behind the Sleeping Dragon where 60 Waterdeep soldiers and their commanders ran patrols both North and South of Rassalantar searching for bandits and protecting the Long Road.

The Sleeping Dragon Inn is a fine establishment run by Yondral Horn, a middle-aged dwarf.  It has an extensive menu, great food, much better than anything George has ever cooked, and an excellent selection of different drinks.

Yondral Horn

Arriving around lunchtime, everyone had to stay at the only Inn in town the Sleeping Dragon.  Given the earliness of the arrival, several members decided to wander around a bit before dinner time.

Fogo, ISAC, and Avery all visited the sole store in town the ‘Tween Keep and Stump.  A small establishment run by Lily Phen, and thin old lady with sharp eyes.  Picking up a few small supplies but nothing very excited given that this was more of a farm store than a normal general store.  She seemed a bit suspicious of the group, especially Avery since he kept pestering her with questions.  She gave them a bunch of local gossip, but no information of importance.

Lily Phen

The rest of the group sat around the open room in the Sleeping Dragon.  There always seemed to be a set of Waterdeep soldiers in the room.  Their normal schedule seemed to coincide with watch duty, then an amount of time in the tavern, and then back to the barracks.

The party was able to overhear all the grumbling about the bandits and the fact that the bandits seem to be able to avoid the patrols completely.  The guards were speculating that there was a bandit outpost close by, perhaps in the Stump Bog that was just south of town.  Squads had investigated the edge of the bog, but the overly poisonous nature of the bog and the dangerous creatures there prevented them from going in very deep.

The same group that visited Lily’s store decided that the Church of Torm would be another good location to scope things out.  At the church was Imar Feldar who was the garrison priest as well as managing anything religious needed for the village.  A gregarious and engaging young man, Imar was quick to relay any of the local gossip as well as mentioning the issue with the bandits and most likely bandit spies nearby.  He also mentioned the unnatural and horrific weather that has been hitting the north.  It in fact was also impact the farms of Amphail to a certain degree.

Imar Feldar

Once everyone was back at the Sleeping Dragon, everyone had a wonderful meal.  In fact, the meal was one of the best any of them had ever had.  The group all finally went to bed breaking up into two rooms. Vladimir, Avery, and “Pick” were in one, while Angelica, ISAC, Fogo, and Sky were all in the remaining room.

4th of Mirtul of the year 1492

At about two in the morning, ISAC decided to go outside and stare at the stars from the back of the Sleeping Dragon.  After a few hours, the constant flow of guards between the fortified barracks and the Inn diverted to where ISAC was standing.  Given the paranoid nature of the guards and concerns about bandit spies, ISAC was instructed to go back into the Inn and rest there.

Within another hour, Sky also decided to go outside and wander around more.  He was seeking a way on the roof to give his natural state a more comfortable place to rest.  The guards were much quicker to approach him and guide him back to the Inn.  At this point the guards had decided to station a group in the Inn to stop the outflux of people leaving the Inn at night to prevent any misunderstandings.

“Pick”, not having eaten all day, had taken off his disguise and hidden it in his room that he was sharing with Avery and Vladimir.  Upon coming down the stairs and expressing his hunger the soldiers gave him some rations as well as a ration of questioning.  The basic issue was that Fwoosh without his disguise was not one of the recognized people that had arrived in Rassalantar.

At this point the situation quickly went bad for Fwoosh.  When questioned about how he had arrived at the village, he claimed that he had stowed away in a cart. With the concern about the bandit spies and an unknown person, the soldiers told Fwoosh that he needed to come with them to talk to the captain.

Uttering an ear breaking shrill screech of a child being tortured and murdered, Fwoosh expressed his worry about the situation.  This awakened the rest of the Inn, especially the party.  The soldiers were quick to draw weapons and summoning additional guards.  Tossing a set of manacles to Fwoosh, they ordered him to lock up and come with them.

Just in time, the rest of the party arrived.  While being ordered to remain in place, Sky ran forward to place himself between Fwoosh and the action.  His assumption that a child was being threatened, a feather small child.  While moving quickly and putting himself into a defensive mode to dodge anything incoming the scene then exploded.

Another half dozen soldiers joined the six already there and all of them had their weapons out at the two.  More manacles were thrown to the floor for Sky and a lot of harsh vulgar words were uttered by the soldier in charge ordering compliance to put on those manacles or else.  Additional orders were given to those that were gawking to return to their rooms while the soldiers began dragging the two to their captain in the garrison.

Fogo reacted quickly and ran to bring Otis to assist what was going on, while Avery and Vladimir realized that “Pick” was missing.  Spending time to search their room they found the disguise the Fwoosh had been using.  They finally put together the idea that the person captured was their “Pick”.  Taking the disguise down to the soldiers, Avery was brought to the garrison as well.

Fwoosh and Sky were brought to garrison’s main room where Captain Gheldram Tassor and his sergeant Blaskus Ulraven were waiting with an additional dozen or so troops.  It seems that the trouble was only giving the captain a larger headache than he had.  When he started asking clarifying questions, Fwoosh continued his story about being a stowaway.

Gheldram Tassor
Blaskus Ulraven

While summoning the merchants to see if a stowaway would have been possible, Otis and Fogo arrived.  To Fogo, this strange little bird person was clearly not one of theirs, and to Otis, well he did not say much.  The rest of the merchants arrived and gave additional information on their cargo.  At that time, Avery and the accompanying soldier arrived with the disguise.  This seemed to be a breaking point for several of those there as they were finally able to connect the dots between “Pick” and Fwoosh.

With a lot of forehead slapping and groans, the captain levied a 100gp fine on Otis since this was one of his guards and sent everyone on their way.  While everyone was departing, the captain told the party that they were prohibited from ever returning or there would be severe consequences. Otis made sure the party knew that this was coming out of their pay once they arrived at Red Larch.

Starting early the next day, barely into dawn, the entire group left along the Long Road toward Amphail.  No one seemed to be in the mood for any conversation and they reached their campsite without an issue.  Otis just quietly sat by his tent and waited for George’s cooked dinner.

Dinner was as wonderful as normal, not, in fact it tasted worse than the previous time.  Maybe having had that wonderful meal at the Sleeping Dragon skewed everyone’s taste.  While dinner was quietly being eaten Fogo was observing Otis.  His concern about how angry Otis might be led to some confusion on his part as all he could determine was that Otis was simply indifferent to everything happening around him.  He ate without an expression as always, almost mechanically.

The party started querying William a lot more on what should be expected on the trip, especially what would be in Amphail.  He described all the unnatural weather north of Amphail including tremors and tornados.  He did say that they might consider avoiding Gouland Sester’s since a lot of nobles seem to hang out there.  He also gave them a warning about the local lord.

Sometime during the night while Fwoosh and Fogo were on watch, they heard two horses with lots of jingly sounds ride by very rapidly on the Long Road going south to the North.  They were not able to identify the source or even who it might be.

5th of Mirtul of the year 1492

Morning came, and the wagons hit the road.  It did not take long to reach Amphail.  Arrival happened before noon again.  The smell of horse dung was the most abrupt greeting the party had experienced so fart, except maybe being manacled. The first stop was at Wescott’s Saddlers, a large storage facility for merchants to leave their wagons and horses, and to even get repairs if needed.  A small dragonborn with reddish scales named Nesbis Westcott ran the place.  Otis left the group somewhat quickly while George took case of settling the wagons and horses.

Nesbis Wescatt

Looking around, Fogo, Sky, and Vladimir noticed an unusual wagon in the corner of the building.  It looked like a heavy-duty smaller box wagon, but the box was not at all normal.  It was a box made of steel with extensive burn marks on all the sides of the box.  In fact, when looking closer and seeing that a lot of the wood of the wagon has a bit burnt, it seems that the entire wagon was made of metal.

Looking to Nesbis for some answers, she relayed what happened as far as she knew.  The wagon belonged to Nathan Axedredge, someone claiming to be a merchant.  She did not know that the wagon had been made of metal but a day ago it had somehow caught fire and burned all the wood off the box part.  Nathan had tried to contract with the local carpenters, but they had recently gotten a huge order which would occupy them for at least five-day.

What she finds interesting, is that the wagon always seemed to have guards with it, and they were missing when the fire occurred.  She said that Nathan’s gigantic half-orc bodyguard was so pissed she thought he was going to rip the guards in half.  She told the party that Nathan and his bodyguard were sulking in the Stag n’ Flag.

Nesbis was surprised by the whole thing since she had never seen an entire wagon made of metal before.  She now understands why they needed four horses to pull it.  The only other point she mentioned was the increase of large rats at the Middens and how irritating they were.

Discussing with George on what was in town and what they might do, he suggested that the check-in at the Stone Stallion soon, get food at the Stag-Horned Flagon, also known as the Stag N’ Flag, and avoid Mother Gothal’s.  he explained that it was an establishment for drink, dancing, and companionship.  A lot of nobles were known to have rendezvous at Gouland Sester’s, and nobles are known to cause trouble for commoners.

Once he finished settling the wagons and horses, George dragged William away to their accommodations at the Stone Stallion.  At this point the party split up into three groups.  Vladimir to the Stone Stallion to check-in, Fwoosh, Fogo to a sundries store, and Avery, Isac, and Angelica to the Stag N’ Flag for some food and drink.

It turned out that the Stone Stallion was a huge Inn.  It was four stories with what appeared to be several rooms per floor.  After ringing the bell on the desk several times and waiting a fair amount of time, the proprietor Thorn Tlassalune. With a small amount of chit-chat and Vladimir having identified himself as one of Otis’s guards, Thorn gave Vladimir a single key for a room and told him that he and the rest were all put on the troublesome fourth floor.

Thorn Tlassalune

Going up the narrow staircases to get to the floor, Vladimir was able to get a glimpse of each of the floors.  As he passed each one, he could see that the décor became rougher the higher he went.  All of it was opulent, but more worn the higher he went.  Once on the fourth floor, he could see that there were 20 rooms on this floor.  The walls, floors and even the doors contained scars, burn marks, and what appeared to be dried blood in a few locations.

Vladimir could hear screaming from one room, what seemed to be an ongoing sword fight in another, and just odd sounds in general.  Even with all the heavy damage, none of the walls, nor doors had holes, or were scarred through their material.  Whatever everything was made from, it was tougher than a regular inn.  Opening the door to their room, it was much larger than expected.  With three double beds and a private area for a bath, it was surprising, nice.  Tapestries covered the walls, and plush rugs the floors.

Given some time before meeting the others, Vladimir settled in for a nice hot bath.  Wash away his worries and the events from the last couple of days.

Fwoosh, Fogo, and Angelica asked for directions to a sundry store from Nesbis.  She directed them to Sammy’s Sundries.  There Saul Blockgnasher a gnome was manning the store.  Fwoosh was desperately trying to find a replacement for his mask that had been left in Rassalantar.  No matter what was offered, nothing seemed to work.  Saul did suggest going to Shrunedalar’s Secrets and get some makeup to minimize Fwoosh’s beak.

Saul Blockgnasher

The last group of Sky, ISAC, and Avery all headed to the Stag N’ Flag to see what is happening in town.  Upon entry they were seated at a table in the middle.  There were what was clearly several groups of nobles in the room, and in the corner was a young man with a very large half-orc standing behind him.  These two were most likely Nathan and his half-orc guard.

Nathan Axedredge

Getting some food and drink from the unusually dressed waitress, the group settled down.  They could see a waitress going over to one of the tables containing some nobles.  The nobles seem to be negotiating something with the waitress.  They finally hand her a platinum piece.  She places on one of the heavily pock-marked columns in the room.  Stepping back 20 feet, and she quickly tossed the daggers on her waist trapping in the platinum piece tightly.  All the patrons give a soft applause, and she claimed the coin.

Stag N’ Flag Waitress

Session Notes:

The occurrences in Rassalantar proved to be a surprise to everyone, including the DM that rolled harshly with the flow. We will have to see if the characters try to come back another day, or just avoid the village moving forward. A lot of the time was spent with the players and the characters learning more about each other, and the sudden arresting event made a lot of things clear about each other on how each person and character responded.

