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Session VIII, Prelude

13th of Mirtul of the year 1492

Still inside the ancient Dwarven fortress, the party decided that resting was the wisest choice they could make.  However, realizing that it was still early afternoon, they should use the rest of the daylight to finish exploring the ground floor of the ruins.

Moving back to the corridor where they had finished off the giant lizard, they started looking into the last of the rooms on this wing.  One of the last rooms that they had not yet entered proved to be an old kitchen with rusted utensils and mold everywhere.  There were a few barrels in the room that vaguely smelled of ale and piss.  ISAC decided that he by himself was sufficient to examine the room and look for any remaining treasure.  While peering into one of the barrels a giant tick dropped on his back and was able to attach and start sucking on his fluids quickly knocking him unconscious leaving his body hanging half in and half out of the stinky barrel.

Giant Tick

Vladimir was the only one that saw the large bug drop on upon ISAC and as he started intercepting it, it climbed up the wall near the ceiling attempting to escape.  Fwoosh was able to get off a shot with his bow, while nicking it, did not do much damage.  Many others ran into the room, but no one else was able to find the tick as it continued to escape.  Vladimir was able to yell out the location of the bug, run inside and took a swing with his axe, he hit, but it was insufficient, and it was able to escape into the ceiling where there were many holes large enough to allow it to exit.  Fogo applied some healing to ISAC, and everyone seemed confused on what had really happened.

Given the large number of holes in all the ceilings everyone was a bit more paranoid about dropping insects or anything else from that point forward. The exploration then continued.  Another chest was found, this time in the giant lizard room, which contained some armor and a crossbow.

Moving on to the southern corridor, the group started opening doors and looking into each room.  One overly smelly room proved to be filled bats which when disturbed flew around biting anyone in the room until they all managed to fly out of the room.  Nothing was found in that room besides many inches of guano covering everything inside the room.

Swarm of Bats

In another room Vladimir found hidden behind a wall case, a long sword which was then just tossed into the party’s pile of growing loot.  When trying to situate themselves more tactically Fogo backed up into the room at the end of the hall which disturbed a giant poisonous snake within. Another short battle it was killed off and the exploration was completed for the day. After some discussion it was decided that resting would be best for everyone because of the quick arriving evening and darkness.

Giant Poisonous Snake

Blocking the doors with all the available chests that had been found, as well as closing the secret entrance to the lower level, everyone settled in for the night.  A fire was lit in the large fireplace in the north, and a watch schedule was set.  The weather and general temperature was cold, but it only continued to get colder and fell into the freezing temperatures quickly.  That caused everyone to start huddling closer to the fireplace to stay warm during the night.  After setting the watches everyone hoped for an uneventful night.

Before everyone truly settled in, ISAC gave everyone a surprise by removing his mask and explaining a bit more of himself, or at least what he knew.  None of the party had ever seen an artificial person before and there were many questions that were asked about ISAC.  He mentioned that he had only been awake for about three years and had awakened in some sort of hidden and abandoned facility in the hills south of Waterdeep. He knows nothing of the location, or about himself. He also talked about his invisible friend Kieran that was around some of the time. ISAC also asked questions about items he knew of this past to see if anything was familiar to anyone else.  He mentioned Revenant.



The only person that could come up with anything was Angelica.  She seemed to remember reading from an ancient history book, whose contents were most burnt, that there was a reference to something about a black person, an undying person, and that the information was over 400 years old.  No one else seemed to have anything that might be related.

With story time over, everyone settled down for a nice long rest.  Who was on what watch had been determined and each member of the watch shifted around a little from before, but it remained at four watches.  The cold continued to roll into the room from the holes in the wall, especially the large one in the southeast corner which was large enough for a person to go through. More wood was added to the fire, and everyone settled down.

However, since they had not cleaned up their massacre of the bandits, the bodies had all been left in their positions where they were killed in the large hall just outside of the door of the group’s new sanctuary.  First watch came and went, but during the second watch a loud pounding occurred on the door of the room they were all in.

“Let us in, why in the hell is the door blocked?”

Sky, who had been on watch, started yelling for everyone to wake up, which was successful in awakening the party, but also was clearly heard by those outside the door.