Session 1 – Overland Travel

Campaign Notes:

I wanted to limit the races that were available for a variety of reasons and wanted a way of documenting any variation from the rules as written, any home brew as an example, as well as add clarification anywhere I thought was needed, so I created a Players Books and Table rules for everyone and update it as needed.

Customization Options

Customization Options

The combination of ability scores, race, class, and background define your character’s capabilities in the game, and the personal details you create set your character apart from every other character. Even within your class and race, you have options to fine-tune what your character can do. But this chapter is for players who-with the DM’s permission – want to go a step further.

This chapter defines two sets of rules for customizing your character: multiclassing and feats. Multiclassing lets you combine classes together, and feats are special options you can choose instead of increasing your ability scores as you gain levels.


Multiclassing allows you to gain levels in multi pie classes. Doing so lets you mix the abilities of those classes to realize a character concept that might not be reflected in one of the standard class options.

With this role, you have the option of gaining a level in a new class whenever you advance in level, instead of gaining a level in your current class. Your levels in all your classes are added together to determine your character level.

For example:

If you have three levels in wizard and two in fighter, you’re a 5th-levei character.

As you advance in levels, you might primarily remain a member of your original class with just a few levels in another class, or you might change course entirely, never looking back at the class you left behind. Vou might even start progressing in a third or fourth class. Compared to a single-class character of the same level, you’ll sacrifice some focus on exchange for versatility.

Multiclassing Example:

Gary is playing a 4th-level fighter. When his character earns enough experience points to reach 5th level, Gary decides that his character will multiclass instead of continuing to progress as a fighter. Gary’s fighter has been spending a lot of time with Dave’s rogue and has even been doing some jobs on the side for the local thieves’ guild as a bruiser. Gary decides that his character will multiclass into the rogue class, and thus his character becomes a 4th level fighter and 1st – level rogue (written as fighter 4/rogue 1).

When Gary’s character earns enough experience to reach 6th level, he can decide whether to add another fighter level (becoming a fighter S/rogue 1), another rogue level (becoming a fighter 4/rogue 2), or a level in a third class, perhaps dabbling in wizardry thanks to the tome of mysterious lore he acquired (becoming a fighter 4/rogue 1/ wizard 1).

Further details are in Chapter 6 of the Player’s Handbook.


A feat represents a talent or an area of expertise that gives a character special capability. It embodies training, experience, and abilities beyond what a class provides.

At certain levels, your class gives you the Ability Score Improvement feature. Using the optional feats rule, you can forgo taking that feature to take a feat of your choice instead. Vou can take each feat only once unless the feat’s description says otherwise.

You must meet any prerequisite specified in a feat to take that feat. If you ever lose a feat’s prerequisite, you can’t use that feat until you regain the prerequisite.

For example:

The Grappler feat requires you to have a Strength of 13 or higher. If your Strength is reduced below 13 somehow-perhaps by a withering curse- you can’t benefit from the Grappler feat until your Strength is restored.

All the possible Feats are available for Players to choose for their characters except the Lucky Feat.

Homebrew Feats

As the Campaign progresses more Homebrew feats will be discovered and made available to the characters.


Extensive and continuous training in complete darkness or in some cases with the aid of blindfolds, have allowed you to hone your remaining senses to a razor’s edge. This specialized combat training has granted you the ability to perceive your surroundings in ways others couldn’t begin imagining. Must have proficiency in Perception.

  • You develop blindsight up to a range of 20 feet.
  • Your blindsight can only work in a setting where your character can use his other senses, like hearing and smell.
  • You gain advantage on Perception checks relying on hearing and scent.

Eldritch Empowerment

You learn two Eldritch Invocation option of your choice from the warlock class. If the invocation has a prerequisite of any kind, you can choose that invocation only if you’re a warlock who meets the prerequisite.

End Him Rightly

You have mastered a little-known sword technique. As an action, you can unscrew the pommel from your sword and throw it at a creature within 20 feet of you. When you do so, you make a ranged weapon attack against it using your Strength modifier (you are proficient in this attack). On a hit, the target takes bludgeoning damage equal to 1d4 + your Strength modifier and must make an Intelligence saving throw with a DC of 8 + your proficiency bonus + your Strength modifier or be stunned by the impracticality of your tactics until the end of your next turn. The pommel lands within 5 feet of the target, and you have disadvantage on all attack rolls made with the sword whose pommel you unscrewed (due to it being imbalanced) until you pick it up and use an action to screw it back on.

Requires proficiency in at least one kind of sword.


You have taken the art of cooking to a new art level.  No longer will you look at ingredients like a normal person.  You now have new eyes and a mind that always churns thinking of what could be turned into a recipe and a meal.  This path is not one followed by mere chefs, but those whose life of adventure and search of new and unique food allows you to excel beyond “just cooking a meal”.

You immediately gain the following abilities:

  • Increase your Constitution or Wisdom score by 1, to a maximum of 20.
  • You gain proficiency with cook’s utensils if you don’t already have it.
  • As part of a short rest, you can cook special food, provided you have ingredients and cook’s utensils on hand. You can prepare enough of this food for several creatures equal to four + your proficiency bonus. At the end of the short rest, any creature who eats the food and spends one or more Hit Dice to regain hit points regains an extra 1d8 hit points.
  • With one hour of work or when you finish a long rest, you can cook several treats equal to your proficiency bonus. These special treats last eight hours after being made. A creature can use a bonus action to eat one of those treats to gain temporary hit points or heal equal to your proficiency bonus.
  • You can cook what would normally be poisonous dishes and make the editable.  The DC for success is eight + the CR of the creature to be eaten.  Success means the specific meat or vegetable is no longer poisonous and can be eaten safely.  Failure means that eat consumer of the food takes the CR in 1d6 damage.  Once the meal is cooked, no one knows if it is poisonous or not until eaten.  Upon a successful meal, the consumer of these meals gains a resistance to poison for as many hours of the CR of the creature eaten hours.  Only one attempt can be made per long rest.
  • Much like an alchemist you can craft wondrous creations, but yours are made of meals.  Given at least two hours and the proper ingredients you can craft many different, delicious, and powerful dishes. Some recipes might take longer to accomplish.


You’ve always hated leaving anything to waste and have always made sure you get the most out of any situation.

  • You gain proficiency in the harvesting kit and the herbalism kit.
  • You ignore any penalties for harvesting a creature that died a particularly violent death.
  • Both appraising and harvesting a creature take half the time than it normally would.

Tool Expert

You have honed your proficiency with particular tools, granting you the following benefits:

  • Increase one ability score of your choice by 1, to a maximum of 20.
  • You gain proficiency in one tool kit of your choice.
  • Choose one tool kit in which you have proficiency. You gain expertise with that tool kit, which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn’t already benefiting from a feature, such as Expertise, that doubles your proficiency bonus.

Town Drunk

You have been drinking for years and have gotten used to the effect of alcohol.

Once you have this feat you gain the following benefits:

  • Tipsy and Drunk are now the same level (1/2 your intoxication level)
  • You no longer have disadvantages until you reach Wasted.
  • You gain a +2 to reach the “Blackout” stage.
  • You won’t get hungover if you don’t pass Drunk.

Upgrade Familiar One

Minimum Level: 8

As a wizard you have explored and developed new techniques on how to best train and increase the usefulness of your familiar.  This feat gives you three more familiar points to spend on your summoned familiar.

Upgrade Familiar Two

Minimum Level: 16

Continuing where you left off, you have been able to calculate the exact amount of spirit and magical energy it takes to upgrade your familiar again. You can spend another three extra points on your familiar.

Upgrade Pact of the Chain Familiar One

Minimum Level: 8

Much like the wizard spells of upgrading their familiar, the warlock can do the exact thing, but using different methodologies.  Communing with their patron and instead of requesting additional power for themselves, they request it for their familiar, which will convert their current familiar with a Stage Two version.

Upgrade Pact of the Chain Familiar Two

Minimum Level: 16

Requirement: Upgrade Pact of the Chain Familiar One

Continuing the tradition and power allotment, the warlock begs their patron for yet more power for their familiar creating something that is far more than a familiar and something short of a real monster.  Some of these would give dragons a pause.  This feat allows the Chain of the Pact to grow into a Stage Three familiar.  Note that Upgrade Pact of the Chain Familiar One must have already been chosen.


Perks are like feats, but in a lessor sense.  They can alter how a character does something, but the low-level Perks will mostly add in a new flavor to the play.  These are rewarded to the characters at specific points of the campaign, such as when a new major chapter has been completed.  They are awarded to the party by the gamemaster at the appropriate time they decide.


Minimum Level: 6

Class Requirement: Bard

Adoration. When a creature using one of your bardic inspirations dies, you can, as a reaction if you are not restrained, begin a standing ovation. Illusory roses, confetti, and underwear appear around the creature as if thrown from an adoring crowd whose rapturous applause can be faintly heard. The creature rolls the bardic inspiration die with advantage (it rolls two dice and chooses the highest result).

Once you use this perk, you may not do so again until you finish a short or long rest.


Minimum Level: 3

Through the thorough understanding of yourself and the attunement of magic items, you can attune to one additional item than normal.


Minimum Level: 3

If you hit a creature with a melee attack on your turn, you do not provoke opportunity attacks from that creature until the end of your turn. Once you use this perk, you can’t use it again until you finish a short or long rest.


Minimum Level: 6

Class Requirement: Paladin

You instinctively know where a patient’s tension is being held. The divine touch of your hand can temporarily relieve these pressure points, bringing a welcome bliss.

Massage. When you expend at least 5 points of your Lay on Hands, you can give a brief, gentle, but expert massage. The recipient has advantage on its next attack roll, ability check, or saving throw. Once you use this perk, you cannot do so again until you finish a short or long rest.

Cantrip Sage

Minimum Level: 3

Choose one cantrip you know that deals damage. When you cast that cantrip, you can forego the damage roll and deal maximum damage instead of rolling. Once you use this perk, you can’t use it again until you finish a long rest.


Minimum Level: 6

You have Resistance to Acid damage.


Minimum Level: 3

When you roll a Dexterity (Stealth) check made to hide and you have disadvantage on the roll because of the armor you wear, you can choose to remove the disadvantage and make a straight roll instead. You can’t use this perk to gain advantage on your Dexterity (Stealth) roll in any way. Once you use this perk. You can’t use it again until you finish a short or long rest.


Minimum Level: 3, Prerequisite: No climbing speed

You gain a climbing speed of 20 feet.

Cunning Movement

Minimum Level: 3

You razzle-dazzle an opponent that is adjacent to you sufficiently such that one ally of yours who is adjacent to you and the opponent gain an additional attack against that opponent at the cost of your action. Once you have used this Perk, you cannot use it again until you finish a long rest.


Minimum Level: 3

You catch yourself instinctively finding the center of gravity of items you hold, often balancing them on a single finger.

Centre of Gravity. Choose any weapon with which you are proficient. Until the end of your next turn, that weapon gains the thrown property (range 20/60) and gains a +1 bonus to attack, and damage rolls you make when you throw that weapon. Once you use this perk, you can’t use it again until you finish a short or long rest.


Minimum Level: 6

As a reaction, turn any Critical Hit against you into a normal Hit. Once you use this perk, you can’t use it again until you finish a long rest.


Minimum Level: 3

You may add 1d4 to any Insight checks or Charisma saving throws. Once you use this perk, you can’t use it again until you finish a long rest.

Escape Artist

Minimum Level: 3

Your pursuers swear you bathe in grease; no one can keep their hands on you.

  • If you add your proficiency bonus to an ability check made to end the grappled or restrained condition on yourself, you can instead add twice your proficiency bonus.
  • When you escape a creature’s grapple on your turn, you can immediately use your bonus action to attack the creature you escaped.

Once you use this perk, you may not do so again until you finish a short or long rest.


Minimum Level: 6

You have Resistance to Fire damage.


Minimum Level: 3

You can ignore 1 level of Exhaustion (you will not die until 7th level).


Minimum Level: 6

Class Requirement: Rogue

For short bursts your movement is so quick it leaves a blurred after-image.

Quickstep. When you use your Cunning Action, you can take the Dodge action. A blurry after-image of your movement is left in your wake until the start of your next turn.

Once you use this perk, you cannot do so again until you finish a short or long rest.


Minimum Level: 3

Your walking speed increases permanently by 5 feet.

Full of Life

Minimum Level: 6

You have Resistance to Necrotic damage.

Gorilla Technique

Minimum Level: 6

Class Requirement: Monk

For fleeting moments, you find yourself able to interact with objects just beyond your physical reach. Your aura visibly glows when you channel ki and seems to extend far beyond the reach of your arm.

Long Strike. Until the start of your next turn, the reach of all your unarmed strikes is increased by 10 feet.

Once you use this perk, you cannot do so again until you finish a short or long rest.


Minimum Level: 3

You gain the instinctive knowledge of how to properly season, prepare, and cook food. Any dish you make is guaranteed to be delicious and filling regardless of whatever foul ingredients went into it.  Add an additional 1d6 to any cooking rolls you make.

Hard of Hearing

Minimum Level: 6

You have Resistance to Thunder damage.


Minimum Level: 6

You have Resistance to Psychic damage.


Minimum Level: 6

You have Advantage on all Death Saves.


Minimum Level: 3

Choose one 1st-level spell you know or have prepared that regains hit points, such as cure wounds or healing word. When you cast that spell at its base level, you can forego the healing roll and cause the target to regain the maximum number of hit points possible from that spell. Once you use this perk. you cannot use it again until you finish a long rest.


Minimum Level: 3

When you roll Hit Dice for healing you may re-roll any 1’s or 2’s rolled. You must keep the new result. This effect is retroactive to previous rolls.

Impalement Arts

Minimum Level: 3

When you attack with any thrown weapon, you can treat a roll of 19 or 20 on the d20 as a critical hit. Once you use this perk, you can’t use it again until you finish a long rest.

In the Darkness

Minimum Level: 6

You have Resistance to Radiant damage.


Minimum Level: 6

As a reaction, you may give an attack against you Disadvantage. Once you use this perk, you can’t use it again until you finish a long rest.


Minimum Level: 3

When you attack with a short bow, longbow, light crossbow, heavy crossbow, or hand crossbow, you can treat a roll of 19 or 20 on the d20 as a critical hit. Once you use this perk, you can’t use it again until you finish a long rest.

Master Swordsman

Minimum Level: 6

Your expertise with the blade is unmatched and few rival your skill.

  • While wielding a sword, when you take the dodge action, you can use your bonus action to make a single melee attack at disadvantage.
  • While wielding a sword and attacking at disadvantage, you can choose to ignore the disadvantage and instead attack with advantage. Once you use this feature you must complete a long rest before you can use it again.
  • When attacking with a sword, you can choose to deal bludgeoning, piercing, or slashing damage, rather than the normal damage type. You must choose the damage type of the attack before making the attack roll.

Material Caster

Minimum Level: 3

Whenever you cast a spell that has a material component that is consumed by the spell, and the material component has a gold piece cost, such as revivify or arcane lock, the material cost for the spell is reduced by 25%. For example, revivify would require diamonds worth 225 gold pieces, rather than 300 gold pieces.

Once you use this perk, you can’t use it again until you finish a long rest.


Minimum Level: 6

Class Requirement: Cleric

Endow Grace. As a bonus action you can cause a beam of light to shine down on a target you can see within 60 feet. For the next minute, it gains a +1 bonus to all attack rolls, skill checks, and saving throws.

Divest Finesse (Evil-aligned variant). As a bonus action you can cause a beam of darkness to shine down on a target you can see within 60 feet. For the next minute, it gains a -1 penalty to all attack rolls, skill checks, and saving throws.

Once you use this perk, you may not do so again until you finish a long rest.

Polar Bear

Minimum Level: 6

You have Resistance to Cold damage.


Minimum Level: 3

You learn one additional language of your choice. You can choose this perk multiple times.


Minimum Level: 3

Using materials available in your harvester’s kit, you can extend the life of harvested items. Choose one harvested item and double it’s time to expire.  Only the remaining time left for the expiration is doubled.  Once a material has been preserved, it can no longer be affected by additional preservation efforts.  

Only one material’s expiration can be extended per long rest.


Minimum Level: 3

You gain proficiency with one skill of your choice. This perk cannot be used to gain expertise with any skill. You can choose these perk multiple times if you choose a different skill each time.

Rite Master

Minimum Level: 3

Whenever you cast a spell as a ritual, the spell’s casting time is increased by 5 minutes instead of 10. All other requirements for ritual casting still apply.


Minimum Level: 6

Class Requirement: Wizard

When you prepare your spells for the day, you can spend ten minutes preparing one ritual spell you know.  It appears as arcane script on your forearm.  Before you finish you next long rest, you can cast that spell using only its casting time, and without expending a spell slot.  When you do so, the script fades away, and you cannot cast it again using this feature until the next long rest.


Minimum Level: 6

You have Resistance to Lightning damage.


Minimum Level: 3

You find twice as much food from plants and dead animals upon a successful Survival check.

Shield Bearer

Minimum Level: 3

Sometimes others can benefit from your skill with a shield more than you could.

  • Your Strength or Constitution score increases by 1, to a maximum of 20.
  • You can choose to impose disadvantage on any attack of opportunity made against a creature within 5 feet of you.

Once you use this perk, you may not do so again until you finish a short or long rest.

Shield Use

Minimum Level: 3

When you are hit with a melee attack, you can use your reaction to add a +2 bonus to your AC, possibly turning the hit into a miss. You must be wielding a shield and you must be able to see the attacker to gain this benefit. The increase lasts until the end of the attacker’s next turn. Once you use this perk you cannot use it again until you finish a long rest.


Minimum Level: 3

When you hold position, your defenses become near impenetrable.

  • At the start of your turn, you can reduce your speed to zero and impose disadvantage on the next melee attack made against you before the start of your next turn.
  • When an effect causes you to move without expending your movement, you can choose to move half of the distance instead. Round down to the nearest 5-foot interval.

Once you use this perk, you may not do so again until you finish a short or long rest.


Minimum Level: 6

You have Resistance to Force damage.


Minimum Level: 3, Prerequisite: No swimming speed

You gain a swimming speed of 20 feet.


Minimum Level: 3

When a creature within 30 feet of you that you can see makes an attack roll, you can use your reaction to grant advantage on that roll. Once you use this perk, you can’t use it again until you finish a long rest.


Minimum Level: 6

Class Requirement: Ranger

You find yourself able to hone your senses on families of creatures and gain additional insights into the creature as you track it.

Tracker. You meditate for 10 minutes, focusing on one type of creature: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. For the next 8 hours, you have advantage on Wisdom (Survival) checks made to track creatures of that type.

On a successful check, you learn the following:

  • The direction the creature headed.
  • If the creature is aware of your presence.
  • The creatures approximate speed (in mph).
  • How long since the creature was last in this place.
  • If the creature is healthy, bruised, bloodied. or wounded (> 75%, 50-75%, 25-50%, or <25% of hit points respectively).

Once you use this perk, you cannot do so again until you finish a long rest.


Minimum Level: 3

You gain proficiency with one tool, instrument, gaming set or kit of your choice. This perk cannot be used to gain expertise with any tool, instrument, gaming set or kit. You can choose these perk multiple times if you choose a different tool instrument, gaming set or kit each time.


Minimum Level: 6

You have Resistance to Poison damage.


Minimum Level: 6

You have Resistance to Air or Wind damage. You have advantage to remain standing against any attacks that might cause you to fall prone.

Whip Master

Minimum Level: 3

A whip in your hands becomes a deadly weapon.

  • When you hit a large or smaller creature with a whip, the creature’s speed is reduced by 10 feet until the start of your next turn.
  • Whips you wield gain the light property.
  • The damage die of whips you wield increases from 1d4 to 1d6.
  • You gain a +5 bonus to BDSM.

Gods of the Multiverse

Gods of the Multiverse

Religion is an important part of life in the worlds of the Dungeons and Dragons multiverse. When gods walk the world, clerics channel divine power, evil cults perform dark sacrifices in subterranean lairs, and shining paladins stand like beacons against the darkness, it’s hard to be ambivalent about the deities and deny their existence.

Many people have a favorite among the gods, one whose idea is and teachings they make their own. And a few people dedicate themselves entirely to a single god, usually serving as a priest or champion of that god’s ideals.

From among the gods available, you can choose a single deity for your character to serve, worship, or pay lip service to or you can pick a few that your character prays to most often or just make a mental note of the gods who are revered in your DM’s campaign so you can invoke their names when appropriate. ]If you’re playing a cleric or a character with the Acolyte background, decide which god your deity serves or served, and consider the deity’s suggested domains when selecting your character’s domain.

The Pantheon

In the following pages are showing the different Pantheons that exist in the Campaign.  The Pantheons are represented by several columns of Information:

  • Name:  What they are called and worshiped by
  • Rank: At what power level is that deity compared to the others: Greater[G], Intermediate[I], Lesser[L], Demigod[D]
  • Alignment: What alignment the god/goddess themselves have and will act toward
  • Portfolio:  What powers that specific god/goddess is known to have
  • Domain:  What domains of power that the god/goddess covers.  These are the divine domains that clerics focus on.
  • Worshipers:  Who worships this specific god/goddess.