“Who was that? Open this door now!”

The party started scrambling to get up and prepare themselves.  ISAC changed his mask to appear as the bandit captain they had killed previously and left his body in the hall on the other side of the door.  Sky and Vladimir rushed to the door to start defending.  

“Who the fuck are you guys?  Bust the door down!”

Without any movement on opening the door, the bandits on the other side began chopping it down.  It did not take long, and the party could finally see their opponents, five veteran bandits and a bandit lieutenant leading them.

Bandit Veteran

Bandit Lieutenant

There was a lot of running around and at one point the bandits managed to push their way into the room, but it did not matter much, the group with a lot of effort was able to take down the bandits that intruded on their sleep.  Once the combat was completed and the bodies looted, the group decided to move all the bandit bodies to the room filled with the bat guano and complete their rest in another room to not be a target again. Hopefully.

Rest came quickly for everyone except ISAC, who seemed to be rocking back and forth and gasping for air.  An interesting issue for someone who does not breath.  The issue with ISAC was ignored and the evening came to an end.

14th of Mirtul of the year 1492

When morning arrived, everyone slept in a bit more to make up for the loss of sleep and a bit stiff and cold from the uncomfortable arrangements last night.  The only thing of note was that something had climbed into the ruins through the large hole in the wall and had dragged out the giant lizard from where they had killed it.  Something very large had been right next to them unnoticed.  There were also paw prints crisscrossing the large hall through all the bloody drag marks left from the movement of bodies.

It was decided that Fogo would use magic to disguise himself as the bandit captain and head down the ladder first.  The ladder dropped down 20 feet before opening into a small room that had a staircase that led further down.  Another 40 feet later Fogo was within yet another small room without any exits.  The rest of the party joined Fogo as they looked for a possible exit.  ISAC was able to spot an incongruency in the southwest wall which turned out to be a secret door.

The door led to a much larger room.  Hoping his disguise would work, Fogo started slowly and quietly moving into the room.  He was able to hear some loud and rough snoring coming from the northwest corner.  It was a deep and rumbling sound, a sound from something large.  When Fogo moved further in, the snoring stopped and the sounds of a large person getting up and moving closer.  Meeting near the center of the room, Fogo faced off with an ogre.


“Ooo are you? You don’t look like dinner. What’s the word?”

Fogo’s only response was to yell out “attack”.

Campaign Notes

The party continues to move through the Ruined Moathouse.  Holing up in the old bandit lair while nice, was an open target when additional bandit patrols came back in.  Will there be more of those?  Ending things by yelling attack on an ogre?  What run.

Session VII, Prelude

11th of Mirtul of the year 1492

Everything started where it ended, in a dark, dank tunnel that led to who knows where with the some of the dead remains of the Ankheg inside while most of the party was covered in the grisly acidic remains of it after it self-exploded.

Hurt, lacking sleep, and after the slight excitement of the second watch, the party worked out the remainder of the watch schedules and attempted to complete their nightly watch.  Avery being severely wounded, decided to skip the fourth watch leaving the party all sleeping and resting without worrying about any possible danger that might approach.  Sleeping the sleep of the uncaring, the completed their rest not knowing if they were spied upon or not.

12th of Mirtul of the year 1492

In the morning, it was evident that Avery had a difficult time sleeping and had dream that disturbed him.  Perhaps almost becoming a snack after dinner last night fueled his dreams. It seemed that he dreamed of the element of water, He seemed very disgruntled and unwilling to talk about what was in his dream.  Fogo eventually convinced him to at least talk about if anything was said in the dream.

“I have always been, I will always be.  I will erode and cover all.  There shall not be any breath but my watery death”.

They discussed where the source of these dreams might be and Avery was quick to blame the gold statue, while Fogo suggested finding additional information, perhaps from some Drow. Avery was quick to argue against it due to his guessing that they are probably evil given their reputation, but he could not confirm anything since he has not experienced any interactions with the Drow as of this time.

The discussion then was around the exit of the ankheg hole.  Not knowing where it might go, or even how far, they agreed to not delve into the hole due to not wanting running into more of the ankhegs, especially if they were anywhere near the main nest.  It was decided that running away from the unknown hole was better than diving into the darkness.  Packing up the camp they headed south searching for indications of bandit.