Faerunian Pantheon

AkadiGNElemental air, movement, speed, flying creaturesAir, Illusion, TravelAnimal breeders, elemental archons (air), rangers, rogues, sailors
AsmodeusGLEPower, domination, tyrannyEvilSlavers, tyrants, bureaucrats, lawful evil creatures
AurilLNECold, winterAir, Evil, Storm, WaterDruids, elemental archons (air or water), frost giants, inhabitants of cold climates, rangers
AzuthLLNWizards, mages, spellcasters, monksArcana, Illusion, Knowledge, Magic, Law, SpellPhilosophers, sages, sorcerers, wizards
BaneGLEStrife, hatred, tyranny, fearOrder, Evil, Destruction, Hatred, Law, Tyranny, WarConquerors, evil fighters, evil monks, tyrants, wizards
BeshabaICERandom mischief, misfortune, bad luck, accidentsChaos, Evil, Fate, Luck, TrickeryAssassins, auspicians, capricious individuals, gamblers, rogues, sadists
ChaunteaGNGAgriculture, plants, farmers, gardeners, summerLife, Animal, Earth, Good, Plant, Protection, RenewalPeasants, indentured servants, druids, farmers, gardeners
CyricGCEMurder, lies, intrigue, deception, illusionChaos, Destruction, Evil, IllusionPower-hungry humans (usually young), former worshipers of Bane, Bhaal and Myrkul
DeneirLNGGlyphs, images, literature, scribes, cartographyGood, Knowledge, Protection, RuneHistorians, loremasters, sages, scholars, scribes, seekers of enlightenment, students
EldathLNGQuiet places, springs, pools, peace, waterfallPeace, Nature, Family, Good, Plant, Protection, WaterDruids, pacifists, rangers
ErbinLNEVengeanceDestruction, EvilAssassins, fighters, rogues, beggars
Finder WyvernspurDCNCycle of life, transformation of art, saurialsChaos, Charm, Renewal, ScalykindArtists, bards, saurials
GaragosDCNWar, skill-at-arms, desctruction, plunderChaos, Destruction, StrengthBarbarians, fighters, warriors, rangers, soldiers, spies
GargauthDLEBetrayal, cruelty, political corruption, powerbrokersCharm, Evil, LawCorrupt leaders, corrupt politicians, sorcerers, traitors
GondINArtifice, craft, construction, smithworkForge, Craft, Earth, Fire, Knowledge, Metal, PlanningBlacksmith, crafters, engineers, gnomes, inventors, lantanese, woodworkers
GrumbarGNElemental earth, solidity, changelessness, oathsCavern, Earth, Metal, TimeElemental archons (earth), fighters, monks, rangers
Gwaeron WindstromDNGTracking, rangers of the NorthAnimal, Good, Plant, TravelDruids, rangers, troll hunters
HelmILNGuardians, protectors, protectionLight, Twilight, Law, Planning, Protection, StrengthExplorers, fighters, guards, mercenaries, paladins
HoarDLNRevenge, retribution, poetic justiceFate, TravelAssassins, fighters, rogues, seekers of retribution
IlmaterILGEndurance, suffering, martyrdom, perseveranceLife, Twilight, Good, Law, Strength, SufferingThe lame, oppressed, poor, monks, paladins, serfs, slaves
IstishiaGNElemental water, purificationDestruction, Ocean, Storm, Travel, WaterBards, elemental archons (water), sailors, travelers
JergalDLNFatalism, proper burial, guardian of tombsFate, Law, Repose, Rune, SufferingMonks, necromancers, paladins
KelemvorGLNDeath, the deadGrave, Fate, Law, Protection, Repose, TravelThe dying, families of the dying, grave differs, hunters of the undead, morticians, mourners
KossuthGNElemental fire, purification through fireDestruction, Fire, Renewal, SufferingDruids, elemental anchors, fire creatures, Thayans
LathanderGNGAthletics, birth, creativity, dawn, renewal, self-perfection, spring, vitality, youthLife, Light, Good, Nobility, Protection, Renewal, Strength, SunAristocrats, artists, athletics, merchants, monks, the young
LliiraLCGJoy, happiness, dance, festivals, freedom, libertyChaos, Charm, Family, Good, TravelBards, dancers, entertainers, poets, revelers, singers
LoviatarLLEPain, hurt, agony, torment, suffering, tortureEvil, Law, Retribution, Strength, SufferingBeguilers, torturers, evil warriors, the depraved
LurueDCGTalking beasts, intelligent non-humanoid creaturesAnimal, Chaos, GoodDruids, entertainers, outcasts, rangers, travelers, unicorn riders
MalarLCEBloodlust, evil lycanthropes, hunters, marauding beasts and monsters, stalkingAnimal, Chaos, Evil, Moon, StrengthHunters, evil lycanthropes, sentient carnivores, rangers, druids
MaskLNEShadows, thievery, thievesDarkness, Evil, Luck, TrickeryAssassins, beggars, criminals, rogues, shades, shadowdancers
MielikkiINGAutumn, dryads, forest creatures, forests, rangersAnimal, Good, Plant, TravelDruids, fey, creatures, foresters, rangers
MililLNGPoetry, song, eloquenceCharm, Good, NobilityAdventurers, bards, entertainers
MyrkulQNEDeath, decay, old age, exhaustion, dusk, autumnDeathEvil mages and cultists, necromancers, undertakers, and powerful undead
MystraGNGMagic, spells, the WeaveArcana, Good, Illusion, Knowledge, Magic, Rune, SpellElves, half-elves, incantatrixes, mystic wanderers, sorcerers, spelldancers, spellcasters, spellfire channelers, wizards
NobanionDLGRoyalty, lions, feline beasts, good beastsAnimal, Good, Law, NobilityDruids, fighters, leaders, paladins, rangers, soldiers, teachers, wemics
OghmaGNBard, inspiration, invention, knowledgeCharm, Knowledge, Luck, TravelArtists, bards, cartographers, inventors, lore masters, sages, scholars, scribes, wizards
Red KnightDLNStrategy, planning, tacticsLaw, Nobility, Planning, WarFighters, gamesters, monks, strategists, tacticians
SavrasDLNDivination, fate, truthFate, Magic, SpellDiviners, judges, monks, seekers of truth, spellcasters
SelûneICGGood lycanthropes, neutral lycanthropes, moon, navigation, questers, stars, wanderersTwilight, Chaos, Good, Moon, Protection, TravelFemale spellcasters, good lycanthropes, neutral lycanthropes, navigators, monks, sailors
SharGNECaverns, dark, dungeons, forgetfulness, loss, night, secrets, the UnderdarkCavern, Darkness, EvilAnarchists, assassins, avengers, monks, nihilists, rogues, shadow adepts, shadowdancers
SharessDCGHedonism, sensual fulfillment, festhalls, catsChaos, Charm, Good, TravelBards, hedonists, sensualists
ShaundakulLCNTravel, exploration, portals, miners, caravansAir, Chaos, Portal, Protection, Trade, TravelExplorers, caravaneers, rangers, portal-walkers, planewalkers, half-elves
ShialliaDNGWoodland glades, woodland fertility, growth, the High Forest, Neverwinter WoodAnimal, Good, Plant, RenewalDruids, farmers, foresters, gardeners, nuptial, couples
SiamorpheDLNNobles rightful rule of nobility, human royaltyLaw, Nobility, PlanningLeaders, loremasters, nobles, those with inherited wealth or status
SilvanusGNWild nature, druidsNature, Animal, Plant, Protection, Renewal, WaterDruids, woodsmen, wood elves
SuneGCGBeauty, love, passionChaos, Charm, Good, ProtectionLovers, artists, half-elves, adventurers, bards
TalonaLCEDisease, poisonChaos, Destruction, Evil, SufferingAssassins, druids, healers, rogues, those suffering from disease and illness
TalosGCEStorms, destruction, rebellion, conflagration, earthquakes, vorticesTempest, Chaos, Destruction, Evil, Fire, StormThose who fear the destructive power of nature, barbarians, fighters, druids, half-orcs
TempusGNWar, battle, warriorsChaos, Protection, Strength, WarWarriors, fighters, barbarians, gladiators, rangers, half-orcs
TiamatLLEEvil dragons, evil reptiles, greed, conquestDestruction, Evil, Law, Tyranny, ScalykindEvil dragons, chromatic dragons, Cult of the Dragon, evil reptiles, fighters, sorcerers, thieves, vandals, conquerors
TormLLGDuty, loyalty, honor, obedience, paladinsGood, Law, Protection, Strength, WarPaladins, heroes, good fighters, good warriors, guardians, knights, loyal courtiers
TymoraICGGood fortune, skill, victory, adventurersTrickery, Chaos, Good, Luck, Protection, TravelRogues, gamblers, adventurers, Harpers, lightfoot halflings
TyrGLGJusticeOrder, Good, Law, RetributionPaladins, judges, magistrates, lawyers, police, the oppressed
UbtaoGNCreation, jungles, Chult, the Chultans, dinosaursPlanning, Plant, Protection, ScalykindAdepts, chultans, druids, inhabitants of jungles, rangers
UlutiuDLNGlaciers, polar environments, arctic dwellersAnimal, Law, Ocean, Protection, StrengthArctic dwellers, druids, historians, leaders, teachers, rangers
UmberleeICEOceans, currents, waves, sea windsTempest, Chaos, Destruction, Evil, Ocean, Storm, WaterSailors, weresharks, sentient sea creatures, coastal dwellers
UthgarLCNUthgardt barbarian tribes, physical strengthAnimal, Chaos, Retribution, StrengthThe Uthgardt tribes, barbarians
ValkurDCGSailors, ships, favorable winds, naval combatAir, Chaos, Good, Ocean, ProtectionFighters, rogues, sailors
VelsharoonDNENecromancy, necromancers, liches, undeathMagic, UndeathLiches, necromancers, seekers of immortality through undeath, Cult of the Dragon
WaukeenLNTrade, money, wealthBalance, Envy, Pride, Protection, Sloth, Travel, TradeShopkeepers, merchants, guides, peddlers, moneychangers, smugglers

Drow (Dark Seldarine) Pantheon

EilistraeeLCGSong, beauty, dance, swordwork, hunting, moonlightChaos, Charm, Drow, Elf, Good, Moon, PortalGood-aligned drow, hunters, surface-dwelling elves
GhaunadaurLCEOozes, slimes, jellies, outcasts, ropers, rebelsCavern, Chaos, Drow, Evil, Hatred, SlimeAboleths, drow, fighters, oozes, outcasts, ropers
KiaransaleeDCEUndead, vengeanceChaos, Drow, Evil, Retribution, UndeathDrow, necromancers, undead
LolthICEDrow, spiders, evil, darkness, assassins, chaosChaos, Darkness, Destruction, Drow, Evil, SpiderDrow, depraved elves, sentient spiders
SelvetarmDCEDrow warriorsChaos, Drow, Evil, SpiderBarbarians, drow, fighters, those who like to kill, warriors
VhaeraunLCEThievery, drow males, evil activity on the surfaceChaos, Drow, Evil, TravelAssassins, male drow, half-drow, poisoners, shadowdancers, rogues, thieves

Dwarven (Morndinsamm) Pantheon

AbbathorINEGreedDwarf, Evil, Luck, TradeDwarves, misers, rogues, shadowdancers
Berronar TruesilverILGSafety, honesty, home, healing, the dwarven family, records, marriage, faithfulness, loyalty, oathsPeace, Dwarf, Family, Good, Healing, Law, ProtectionChildren, dwarven defenders, dwarves, fighters, homemakers, husbands, parents, scribes, wives
Clangeddin Silverbeard     
Deep DuerraDLEPsionics, conquest, expansionDwarf, Evil, Law, MentalismDwarves, fighters, psionicists, travelers in the Underdark
Dugmaren Brightmantle     
DumathoinINBuried wealth, ores, gems, mining, exploration, shield, dwarves, guardian of the deadCavern, Craft, Dwarf, Earth, Metal, ProtectionDwarves, gemsmiths, metalsmiths, miners
Gorm GulthynLLGGuardian of all dwarves, defense, watchfulnessDwarf, Good, Law, ProtectionDwarven defenders, dwarves, fighters
Haela BrightaxeDCGLuck in battle, joy of battle, dwarven fightersChaos, Dwarf, Good, LuckBarbarians, dwarves, fighters
LaduguerILEMagic weapon creation, artisan, magic, gray dwarvesCraft, Dwarf, Evil, Law, Magic, Metal, ProtectionDwarves, fighters, loremasters, soldiers
Marthammor DuinLNGGuides, explorers, expatriates, travelers, lightningDwarf, Good, Protection, TravelDwarves, fighters, rangers, travelers
MoradinGLGDwarves, creation, smithing, engineering, metalcraft, stonework, warForge, Knowledge, Craft, Dwarf, Earth, Good, Law, ProtectionDwarves, metalworkers, dwarven defenders, engineers, fighters, miners, smiths
SharindlarICGHealing, mercy, romantic love, fertility, dancing, courtship, the moonChaos, Charm, Dwarf, Good, Healing, MoonBards, dancers, dwarves, healers, lovers
Thard HarrLCGWild dwarves, jungle survival, huntingAnimal, Chaos, Dwarf, Good, PlantDruids, inhabitants of jungles, rangers, wild dwarves
VergadainINWealth, luck, chance, nonevil, thieves, suspicion, trickery, negotiation, sly clevernessDwarf, Luck, TradeDwarves, merchants, traders, rogues, wealthy individuals, rich

Elven (Seldarine) Pantheon

Aerdrie FaenyaICGAir, weather, avians, rain, fertility, avarielsAir, Animal, Chaos, Elf, Good, StormBards, druids, elves, rangers, sorcerers, travelers, winged beings
AngharradhGCGSpring, fertility, planting, birth, defense, wisdomPeace, Chaos, Elf, Good, Plant, RenewalCommunity elders, druids, elves, farmers, fighters, midwives, mothers
Corellon Larethian     
Deep SashelasICGOceans, sea elves, creation, knowledgeChaos, Elf, Good, Ocean, WaterDruids, elves, fishermen, rangers, sages, sailors
Erevan IlesereICNMischief, change, roguesChaos, Elf, Luck, TrickeryBards, elves, revelers, rogues, sorcerers, tricksters
Fenmarel MestarineLCNFeral elves, outcasts, scapegoats, isolationAnimal, Chaos, Elf, PlantDruids, elves, outcasts, rangers, rogues, spies, wild elves
Hanali CelanilICGLove, romance, beauty, enchantment, magic, item artistry, fine art, artistsChaos, Charm, Elf, Good, Magic, ProtectionAesthetes, artists, enchanters, lovers, sorcerers, bards
Labelas EnorethICGTime, longevity, the moment of choice, historyChaos, Elf, Good, TimeBards, divine disciples, elves, loremasters, scholars, teachers
Rillifane RallathilICGWoodlands, nature, wild elves, druidsChaos, Elf, Good, Plant, ProtectionDruids, rangers, wild elves
Sehanine MoonbowICGMysticism, dreams, death, journeys, transcendence, the moon, the stars, the heavens, moon elvesChaos, Elf, Good, Illusion, Moon, TravelDiviners, elves, half-elves, illusionists, opponents of the undead
ShevarashDCNHatred of the drow, vengeance, crusades, loss, arcane archers, archers, elves, fighters, hunters, rangers, soldiers, sorcerersChaos, Elf, RetributionArcane archers, archers, elves, fighters, hunters, rangers, soldiers, sorcerers
Solonor ThelandiraICGArchery, hunting, wilderness, survivalChaos, Elf, Good, PlantArcane archers, archers, druids, elves, rangers

Giant (Ordning) Pantheon

Annam All-FatherGNGiants, creation, learning, philosophy, fertilityMagic, Plant, Rune, SunGiants
DiancastraDCGTrickery, wit, impudence, pleasureFamily, TrickeryGiants
GrolantorICEHunting, combat, hill giantsChaos, Death, Earth, Evil, HatredHill giants
HiateaGNNature, agriculture, hunting, females, childrenAnimal, Family, Good, Moon, Plant, SunGiants, wood giants, firbolg, voadkyn
IallanisLNGLove, forgiveness, beauty, mercyGood, Strength, SunGiants
KarontorLNEDeformity, hatred, beastsAnimal, Cold, Evil, Madness, StrengthFomorians, verbeeg
MemnorINEPride, mental prowess, controlDeath, Evil, Mentalism, RuneGiants, evil cloud giants
OtheaDNMotherhood, fertility, familyNo domain, deadGiants, giant-kin, ogres
Skoraeus StonebonesINStone giants, earth, buried thingsCavern, Earth, Protection, TemperanceStone giants
StronmausGNGSun, sky, weather, seas, joyAir, Good, Protection, Sun, Weather, SkyCloud giants, storm giants
SurtrILEFire, warEvil, Fire, Law, StrengthFire giants, giants
ThrymLCEFrost giants, strength, cold, ice, warChaos, Cold, Destruction, Earth, Evil, StrengthFrost giants

Gnome (Lords of the Golden Hills) Pantheon

Baervan WildwandererINGTravel, nature, forest, gnomesAnimal, Gnome, Good, Plant, TravelDruids, forest gnomes, rangers, rock gnomes, tricksters
Baravar CloakshadowLNGIllusions, deception, traps, wardsGnome, Good, Illusion, Protection, TrickeryAdventurers, deceivers, gnomes, illusionists, rogues, thieves
Callarduran SmoothhandsINStone, the Underdark, mining, the svirfneblinCavern, Craft, Earth, GnomeFighters, gemcutters, hermits, jewelers, illusionists, opponents of drow, svirfneblin
Flandal SteelskinINGMining, physical fitness, smithing, metalworkingCraft, Gnome, Good, MetalArtisans, fighters, gnomes, miners, smiths
Gaerdal IronhandLLGVigilance, combat, martial defensePeace, Gnome, Good, Law, ProtectionAdministrators, fighters, judges, monks, paladins, soldiers, warriors
Garl GlittergoldGLGGnomes, humor, trickery, wit, illusion, gem cutting, jewelry making, protectionTrickery, Craft, Gnome, Good, Law, ProtectionAdventurers, bards, defending soldiers, rogues, gnomes, illusionists, jewelers, gemcutters, smiths, practical jokers
Segojan EarthcallerINGEarth, nature, the deadCavern, Earth, GoodDruids, elemental archons (earth), fighters, gnomes, illusionists, merchants, miners
UrdlenICEGreed, bloodlust, evil, hatred, uncontrolled impulse, spriggansChaos, Earth, Evil, Gnome, HatredAssassins, blackguards, gnomes, rogues, spriggans

Halfling (Yondalla’s Children) Pantheon

ArvoreenILGDefense, war, vigilance, halfling warriors, duty, halflingsGood, Halfling, Law, ProtectionHalflings, fighters, paladins, rangers, soldiers, warriors
BrandorbarisLNStealth, thievery, adventuring, halfling roguesHalfling, Luck, Travel, TrickeryAdventurers, bards, halflings, risk takers, rogues
CyrrollaleeILGFriendship, trust, the hearth, hospitality, craftsPeace, Family, Good, Halfling, LawArtisans, cooks, guards, halflings, hosts, innkeepers
Sheela PeryroylINNature, agriculture, weather, song, dance, beauty, romantic loveAir, Charm, Halfling, PlantBards, druids, farmers, gardeners, halflings, rangers
UrogalanDLNEarth, death, protection from the deadEarth, Halfling, Law, Protection, ReposeGenealogists, grave differs, halflings
YondallaGLGProtection, bounty, halflings, children, security, leadership, wisdom, creation, family, traditionTwilight, Family, Good, Halfling, Law, ProtectionChildren, halflings, leaders, paladins, parents

Orc Pantheon

BahgtruLCELoyalty, stupidity, brute strengthChaos, Evil, Orc, StrengthBarbarians, followers, orcs, physically strong beings, warriors, wrestlers
GruumshGCEOrcs, conquest, survival, strength, territoryCavern, Chaos, Evil, Hatred, Orc, Strength, WarFighters, orcs
IlnevalLNEWar, combat, overwhelming numbers, strategyDestruction, Evil, Orc, Planning, WarBarbarians, fighters, orcs
LuthicLNECaves, orc females, home, wisdom, fertility, healing, servitudeCavern, Earth, Evil, FamilyMonks, orc females, runecasters
ShargaasLCENight, thieves, stealth, darkness, the UnderdarkChaos, Darkness, Evil, OrcOrcs, assassins, thieves
YurtrusLNEDeath, diseaseDeath, Destruction, Evil, Orc, SufferingAssassins, monks, orcs

Player’s Book

When all this started, I had created a PDF for the players to walk them through a couple of basic rules that needed to be clarified, and what, if any limitations this campaign might have on the very large amount of D&D material that is out there and available. Races, Classes, Homebrew, and anything else I thought was important. After a bunch of modification as the campaign progressed, I decided it might just be batter to put it all here. After all, we are already putting all the session content here. Here you go, rule updates, and any other material I thought was important for the players:



Delving into the ancient tomb of horrors. slipping through the back alleys of Waterdeep, hacking a fresh trail through the thick jungles on the Isle of Dread-these are the things that Dungeons and Dragons adventures are made of. Your character in the game might explore forgotten ruins and uncharted lands, uncover dark secrets and sinister plots, and slay foul monsters. And if all goes well, your character will survive to claim rich rewards before embarking on a new adventure.

This chapter covers the basics of the adventuring life, from the mechanics of movement to the complexities of social interaction. The rules for resting are also in this chapter, along with a discussion of the activities your character might pursue between adventures.

Whether adventurers are exploring a dusty dungeon or the complex relationships of a royal court, the game follows a natural rhythm, as outlined in the book’s introduction:

  • The DM describes the environment.
  • The players describe what they want to do.
  • The DM narrates the results of their actions.

Typically, the DM uses a map as an outline of the adventure, tracking the characters’ progress as they explore dungeon corridors or wilderness regions.

The DM’s notes, including a key to the map, describe what the adventurers find as they enter each new area. Sometimes, the passage of time and the adventurers’ actions determine what happens, so the DM might use a timeline or a flowchart to track their progress instead of a map.

Details on Time, speed, and movement can all be found in Chapter 8 of the Player’s Handbook as well as different activities that are important for the players and characters.

Death and Resurrection

Death comes to all characters, most of the time violently with blood, guts, and body parts flying in the wind.  A character death can be traumatic to the player and the group they adventure with.  Luckily with magic most things can be fixed, but death is still death.  It is not as easy as everyone hopes it will be.

Any death is difficult, especially for the recovery.  Any character that is brought back after death will possibly develop issues, mental or otherwise.  Side effects after being on the other side should be considered the norm and those issues will have to be dealt with and possibly resolved.

Resurrection Spells


This is the cheapest of the resurrection spells in terms of both money and spell level cost. It is a level 3 spell and costs only 300 gold worth of precious gems, however its scope is very limited, as it must be used upon a creature within a minute of its death. Creature returns to life with 1 hit point. This spell can’t return life to a creature that died of old age, and it can’t restore missing body parts.

The chance of success is a DC10 for the caster to overcome, only their spell casting modifier is allowed as a modifier to the casting roll, spells such as Guidance will not work.

Raise Dead

This is more expensive than revivify, costing a gemstone worth at least 500 gold and a 5th level spell slot, however the time frame for use is much larger. Touch a creature dead for no longer than 10 days. A resurrection ritual is required and, if its soul is both willing and at liberty to rejoin the body, the creature returns to life with 1 hit point. This spell has no effect on undead. This spell neutralizes poisons and cures nonmagical diseases. This spell doesn’t remove magical effects. If they aren’t removed prior to casting, they return when the creature comes back to life. This spell closes all mortal wounds but doesn’t restore missing body parts. If the creature doesn’t have body parts or organs necessary for survival, the spell fails.

Coming back from the dead is an ordeal. The target takes a -4 penalty to all attacks, saves, and ability checks. Every time it finishes a long rest, the penalty is reduced by 1 until it disappears.

The chance of success is controlled by the Resurrection Ritual.


The resurrection spell requires an hour of preparation and a gem worth at least 1000 gold. You touch a creature that has been dead for no more than a century, didn’t die of old age, and isn’t undead. A resurrection ritual is required and, if its soul is willing, the target returns to life with all its hit points. This spell neutralizes any poisons and cures normal diseases. It doesn’t, however, remove magical diseases, curses, and the like. This spell closes all mortal wounds and restores any missing body parts.

Coming back from the dead is an ordeal. The target takes a -4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.

If you use this spell on a creature that has been dead for one year or longer, you can’t cast spells, and have disadvantage on all attacks, ability checks, and saves until you finish a long rest.

The chance of success is controlled by the Resurrection Ritual.

Forced Resurrection

The resurrect spell above, but more forceful in that this version of the ritual forces a spirit to return to its body. For this to be successful, a blood sacrifice is required, as is an object that the deceased greatly favored in life. The object must be bathed in the blood of the sacrificed individual before the resurrection ritual is performed.

The chance of success is controlled by the Resurrection Ritual.

True Resurrect and Wish

The resurrection spell requires an hour of preparation and a gem worth at least 25,000 gold. You touch a creature that has been dead for no longer than 200 years and that died for any reason except old age. A resurrection ritual is required and, if the creature’s soul is free and willing, it’s restored to life with all its hit points.

This spell closes all wounds, neutralizes any poison, cures all diseases, and lifts any curses. The spell replaces damaged or missing organs and limbs. If the creature was undead, it is restored to its non-undead form.

The spell can provide a new body if the original no longer exists, in which case you must speak the creature’s name. The creature appears in an unoccupied space you choose within 10 feet of you.

The chance of success is controlled by the Resurrection Ritual.


If no material matter remains of the individual that one wishes to bring back from the dead, or an individual with a regular resurrection spell is not available, the Reincarnate spell may be used. Requires 1000 gold worth of oils. Touch a dead humanoid, or a piece of one, that’s died in the last 10 days. The spell makes a new adult body for its soul. A resurrection ritual is required and, if the target’s soul isn’t free or willing to come back to life, the spell fails.

The game master picks the new body by rolling 1d100 that determines the character’s new race and gender. The number rolled determines the new body for the soul, which may not be the same race as the old body. The creature remembers its old life and retains its capabilities save for its racial traits, which must be changed if it’s given a new race. See the Reincarnation page for a list of races that your character could become if brought back to life from the Reincarnation spell.

The chance of success is controlled by the Resurrection Ritual.

The Resurrection Ritual

Resurrection Challenge

If a character is dead, and a resurrection is attempted by a spell or spell effect with longer than a 1 action casting time, a Resurrection Challenge is initiated. Up to 3 individuals who knew the deceased can offer to contribute to the ritual via a Contribution Skill Check. The DM asks them each to make a skill check based on their form of contribution, with the DC of the check adjusting to how helpful/impactful the DM feels the contribution would be.