After a few hours of walking south, they eventually were able to find some wagon tracks that went to the west to the Long Road, and to the south.  It was noticeable that some of the wagon tracks were visibly deeper than the others.  Sniffing down some horse dung, ISAC was able to determine that some horses had passed here over a week ago.  They did remember that there were some Ammakyl wagons missing, and perhaps these might be related to those.

As they continued south, they could start to see some dark green vegetation that began to fill the landscape ahead of them. As they approached the foliage, they could smell the fetid rotting smell that reminded them of the Stump Bog in Rassalantar.  The trail from the wagon wheels led directly into the swamp.  The area head of them was dark and did not look very welcoming.  While not dark enough to require them to light up the torches, it was dark enough to limit visibility and add to the spookiness of the trail ahead.

 The weather has remained hot and still, but as they approached it was much more humid and stickier in the swamp area.  The sounds of insects and other small creatures’ noises could be heard, none of which anyone was able to identify.

Remarkably, Sky was able to find the tracks.  All of them were in pools of algae covered disgusting water. The tracks did not lead in a straight line but meandered around in seemingly random directions.  Checking some of the turns, the found that the path not travelled was treacherous and had much deeper than pools of water and mud.  The path the wagon followed was avoiding these hazards.

They used some rope to connect all themselves together to attempt to provide some additional safety while traveling the questionable path.  With a lot of luck, Sky was able to continue to be able to follow the tracks.  Several hours into the foray, Angelica slipped and fell into a sinkhole.  She was able to keep a hold of the rope, and with some effort and assistance from the rest of the party they were able to get her out of the mud that was pulling her down.  Covered in disguising stinking mud, Angelica was free but had difficulty moving forward and found that moving was more difficult than previously.

A heavy mist dropped on them and slowed down their ability to travel even more than previously.  It took about an hour for it to fade enough for them to get back to their more normal slow rate of travel.  After a couple of more hours of traveling they were now surprised by a Vine Blight that sprung up its vines and trapped half the party. By summing his wildfire, Fogo was able to teleport a few of his team members to safety out from the vines.  It did not take long for them to kill it and move on to their destination.

Vine Blight

While it seemed to take days, it was only about a six-hour trip for them to finally reach an opening in the swamp.  Ahead of them was a small, ruined fortification.  This was not the end of the swamp, but just a wide clearing where the Ruined Moathouse sat.

Ruined Moathouse

Sending Fwoosh forward sneaking forward, he approached the Moathouse.  As he came closer passing several pools of water and find one ahead that had a pair of giant frogs within.  They had not seen him, and he was able to creep past them without being detected.  This allowed him to sneak all the way over the broken drawbridge and to the gate. Looking into the courtyard, it seemed abandoned except for the flickering of shadows at the far doors on the other side of the courtyard, but nothing specific was able to be discerned.

Giant Frog

Due to evening having arrived, the group decided to sleep for the evening and attempt their entrance the next day into the Moathouse.  Using their standard watches, the night proved to be uneventful and nothing besides a multitude of mosquitos bothered them.  As the night dragged on, the heat seemed to have fled.  A coolness, even coldness started filling the air.  The weather had once again changed, this time for an opposite extreme.

13th of Mirtul of the year 1492

With everyone getting up and rested they could see all their breaths in the air, except ISAC.  He seemed to the the only one without a breath plume.  The party was surprised, and all looked for an answer, but he left them guessing and refused to elaborate.

Skirting the edge of the trail approaching the moathouse they avoided the slumbering frogs and started crossing the shattered drawbridge. All except Avery, ISAC, and Fogo were able to make it across without mishap, but those three stuck their legs through and suffered minor injuries.

Once across they started setting themselves up on the other side.  Vladimir was able to determine that the fortifications were Dwarven from over 400 years ago.  While examining the courtyard, Sky noticed that there were many peepholes in the walls from the rooms behind the walls.  The peepholes were hidden in different decorations and motifs on the walls.