For example, praying to the god of the devout, fallen character may require an Intelligence (Religion) check at an easy to medium difficulty, where loudly demanding the soul of the fallen to return from the aether may require a Charisma (Intimidation) check at a very hard or nearly impossible difficulty. Advantage and disadvantage can apply here based on how perfect, or off base, the contribution offered is which is, again, decided by the game master it is an NPC. If the ritual is being used to restore a character, the game master will confer with the player of the dead character to gauge whether the contributions are effective.

After all contributions are completed, the game master then rolls a single, final resurrection success check with no modifier. The base DC for the final resurrection check is 10, increasing by 1 for each previous successful resurrection the character has undergone (signifying the slow erosion of the soul’s connection to this world). For each successful contribution skill check, this DC is decreased by 3, whereas each failed contribution skill check increases the DC by 1.

Upon a successful resurrection check, the character’s soul (should it be willing) will be returned to the body, and the ritual succeeded. On a failed check, the soul does not return, and the character is lost.

Only the strongest of magical incantations can bypass this resurrection challenge, in the form of the True Resurrection or Wish spells. These spells can also restore a character to life who was lost due to a failed resurrection ritual.

Examples of Contributions

When a resurrection ritual has begun and the other characters and/or available NPCs are seeking to return the deceased to their body (or new body via reincarnation), the contributions they provide are to have emotional or sentimental meaning and usually involves the contributor’s relationship with the deceased. Other than telling the deceased what they meant to the living, some examples of contributions to serve as inspiration are…

  • Barbarian: Trophies of their conquests, their weapon, tales of their victories, music featuring war drums, firm and to the point speeches, personal belongings.
  • Bard: Inspiring poems or songs about them, performances befitting of their personality, stories of their adventures, their musical instrument(s), personal belongings.
  • Cleric: A prayer to the cleric’s deity, cleric’s holy symbol, candles and incense, an expression of what they meant to everyone, personal belongings.
  • Druid: A beloved animal companion, beseeching you goddess for assistance, soil of the earth, personal belongings.
  • Fighter: Their armor or weapons, trophies, firm and to the point speeches, personal belongings.
  • Knight: Their sword or shield, pieces of their riding gear, or any signets or other objects showing their status.
  • Monk: Display of their martial arts, meditation in deceased’s memory, candles and incense, personal belongings.
  • Paladin: Reminding the deceased of their oath, paladin’s holy symbol, stories of how they have changed the world, their weapon, personal belongings.
  • Ranger: Their animal companion, their bow and/or quiver, a preferred type of arrow, trophy from their preferred foe, personal belongings.
  • Rogue: Expensive jewelry or gold coins, preferred weapons, tales of their exploits, personal belongings.
  • Sorcerer: Magic items of significance, sign of their ancestry, their familiar, personal belongings.
  • Warlock: The warlock’s weapon, beseeching their patron for assistance, their familiar, personal belongings.
  • Wizard: The wizard’s quarterstaff or spell book, their familiar, magic scrolls and tomes, personal belongings.


Swimming across a rushing river, sneaking down a dungeon corridor, scaling a treacherous mountain slope — all sorts of movement play a key role in fantasy gaming adventures.

The game master can summarize the adventurers’ movement without calculating exact distances or travel times:

For example:

“You travel through the forest and find the dungeon entrance late in the evening of the third day.” Even in a dungeon, particularly a large dungeon or a cave network, the DM can summarize movement between encounters: “After killing the guardian at the entrance to the ancient dwarven stronghold, you consult your map, which leads you through miles of echoing corridors to a chasm bridged by a narrow stone arch.”

Sometimes it’s important, though, to know how long it takes to get from one spot to another, whether the answer is in days, hours, or minutes. The rules for determining travel time depend on two factors: the speed and travel pace of the creatures moving and the terrain they’re moving over.


Every character and monster have a speed, which is the distance in feet that the character or monster can walk in 1 round. This number assumes short bursts of energetic movement during a life-threatening situation.

The following rules determine how far a character or monster can move in a minute, an hour, or a day.

Travel Pace

While traveling, a group of adventurers can move at a normal, fast, or slow pace, as shown on the Travel Pace table. The table states how far the party can move in a period and whether the pace has any effect. A fast pace makes characters less perceptive, while a slow pace makes it possible to sneak around and to search an area more carefully (see the “Activity While Traveling” section later in the Player’s Handbook for more information).

Forced March. The Travel Pace table assumes that character’s travel for eight hours in day. They can push on beyond that limit, at the risk of exhaustion.

For each additional hour of travel beyond eight hours, the characters cover the distance shown in the Hour column for their pace, and each character must make a constitution saving throw at the end of the hour. The DC is 10 + 1 for each hour past the first eight hours of travel. On a failed saving throw, a character suffers one level of exhaustion (see Appendix A).

Mounts and Vehicles. For short spans of time (up to an hour), many animals move much faster than humanoids. A mounted character can ride at a gallop for about an hour, covering twice the usual distance for a fast pace. If fresh mounts are available every 8 to 10 miles, characters can cover larger distances at this pace, but this is very rare except in densely populated areas.

Characters in wagons, carriages, or other land vehicles choose a pace as normal. Characters in a waterborne vessel are limited to the speed of the vessel (see chapter 5, “Equipment” in the Player’s Handbook), and they don’t suffer penalties for a fast pace or gain benefits from a slow pace. Depending on the vessel and the size of the crew, ships might be able to travel for up to 24 hours per day.

Certain special mounts, such as a pegasus or griffon, or special vehicles, such as a carpet of flying, allow you to travel more swiftly. The Dungeon Master’s Guide contains more information on special methods of travel.

Overland Movement Table (One Hour of Travel)

 Character SpeedNotes
One Hour (Overland)15 feet20 feet30 feet40 feet
Slow½ mile1 mile2 miles3 miles 
Walk1½ miles2 miles3 miles4 miles 
Fast2 miles3 miles4 miles6 miles-5 penalty to Wisdom (Perception) scores

Overland Movement Table (Eight Hours of Travel)

 Character SpeedNotes
One Day (Overland)15 feet20 feet30 feet40 feet
Slow4 miles8 miles16 miles24 miles 
Walk12 miles16 miles24 miles32 miles 
Fast16 miles20 miles30 miles40 miles-5 penalty to Wisdom (Perception) scores

Difficult Terrain

The travel speeds given in the Travel Pace table assume relatively simple terrain: roads, open plains, or clear dungeon corridors. But adventurers often face dense forests, deep swamps, rubble-filled ruins, steep mountains, and ice-covered ground — all considered difficult terrain. You move at half speed or slower in difficult terrain.

As an example:

Moving 1 foot in difficult terrain costs 2 feet of speed — so you can cover only half the normal distance in a minute, an hour, or a day.

Hampered Movement Table

ConditionAdditional Movement Cost
Difficult terrain×2
Poor visibility×2

Different terrains will cause different movement speeds.  This is true for Combat movement or Overland travel.

Terrain and Overland Movement Table

TerrainHighwayRoad or TrailTrackless
Desert, sandy×1×½×½
Tundra, frozen×1×¾×¾

Quadrupeds, such as horses, can carry heavier loads than characters can.

Mounts Movement Table

Mounts (carrying load)Per HourPer Day
Light horse or light warhorse6 miles48 miles
Light horse (151-450 lb.)4 miles32 miles
Light warhorse (231-690 lb.)4 miles32 miles
Heavy horse or heavy warhorse5 miles40 miles
Heavy horse (201-600 lb.)3½ miles28 miles
Heavy warhorse (301-900 lb.)3½ miles28 miles
Pony or war pony4 miles32 miles
Pony (76-225 lb.)3 miles24 miles
War pony (101-300 lb.)3 miles24 miles
Donkey or mule3 miles24 miles
Donkey (51-150 lb.)2 miles16 miles
Mule (231-690 lb.)2 miles16 miles
Dog, riding4 miles32 miles
Dog, riding (101-300 lb.)3 miles24 miles

Rafts, barges, keelboats, and rowboats are used on lakes and rivers.

If going downstream, add the speed of the current (typically 3 miles per hour) to the speed of the vehicle. In addition to 10 hours of being rowed, the vehicle can also float an additional 14 hours, if someone can guide it, so add an additional 42 miles to the daily distance traveled. These vehicles can’t be rowed against any significant current, but they can be pulled upstream by draft animals on the shores.

Vehicle Movement Table

VehiclesPer HourPer Day
Cart or wagon2 miles16 miles
Raft or barge (poled or towed)½ mile5 miles
Keelboat (rowed)1 mile10 miles
Rowboat (rowed)1½ miles15 miles
Sailing ship (sailed)2 miles48 miles
Warship (sailed and rowed)2½ miles60 miles
Longship (sailed and rowed)3 miles72 miles
Galley (rowed and sailed)4 miles96 miles

Special Types of Movement

Movement through dangerous dungeons or wilderness areas often involves more than simply walking. Adventurers might have to climb, crawl, swim, or jump to get where they need to go.

Climbing, Swimming, and Crawling

Each foot of movement costs 1 extra foot (2 extra feet in difficult terrain) when you’re climbing, swimming, or crawling. You ignore this extra cost if you have a climbing speed and use it to climb, or a swimming speed and use it to swim. At the DM’s option, climbing a slippery vertical surface or one with few handholds requires a successful Strength (Athletics) check. Similarly, gaining any distance in rough water might require a successful Strength (Athletics) check.


Your Strength determines how far you can jump.

Long Jump. When you make a long jump, you cover several feet up to your Strength score if you move at least 10 feet on foot immediately before the jump. When you make a standing long jump, you can leap only half that distance. Either way, each foot you clear on the jump costs a foot of movement.

This rule assumes that the height of your jump doesn’t matter, such as a jump across a stream or chasm. At your DM’s option, you must succeed on a DC 10 Strength (Athletics) check to clear a low obstacle (no taller than a quarter of the jump’s distance), such as a hedge or low wall. Otherwise, you hit it.

When you land in difficult terrain, you must succeed on a DC 10 Dexterity (Acrobatics) check to land on your feet. Otherwise, you land prone.

High Jump. When you make a high jump, you leap into the air several feet equal to 3 + your Strength modifier (minimum of 0 feet) if you move at least 10 feet on foot immediately before the jump. When you make a standing high jump, you can jump only half that distance. Either way, each foot you clear on the jump costs a foot of movement. In some circumstances, your DM might allow you to make a Strength (Athletics) check to jump higher than you normally can.

You can extend your arms half your height above yourself during the jump. Thus, you can reach above you a distance equal to the height of the jump plus 1 1/2 times your height.

Traveling in Darkness

Unless you can see where you are going, getting anywhere will be difficult.  There are several different types of sight that will allow you to move at normal speed, but unless you can see your movement will be impacted.

Blindsight: You will be able to move up to the distance of your Blindsight and not incur any penalties.  Any attempt to move at full speed, you must make an Acrobatics or Dexterity save that has a DC of 10 + 2 for every five feet moved.

Darkvision: While total darkness is still dim light, moving around is not that difficult and you are able to move at your full speed without any difficulties.

Normal Vision: You speed is limited to ten feet per round and any attempt to move faster requires an Acrobatics or Dexterity check with a DC of 15 + 2 for every five feet moved.

Tremorsense: Much like Blindsense, this ability allows you to see where you cannot see.  You can move up to the distance of your Tremorsense senses without a problem.

Truesight: There is no darkness that can stop you.  You can move normally without any issues.

The Environment

By its nature, adventuring involves delving into places that are dark, dangerous, and full of mysteries to be explored. The rules in this section cover some of the most important ways in which adventurers interact with the environment in such places. The Dungeon Master’s Guide has rules covering more unusual situations.  There are also a lot more details in Chapter 8 of the Player’s Handbook.

Vision and Light

The most fundamental tasks of adventuring-noticing danger, finding hidden objects, hitting an enemy in combat, and targeting a spell, to name just a few- rely heavily on a character’s ability to see. Darkness and other effects that obscure vision can prove a significant hinderance.