Knowing that any surprise they might have had was gone.  Approaching the doors, they went through excepting some sort of ambush, but there was nothing but the decrepit hall behind the doors.  They went down one of the hallways checking the doors one by one finally getting to the end of the hall and a pair of double doors.  Vladimir opened them to see an old destroyed barracks with a large lizard inside.  The lizard who had been sleeping had been awakened by all the banging and bashing of doors.  With a roar it charged Vladimir and smashed the double doors.

Giant Lizard

Reacting the new combat, the party moved into place to support Vladimir.  While everyone was focused forward and engaging the giant lizard, a door at the other end of the great hall opened, and a large group of bandits came out shooting their crossbows as they ran toward the party.

Bandit Captain

It did not take long to finish off the lizard and the bandits did not prove to be too much of an issue.  But the bandit captain was a different story.  He was able to hold off the entire party and even knock several members unconscious.  The only unusual event was that when Sky fell after being beaten severely disappeared in a puff of smoke leaving all his clothes and weapons behind and reappeared 15 feet away stark naked and feeling a bit surprised but alive.

With a lot of effort, the party was able to finally take down the captain.  Checking all the bodies and treasure, ISAC found an interesting tattoo on the chest of the captain.  A tattoo scribed right over his heart.

Bandit Captain Tattoo

When this was revealed to Avery, it upset Avery more than anyone else had seen previously.  Taking a blade, he started chopping the dead body until there was nothing, but a heavily mutilated body left.  

He was also carrying a red coin with the Drow symbol of water.

Drow Symbol of Water

Everyone moved into the abandoned bandit room finding a secret door with a ladder leading down as well as a chest full of minor treasure that they collected.  Deciding that it was a good opportunity to rest in the mostly secured room.

Campaign Notes

The ankheg left a lasting impression, and they finally got to the Ruined Moathouse. Avery found something from his past, the group found another elemental symbol.  They have the rest of the ground floor to explore, and whatever is waiting for them below ground.

Red Larch

Red Larch has been an important stop on the Long Road for two centuries now. Named for a distinctive stand of red larch trees that were cut down when the hamlet was founded, Red Larch became a settlement in the first place thanks to a drinkable spring that fed a sizable pond ideal for watering horses, oxen, and pack mules.

An east-west trail meets the Long Road at the pond, running west to the logging community of Kheldell and east to Bargewright Inn and eventually Secomber. Another trail leads to quarries in the Sumber Hills and to ruins of stone keeps long ago left to monsters and outlaws (the Haunted Keeps).

In recent years, new quarries have been opened on the northwestern edge of town. So far these have yielded up great slabs of marble much prized in Waterdeep for facing large new buildings and repairing older edifices. Red Larch is also a center for stonecutters quarrying slate on the fringes of the Sumber Hills.

While Red Larch remains prosperous, dark omens are appearing. The heart of the Sumber Hills has become far more dangerous, with monsters lurking seemingly everywhere (no one goes into the hills berry­ picking or hare-hunting these days, though Red Larcher children traditionally did so daily in summer and fall). Banditry is on the rise, and the weather seems to be getting more severe and more unpredictable. Several Red Larcher shepherds have seen strange figures watching them from distant hillsides in the wild fields east of town where they have traditionally grazed their flocks. Quarry workers used to cut by torchlight when orders were backing up but do so no longer, shunning the pits by night. They are spooked by rumors of dark-robed figures in stone masks lurking in the darkness beyond the torchlight. The townsfolk fear that dangerous times are at hand, but no one seems to know what to do about it.

Session VI, Prelude

10th of Mirtul of the year 1492

The group slowly awakened in their two rooms, mostly rested, except for Fogo who had been plagued by upsetting dreams and uncomfortableness all night.  It was noticeable enough for Avery, Fwoosh, and Sky to wonder if there were any issues that they should be concerned about. Fogo described his dreams about the earth and stone and believes that it points to the quarries as a possible source.  He did quote something he remembered from the dream.  He heard from a genteel and well-spoken voice say:

“The last war did not wipe the slate clean. You all shall be crushed by the earth, ground into stone, and I shall begin again.