A given area might be lightly or heavily obscured. In a lightly obscured area, such as dim light, patchy fog, or moderate foliage, creatures have disadvantage on Wisdom (Perception) checks that rely on sight.

A heavily obscured area – such as darkness, opaque fog, or dense foliage – blocks vision entirely. A creature in a heavily obscured area effectively suffers from the blinded condition.

The presence or absence of light in an environment creates three categories of illumination: bright light, dim light, and darkness.

Bright light: lets most creatures see normally. Even gloomy days provide bright light, as do torches, lanterns, fires, and other sources of illumination within a specific radius.

Dim light: also called shadows, creates a lightly obscured area. An area of dim light is usually a boundary between a source of bright light such as a torch, and surrounding darkness. The soft light of twilight and dawn also counts as dim light. A particularly brilliant full moon might bathe the land in dim light.

Darkness: creates a heavily obscured area. Characters face darkness outdoors at night (even most moonlit nights). within the confines of an unlit dungeon or a subterranean vault, or in an area of magical darkness.

Blindsight: A creature with blindsight can perceive its surroundings without relying on sight, within a specific radius. Creatures without eyes, sue h as oozes, and creatures with echolocation or heightened senses, such as bats and true dragons, have this sense. Note that the range of blindsight is measured from the creature that has that vision as the origin point. There are not any special environmental situations that extend this range.

Darkvision: Many creatures in the worlds of Dungeons and Dragons, especially those that dwell underground. have darkvision. Within a specified range, a creature with darkvision can see in darkness as if the darkness were dim light, so areas of darkness are only lightly obscured as far as that creature is concerned. However, the creature can’t discern color in darkness, only shades of gray. Note that the range of darkvision is measured from the creature that has that vision as the origin point. There are not any special environmental situations that extend this range.

Truesight: A creature with truesight can, out to a specific range, see in normal and magical darkness, see invisible creatures and objects, automatically detect visual illusions, and succeed on saving throws against them, and perceives the original form of a shape changer or a creature that is transformed by magic. Furthermore, the creature can see into the Ethereal Plane. Note that the range of truesight is measured from the creature that has that vision as the origin point. There are not any special environmental situations that extend this range.

Additional Vision Clarification

One of the common traits of the titular dungeons in Dungeons & Dragons is that they tend to be dark. In Fifth Edition, many races and classes give features that allow players to see such conditions, such as Darkvision, but this trait is not infallible. It has drawbacks and limitations that many players and Dungeon Master’s are not aware of.

When it comes to exploration in various types of lighting, many things need to be considered, including the nature of darkness, distances, and obscurement. Bearing these in mind is important for any player or DM to preserve D&D’s mood and balance. It should be noted that the rules of vision are based upon obscurement. While there are three kinds of lighting, including bright, dim and darkness, it is obscurement that governs them. This is where having or lacking Darkvision comes into play.

For characters without Darkvision, darkness is considered heavily obscured, meaning they cannot see in it at all. Perception checks that rely on sight automatically fail. Dim light, including candles and starlight, is lightly obscured. Creatures without Darkvision can see in it, but it is difficult. This means Perception checks that rely on sight have disadvantage. This applies to Passive Perception as well, which grants a -5 to the value when the player would have disadvantage. Lastly, bright light grants full vision. It does not count as having any obscurement at all. However, if the light is from direct sunlight, characters with Sunlight Sensitivity are penalized.

As for characters with Darkvision, the obscurement is moved down a stage based on their distance of vision. For example, a character with a Darkvision of 60 feet treats darkness within that range as dim light, and dim light is treated as bright light. However, outside of that range, darkness is still heavily obscured. In it, the character is still unable to see. What’s more, a creature with Darkvision still has disadvantage on Perception checks in darkness.

It should also be noted that this only pertains to obscurement from sources of light. Darkvision does nothing to protect from other effects of obscurement. For example, the Fog Cloud spell creates an area that is heavily obscured; creatures cannot see inside of it or through it at all. Because Fog Cloud is not a spell that solely affects lighting, Darkvision provides no benefits to sight inside of the area.

Another important distinction to make is the difference between magical darkness and non-magical darkness. The Darkness spell inhibits Darkvision within its area. This spell is notoriously dangerous because even the caster is unable to see within its range. What’s more, it consumes forms of non-magical light, so lighting a torch does nothing to help.

The only way a character can see within the Darkness spell is by using a spell that is third level or higher to create light or the Warlock Invocation Devil’s Sight. This Invocation is very different from Darkvision. Primarily, Devil’s Sight allows the user to see in darkness (including magic darkness) normally, as if it were bright light. What’s more, Darkvision removes a player’s ability to see things in color while in darkness; Devil’s Sight has no such caveat.

Vision, however, interacts differently with invisibility. Creatures with the Invisible condition can hide anywhere, as they are considered heavily obscured for that purpose. However, they still must use the Hide action to benefit from this ability. Note that this doesn’t help against creatures with vision that doesn’t rely on sight, such as Blindvision. Otherwise, they must use their sense of hearing or watch for any traces left by the creature, like footprints in the snow or ripples in shallow water.

If an Invisible creature is not hiding, however, they can be detected. Creatures who try to attack them have disadvantage, and an Invisible creature has advantage on their attacks. However, the best use of invisibility is to Hide to prevent from being targeted. While D&D’s vision system is a little complex, using it properly can really elevate the immersion the game. After all, the only thing scarier than a dungeon is a dungeon cloaked in darkness’ embrace.

Note that in all cases the range of any special vision type is measured from the creature that has that vision as the origin point. There are not any special environmental situations that extend this range.


Normal Vision Table

SightConditionPerception EffectAttack Effect
NormalBright LightNoneNone
NormalDim LightDisadvantagedNone
NormalDarknessAutomatic FailureDisadvantage

Darkvision within Range Table

SightConditionPerception EffectAttack Effect
DarkvisionBright LightNoneNone
DarkvisionDim LightNoneNone

Darkvision Outside of Range Table

SightConditionPerception EffectAttack Effect
DarkvisionBright LightNoneNone
DarkvisionDim LightDisadvantageNone
DarkvisionDarknessAutomatic FailureDisadvantage


Darkness – Darkness creates a heavily obscured area. Night, even most moonlit nights, are considered to cast full darkness as do any areas with a lack of bright light sources.

Dim Light – Dim light creates a lightly obscured area. This is often used to describe the hazy area between bright light (as caused by a torch or other light source) and darkness. Twilight, dawn, and even the light of a full moon are all considered dim light.

Bright Light – Most creatures can see normally in bright light. This is a well-lit room, a sunny day, the area closest to a light source, etc.

Heavily Obscured – Darkness, as well as things such as thick fog or dense foliage, cause an area to be heavily obscured. In these areas, creatures suffer from the blinded condition.

Lightly Obscured – Areas that are lightly obscured cause a creature to have disadvantage on perception checks that require sight.

Blinded – A blinded creature can’t see and automatically fails any ability check that requires sight. Attack rolls against the creature have advantage, and the creature’s Attack rolls.

Passive Perception – If a creature has disadvantage on perception checks, that creature takes a -5 penalty to their passive perception score. (We’ll discuss passive perception and how it relates to darkness but check out our full article for more info.)

Magical Darkness – Magical darkness is any darkness created by a spell or other magical effect.

Social Interaction

Exploring dungeons, overcoming obstacles, and slaying monsters are key parts of D&D adventures. No less important, though, are the social interactions that adventurers have with other inhabitants of the world.

Interaction takes on many forms. You might need to convince an unscrupulous thief to confess to some malfeasance, or you might try to flatter a dragon so that it will spare your life. The DM assumes the roles of any characters who are participating in the interaction that don’t belong to another player at the table. Any such character is called a nonplayer character (NPC).

In general terms, an NPC’s altitude toward you is described as friendly, indifferent, or hostile. Friendly NPCs are predisposed to help you, and hostile ones are inclined to get in your way. It’s easier to get what you want from a friendly NPC, of course.

Social interactions have two primary aspects: roleplaying and ability checks.


Roleplaying is literally the act of playing out a role. In this case, it’s you as a player determining how your character thinks, acts, and talks.

Roleplaying is a part of every aspect of the game, and it comes to the fore during social interactions. Your character’s quirks, mannerisms, and personality influence how interactions resolve.

There are two styles you can use when roleplaying your character: the descriptive approach and the active approach. Most players use a combination of the two styles. Use whichever mix of the two works best for you.

Descriptive Approach to Roleplaying

With this approach, you describe your character’s words and actions to the DM and the other players. Drawing on your mental image of your character, you tell everyone what your character does and how he or she does it.

For instance:

 Chris plays Tordek the dwarf. Tordek has a quick temper and blames the elves of the Cloakwood for his family’s misfortune. At a tavern. an obnoxious elf minstrel sits at Tordek’s table and tries to strike up a conversation with the dwarf.

Chris says, “Tordek spits on the floor, growls an insult at the bard, and stomps over to the bar. He sits on a stool and glares at the minstrel before ordering another drink.”

In this example, Chris has conveyed Tordek’s mood and given the DM a clear idea of his character’s altitude and actions.

When using descriptive roleplaying, keep the following things in mind:

  • Describe your character’s emotions and altitude. Focus on your character’s intent and how others might perceive it.
  • Provide as much embellishment as you feel comfortable with.
  • Don’t worry about getting things exactly right. Just focus on thinking about what your character would do and describing what you see in your mind.

Active Approach to Roleplaying

If descriptive roleplaying tells your DM and your fellow players what your character thinks and does, active roleplaying shows them.

When you use active roleplaying, you speak with your character’s voice, like an actor taking on a role. You might even echo your character’s movements and body language. This approach is more immersive than descriptive roleplaying, though you still need to describe things that can’t be reasonably acted out.

Going back to the example of Chris roleplaying Tordek above, here’s how the scene might play out if Chris used active roleplaying:

For example:

Speaking as Tordek, Chris says in a gruff, deep voice, “I was wondering why it suddenly smelled awful in here. If I wanted to hear anything out of you, I’d snap your arm and enjoy your screams.” In his normal voice, Chris then adds, “I get up, glare at the elf, and head to the bar.”

Results of Roleplaying

The DM uses your character’s actions and attitudes to determine how an NPC reacts. A cowardly NPC buckles under threats of violence. A stubborn dwarf refuses to let anyone badger her. A vain dragon laps up flattery.

When interacting with an NPC, pay close attention to the DM’s portrayal of the NPC’s mood, dialogue, and personality. Vou might be able to determine an NPC’s personality traits, ideals, flaws, and bonds, then play on them to influence the NPC’s attitude.

Interactions in Dungeons and Dragons are much like interactions in real life. If you can offer NPCs something they want, threaten them with something they fear, or play on their sympathies and goals, you can use words to get almost anything you want. On the other hand, if you insult a proud warrior or speak ill of a noble’s allies, your efforts to convince or deceive will fall short.

Monster Harvesting

The act of removing useful body parts from a creature is referred to as harvesting.

Anything that can be harvested from a creature is referred to as a harvesting material or simply material. In general, only creatures that have died may be harvested, but there may be some exceptions based on context.


Before a player begins hacking and butchering their hunt, they may instead choose to take a moment first and appraise the creature to be harvested. To do this, they must spend 1 minute examining the creature to be harvested and then roll an Intelligence check, adding their proficiency bonus if they are proficient in the skill corresponding to that creature (see table below).

For example:

Appraising a Beholder (which is an aberrant), the check would be an Intelligence (Arcana) check, while appraising an Ogre (which is a giant) would require an Intelligence (Medicine) check.

The DC of the check is equal to 8 + the Harvested Creature’s CR (treating any CR less than 1 as 0). Success on this check grants the player full knowledge of any useful harvesting materials on the creature, the DC requirement to harvest those materials, any special requirements to harvest them, and any potential risks in doing so. In addition, any harvesting check made on that creature by that player is rolled at advantage. A character may only attempt one appraisal check per creature.