Fwoosh was still concerned about his golden statue, and he felt like it was sucking things from him.  Something unknown, as it was consuming some of his essence. The action of handling it made Avery very uncomfortable, but not for any reason he could articulate, perhaps just fear of the unknown.  Concern about the statue was expressed by Fogo as well.

The other group strategized about their plans for the day and wanted to make sure that they visit the owner of the inn who is known to be a wizard.  Angelica spoke up about how both Imdarr and the constable should be trustworthy and that they should be planning on taking on the bandits soon.

It was at that point that everyone came together and went downstairs for some much-needed breakfast.  Sitting at a large table they all ordered some breakfast and.  All of them enjoyed the main room which were substantially cooler than their rooms, and especially the outside. Fogo related his dream from last night and requoted the voice he heard.  Vladimir described his dream of fire, and said that he too heard a voice:

“You cannot stop the flames. I shall burn all of you down and rule over the ashes of rebirth.”

They also discussed that disturbing dreams had also seemed to have plagued several of the people of Red Larch.  It was pointed out that the dreams were very elemental, perhaps even primordial. In the midst all this, Sky relayed that he too had a dream.  It was of a white fox named Deloris, the Harbinger of Death.  Sky was not sure about if there were any elemental links, but the giant berry he had been eating in the dream was very tasty.

Behind the bar was a short man sitting on a stool.  The party assumed it was Dhelosk Quelbeard, owner of the Blackbutter Inn, and a wizard.

Dhelosk Quelbeard

While the conversation was coming to an end at the table, Avery quietly went to the bar and hopped on a stool to converse with Dhelosk.  It was explained that the party has questions for Dhelosk, whereas Avery was interested in finding a teacher of the arcane arts.  It was implied that instructions might be available for the right price for Avery and his party members.

Vladimir led the party into considering what topics they should discuss and any subjects they should broach with Dhelosk.  The golden statue was brought up several times.  Fogo expressed interest in magic items and others in potions. It was also suggested that they ask him about the weather and any other odd occurrences in and around town.

As usual, the party then split into different groups.  Fogo, Angelica, Avery, ISAC, and Sky went out leaving Vladimir and Fwoosh stayed to speak to Dhelosk.

Vladimir attempted to make a copy of the symbols on the statue, when he realized that all the paper left the building with the other party members.  Attempting to develop a talking strategy Fwoosh and Vladimir concluded that after taking the statue out repeatedly, it was likely that Dhelosk had already seen it. So, they approached the bar.

It started with a little small talk that quickly led to asking about available magical wares that he might have available.  They were told that what he did have, would not be around long, and new stuff would arrive frequently.  Dhelosk expressed his interest in artifacts, old magic, anything that might be interesting for him to research.  Vladimir and Fwoosh were directed to the shrine for healing potions, and pointed to the local smith in town that could make very high-quality arms and armor.  Most of the things that Dhelosk had on hand were much too expensive for the party.

The old wizard was able to identify the unknown potion in their hands that was found in the Amphail Middens.  Something the Wererat had on his possession, it was a potion of cure lycanthropy.  He also explained more about Wererat society and their communal nature and that they do not allow new Wererats to exist unless they are a member of one of the clans.

When prompted for their questions, Vladimir asked about the odd weather and the old man replied:

“What has been going on is more primitive, more like ancient magic, something elemental.”

Dhelosk continued to explain that whatever is happening has been affecting magic in the area as well in odd ways.  Scrying is all but impossible around and in the Sumber Hills, and that most of it has been occurring within the last year.

It was then they brought out the golden statue.  Fwoosh explained a little more:

“It’s taking things from me. It’s warm.  It absorbs elements.”

Golden Statue

With a gesture and a request, they were brought into the back area.  A long hallway with several doors, probably leading to storage and the kitchen, but Dhelosk stopped at a blank wall.  With some sort of arcane gesture, it transformed into a doorway which led into a very large room, at least 50-feet wide and deep.  With the floors, walls, and ceiling all made of stone.  There were a few other exits.  This room should not be able to exist, it was outside of the confines of the walls of the inn.

The room was filled with a magical air with one wall covered in books and a comfortable chair and table nearby.  There were several tables for different arcane purposes.  It was very much a wizard’s research room. Once within the room, he led them to one of the tables and started examining the statue.  He fetched a book and looked over the symbols and seemed to be comparing them to what was within the book.

“It’s hiding itself. If those symbols are true, then it is at least two thousand years old. It’s from an ancient Drow civilization. These are elemental symbols from the old Drow magic.”

He then explained each of the symbols:


Dhelosk asked about purchasing said statue but was quickly shown that it was attached to Fwoosh and if brought more than ten feet away, it would automatically return to Fwoosh. He did not know what the top symbol represented and was not in any of the ancient Drow books he had.  When asked about the item being cursed, he replied that it might be, or that it might be trying to awaken, or using the “sucking” to power its magic.  It was very old and details could not be determined.

When Vladimir expressed his concern that they wondered if it was dangerous.  The reply gave them some feeling of comfort.

“He does not look worse for wear, if it is drawing something from him, he is not showing any symptoms of it.  He is not aging, not fatigued, not anything. It is hard to say it is cursed at this point because there is no impact.”

After some additional small talk, they departed the hidden room and then the inn heading to the shrine.

The other group of everyone else had wandered outside.  It was hot and humid.  It was much worse than yesterday.  The weather continued to bear down upon them.  There was not a breeze, or anything else to break the heat. They headed north to the Mellikho Stoneworks, hoping to find out more about the men in the stone masks.  Upon entry to the quarry, they were greeted by the banging of metal on stone with over a dozen men working with a middle-aged woman screaming instructions at them.

Albaeri Mellikho

With some conversation on how to approach the group, Avery and Angelica split off from the group to head to the bakery everyone had passed on the way here.  The rest went further into the quarry. The woman that had been yelling was not happy with the intrusion and when asked about any oddities, she derided them about anyone in stone masks.  She told them it was just her quarry miners being weak and not wanting to work at night.

When Fogo pushed, she told them about an old treasure in a cave in the hills near town.  She told them to go explore and adventure there and leave her alone.

Arriving at the bakery, the wonderful smells of fresh bread and pastries filled the air.  They were greeted by a rat looking man. The selection was amazing, and after purchasing, it all tasted great.  When asked about anything strange happening, they were told about the Tarnlar children that had been chased away by an old dwarf from Lance Rock claiming that there is plague there, and then about the Mhandyvver’s children having talked to a ghost somewhere in the hills.  Mangobarl dismissed both as just children’s fantasy and games they were playing.

Mangobarl Lorren

All three groups completed their various conversations and met in the street.  Agreeing to meet for lunch later, Fogo left the group and headed into Haeleeya’s while the rest headed to the shrine seeking healing potions and perhaps some penance.

In Haeleeya’s, the store was clearly some sort of bathhouse as well as a dress store.  The room was filled with the smells of flowers from the many that were situated in the room. Fogo met the proprietress and with a few shared hand signals they moved in closer and began talking in soft voices.

Haeleeya Hanadroum

She was happy to find someone from the Enclave in town and questioned him about what mission he might be on.  She expressed her concerned about the unnatural weather, the change of behavior of several members of Red Larch, men in masks wandering around, people having weird dreams, and that there were  nearby haunted locations.

“Lots of things happening at once, like the supernatural just woke up”.

When asked about what might important, she told him that the children have been seeing most of the things, mostly because the adults are working, and the kids’ stories just scoffed at.

Everyone else was at the shrine and Imdarr was readily available. He was quick to go straight to Angelica and start talking to her. The party impatient about asking about purchasing healing potions.  Because of Angelica belonging to the Order of the Gauntlet, they were given a higher-than-normal discount, and most of them bought a few except Vladimir, who bought five. Imdarr also explained a bit more about the size of the River Dessarin and the fact that there are even pirates on the river.  Angelica did ask about her sister and wrote up a letter for her sister to be delivered.

Imdarr Relvaunder

The group then reconvened at the Blackbutter Inn. Ordering food and drink from Delilia.

Delilia Quelbeard

Gwendolyn brought out the drinks quickly and mentioned that she knew that they had met with her boss. She did not have too much more to add and went back to her bar.