Monster Type / Skill Check Table

Creature TypeSkill Check
BeastNature or Survival
DragonArcana or Nature
FiendArcana or Religion
UndeadArcana or Religion

Splitting Up the Responsibilities

Some party members may prefer to let one character handle the appraisal of materials, while another more dexterous character handles the actual harvesting. In this scenario, all benefits of appraising a creature are conferred to the player doing the harvesting, so long as the player that performed the appraising assists the harvesting player through the whole duration of the harvest.

This section details the steps associated with performing a harvest, and any factors that may influence it.


To harvest a creature, a character must make a Dexterity ability check using the same skill proficiency as listed in the above appraising table.

For example:

A character attempting a harvest check on an Aberrant would receive a bonus equal to their Dexterity modifier and their proficiency in Arcana (if they have any).

This check reflects a character’s ability to not only properly remove the intended item without damaging it, but it also involves any ancillary requirements of the harvest such as proper preservation and storage techniques.

Using other proficiencies:

If a player is harvesting a certain creature or harvesting a creature of a certain type of material, the DM may allow them to use a relevant tool proficiency rather than a skill proficiency.

For example, the DM may allow a player to add their proficiency with Tinker’s Tools to their attempt to harvest a mechanical golem or use their proficiency with leatherworking tools when attempting to harvest a creature for its hide. Alternatively, all creature type proficiencies may be replaced by proficiency with the harvesting kit.

Each individual item in a creature’s harvesting table is listed with a DC next to it. Any roll that a player makes that equals or exceeds this DC grants that player that item. Rewards are cumulative, and a player receives every item with a DC equal to or below their ability check result.

For example:

Rolling a total of 15 on a check to harvest an azer will reward the player with both “azer ash’, and “azer bronze skin”, but not a “spark of creation”. If they so wish, players may opt to not harvest a material even if they have met the DC threshold to harvest it.

Only one harvesting attempt may be made on a creature. Failure to meet a certain item’s DC threshold assumes that the item was made unsalvageable due to the harvester’s incompetence.

For most creatures, the time it takes to harvest a material is counted in minutes and is equal to the DC of that material divided by 5. For huge creatures however, it is equal in DC of that material, while for gargantuan creatures, it is equal to the DC of that material multiplied by 2.

Violent Deaths

This guide assumes that most creatures you attempt to harvest died in direct combat and thus already accounts for the idea that you are harvesting creatures that are not in pristine condition. However, some deaths are more violent than others and can make harvesting useful materials either extremely difficult or downright impossible. Such examples include burning by fire, dissolving from acid, or being completely crushed under a pillar of stone. In these cases, raise the DC for harvesting any of that creature’s materials by 5. Alternatively, the DM may decide that well- orchestrated hunts result in a carcass that is prime for harvesting, such as creatures killed mostly through psychic damage, or those killed in one clean attack. In these cases, the DM should lower the DC for harvesting any of that creature’s materials by 5.

Furthermore, the DM may adjudicate whether some of a creature’s individual materials have been made useless due to effects imposed by them during their death. Examples may include blood being tainted from poisoning, or their pelt being worthless due to excessive slashing/piercing damage.


Many harvested goods will start to rot and decay. Below is a quick overview of how we determined expiration dates.

Item TypeDaysExplanation
Body Part2Flesh rots and decays quickly.
Body Part, Undead7Undead body parts are already rotting, so their usefulness can last a little longer than regular flesh (which becomes useless when it rots).
BonesBones take a very long time to decay.
FeathersFeathers take a very long time to decay.
Ears14Ears are predominantly tough cartilage (soft bone). The skin around the ear’s rots quickly, but the ear remains intact for some time after.
HairHair takes a very long time to decay.
Head3Like other flesh, it rots and decays quickly, but lasts slightly longer
Hides/Pelts10Hides/Pelts must be treated and soaks to retain its usefulness.
Liquid, Vial (i.e., Blood)7If contained in a stoppered vial, most fluids have a longer shelf life. However, if exposed to air, it gets ruined VERY quickly.
Liquid, Vial (i.e., Slime)14Slimes and gels tend to have a longer shelf-life than other fluids. However, if exposed to air, it gets ruined VERY quickly.
Poisons14Most poisons are viable for about 2 weeks. However, each poison is different. In additions, proficiency with a poisoner’s kit may allow assassins the ability to extend the shelf-life every few weeks (adding other ingredients to extend the poison’s usefulness)
Tattoos/Marks5Usually a strip of skin, which can be preserved with some oil to last a little longer than other flesh.
Wings7While wings contain flesh, which rots quickly, the bones and leather/feather last much longer, making the wings usefulness last longer.


It is possible to harvest the meat of many creatures, although uncooked meat spoils quickly and often attract other predators. Some creature types have meat that is inedible (i.e., undead), while others carry some sort of stigma (cannibalism, distasteful, unholy). For example, eating a celestial may be considered a vile, unholy act; while eating a monstrosity may be considered disgusting and distasteful; and giants are too like most medium-sized humanoids and is often considered in line with cannibalism. Of course, while buying stigma associated meats is forbidden and possibly illegal in most places, there are always people willing to buy illegal goods (although they may be hard to find).

Creature TypeEdiblePossible StigmaSellable
AberrationN Inedible
CelestialYCannibalism, Holy CreatureN
ConstructN Inedible
ElementalN Inedible
FeyYCannibalism, WorshipedSome are inedible
FiendN Inedible
GiantYCannibalism, Disgusting CreatureN
Monstrosity*Disgusting CreatureN
OozeN Inedible
PlantN No meat
UndeadN Inedible

      * Some monstrosities have meat that is edible (DM Discretion)

The amount of meat is dependent on the beast’s size. The weight of a raw piece of meat is one pound heavier than a ration (one slab of meat, 3 lb. is needed to produce 1 dried ration, 2 lb.).

Beast SizeDCMeatWeightExpire
Tiny512 lb.1 day
Small51d43-12 lb.1 day
Medium51d63-18 lb.1 day
Large52d66-36 lb.1 day
Huge54d612-72 lb.1 day

Eating Meat: Cooked meat can be eaten safely. Cooking meat requires a campfire or oven. Eating raw meat requires a DC 10 Constitution Check. A successful check results in a filling meal. A failure results in debilitating stomach cramps, causing 1 level of exhaustion (disadvantage on ability checks).

Drying Meat: The meat can be dried using salt, spices, heat, and time.

Drying MethodTimeDCNotes
Oven6 hours5 
Smoke Hut2 days7Smoking must be maintained (can’t be left alone for days)
Sun16 hours15Must be in direct sunlight, in over 85°F. Set on a hot stone or hanging from a rack. Higher chance of spoiling.


A pint of ale is never very far away in the world of Faerun. A drink to accompany a fine meal a bit of liquid courage to head into battle, or a celebration after long and arduous journey. A great way for anyone to enjoy themselves, but alcohol itself is a double-edged sword It can make you feel invincible, but it can also make you think you’re seeing double, be careful when consuming for dangerous effects are never tar behind.


For many, alcohol can affect you differently that is where intoxication levels come into effect. Your characters intoxication level is equal to your constitution modifier plus your proficiency bonus and there are different stages to being drunk.


when the alcohol is flowing, and good times are being had by all you start to feel a tingle in your fingers. You gain the sense that you could do just about anything, you are tipsy.

“Tipsy” is when you are 1/4 of the way to being intoxicated rounded down. Therefore, at this stage you have advantage on a charisma-based skill checks and wisdom saves for being frightened At this stage you also gain disadvantage on ranged attacks


As the night continues so does your drinking. You’re having a fun night, why stop? Once you’ve reached 1/2 of your intoxication level you reached the point where you are drunk.

At this stage your speech is slurred, you’re seeing double, and your limbs are a little numb. If you are drunk, you gain five temporary hit points and maintain your advantage against fright. You lose your charisma-based advantage and gain disadvantage on ALL attack rolls and intelligence checks.


At this point in the night. you are one of the last people in the bar. You’ve ignored that voice in the back of your head saying you should stop and now you’re wasted.

When you are 3/4 of the way to full intoxication you are wasted. You gain another five temporary hit points and cannot be rightened or charmed, but you have disadvantage on all attack rolls and ability checks.


Now you have drank too much. You have past the point of no return. You may not be able to form coherent thoughts or even be able to say your own name. You have reached the Blackout stage.

This is the point where you have reached your intoxication level You are at disadvantage for any attack rolls, ability checks and saves aside from Constitution. At this point you must make a constitution save (D.C. equals 10 + 1/2 the number of drinks consumed) every hour or be rendered unconscious.

A Simple Drink

There are many types of drinks that one could imbibe, and those drinks have different levels of intoxication.

Drink Strength Table

½Watered Down

Racial Bonus

Dwarves, Half-Ores, and Goliaths have stronger constitutions than most. Therefore, their intoxication level is twice their Constitution modifier plus their proficiency bonus.


Insert cool intro here. I mean. it’s just a homebrew on lockpicking, what kind of intro does it need? It anything, I’ll just say I think it’s cooler than your usual Dexterity (thieves’ tools) single roll. but that’s just my opinion.

Study the Lock

When faced with some kind of mechanical lock, you can use your Action to Study the Lock. You handle, analyze, and test the lock looking for weak spots and trying to figure out the best plan of attack. Make an Intelligence (thieves’ tools) check against the DC of the lock. If you succeed, you find the mechanism’s weak spots and how to exploit them giving your future attempts at picking the lock advantage.

Additionally, if you take a subtle approach when unlocking the lock, the jam the lock result becomes minor setback and the break the lock result becomes jam the lock. It you fail, you don’t gain any additional information on the lock. Future attempts at studying the lock can only be made after a short rest.

Pick the Lock

You use your Action to try to, you know, pick the lock. You must choose a subtle or a non-subtle approach and then make a Dexterity (thieves’ tools) against the lock’s DC. Creatures without proficiency in thieves’ tools can’t opt for a subtle attempt and creatures using improvised tools make the check with disadvantage.

If you succeed on the check, the lock is picked and opens. If you fail by less than 5, the lock isn’t picked but nothing else happens. If you fail 5 or more, but less than 10, you jam the lock. If you fail by 10 or more, you break the lock on the spot. Hard to visualize? Here’s a handy-dandy table.

DC15 Lock Example Table

5 or lessBreak the lock
6 to 10Jam the lock
11-14Nothing happens
15 or moreLock opens

Break the Lock

The lock is broken and can’t be picked or used. Sorry, dude.

Jam the Lock

Your attempt at picking the lock caused something to break, catch, jam, or otherwise damage the mechanism momentarily. Future attempts at picking the lock have the DC cumulatively increased by five until the lock is successful picked or properly opened by its designed opening method of the lock’s DC is increased by 15, you break the lock.

Minor Setback

Same as jamming the lock except the DC is only increased by two.

Subtle Approach

You focus on decreasing your chances of leaving visible marks of you forced entry by using subtler, gentler, and less aggressive methods. Your attempts at picking the lock are hard to see to most people. If someone tries to analyze the lock looking for marks, they must make an Intelligence (Investigation) check against a DC equal to 10 plus your Dexterity (thieves’ tools) bonus. seeing nothing out of the ordinary on a failure and signs of your picking on a success.

Non-Subtle Approach

You just want to get the job done, no fuss, no subtlety. You use more aggressive methods and whatever tools your nave in your arsenal to open the lock, like using a piece of metal for leverage. creating dents on specific places to weaken the mechanism, etc., which leaves clearly perceivable marks on the lock or on the area it was placed. Any creature that looks at the lock can see that it was the target of a breaking and entering attempt.

Changing the DC

Some locks can be more susceptible to a specific type of approach. A rusty lock is considerably harder to pick using delicate tools and trying not to leave marks than it is to simply grab a hammer or plyers and try to make the mechanism unlock by force. At the same time, some locks might be too heavy or reinforced to be reasonably made to open without the use of small tools and delicate technique. For that reason, the DM might assign different DCs for the same lock based on what approach is taken. A successful study the lock check tells the character whether one of the approaches is easier than the other or it both have the

Magical Locks

If the lock has a magical component to it. the DM might allow the study the lock check to be an Intelligence (Arcana) check instead of the usual Intelligence (Thieves Tools) check.

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