Gwendolyn Venelli

The party discussed what each group had found.  A lot of the discussion was around what was found out about the golden statue.  They kept talking about wanting to test the magical powers of the statue, all of which would be casting damaging spells toward Fwoosh and hope that he is protected by the statue.

 After lunch one group consisting of Angelica, Fogo, ISAC, and Avery went to the shrine and the remainder group of Vladimir, Fwoosh, and Sky went to the smithery.

The group at the shrine were looking for toolkits for some of the party members, but not much was available, but Imdarr suggested the group head to the market that was open on then end of every ten-day.  They then headed that direction.

The other set of party members arrived at Tantur’s Smithery.  They were greeted by the dinging of metal on metal.  The heat of the forge made the day even more miserable than it already was.  A muscular family was working the forges.  On display there were a mix of weapons and armor, several of which were some of the best they had seen before.  The smith’s wife came out and after giving them some of the prices, the group was in shock for some time.  All the higher quality items were way out of their price range.

Eldras Tantur

Fwoosh seemed to have taken something from the conversations with the Laefra that triggered him.  With a few rude words he departed the smithery with Vladimir. When questioned about his attitude, Fwoosh revealed more about his history in Waterdeep and about how he had been kidnapped and forced to perform in front of nobles like circus freaks.

Both groups came together as they were all heading to the market.  It was an interesting mix of vendors having anything from used weapons, fresh fruits and meats, junk, and finally pickles. Oh, those pickles.  While shopping, the group heard some loud and raucous laughter coming from a large half-orc.  He seemed to be manning a booth selling pickles.


ISAC was looking for someone to purchase used weapons, and there was a booth for Ironhead Arms run by another half-orc.  Nothing was new, most were in mediocre condition, but he was willing to purchase and weapons and armor without too many questions.  What was most interesting was a set of axes he had on display.  While not the best of ironmongering, they were in fine condition.  Battle axes, great axes, and some others less important ones.  It was these that got Vladimir’s attention and to some extent horror, as they brought up his memories of the Iceshield Orcs from his past.  It seems that these axes, were from these same Iceshield Orcs.

Feng Ironhead

It seems that the Iceshield Orcs are in the valley, mostly to the east of the Sumber Hills.  They like to raid the farms and steal from where they can. For a final stop, the party went to visit the pickle stand.  The vendor was a very happy and friendly half-orc.  He did not really pay attention to his sales very much, and he seemed to be much more interested in just having fun and talking with people.  He offered dill, sweet, jalapeño pickles, and his extra special pickles.

Peppers with the Extra Special Pickles

While they were all chatting, Sky witnessed someone sneaking by and steal some of the pickles.  When confronted the thief tossed the pickles at Sky and ran off.  When asked about it, Grund claimed it was okay since it was just his friends that were playing pranks on him. Several members of the party bought pickles and when asked about his name:

“My name is Grund.  My mother gave me that name.  That was the sound that she made when she gave birth to me.”

It was at that point that Sky decided to sample one of the extra special pickles.  It went in easy enough, but it did not take long before Sky was writhing in pain on the ground with foam coming out of his mouth.  ISAC had to carry Sky back to the Blackbutter Inn.  As they walked back, everyone was reminded at how awful the weather was.  It was hotter than before, and the air was not moving at all.  The stillness was as bothersome as the heat. ISAC went to the room to retire early while Sky went to the outhouse where he had his own personal religious experience while the extra special pickles had worked their way out.  Fogo and Avery made their way to Helm at Highsun leaving behind Vladimir and Fwoosh at the Inn.

Fogo and Avery were on the hunt for some of the miners from the quarry.  While the Helm was busy and full, they were able to find a set of four that they recognized.  Avery headed to the bar to watch, and Fogo went to visit the miners. At the bar, Avery continued his delving into different ales. The bartender was a slender gentile looking man.  Avery was more concerned about watching the action with Fogo than a conversation with the bartender.

Garlen Harlathurl

With the miners, Fogo offered up some ale in exchange for a conversation.  When asking about the rumors of men in stone masks, the miners explained after a drink or two that they were concerned about their boss, and that she was upset from the visit earlier in the day.  She was always angry but seemed more angry than normal from that visit.  They did not know what had been discussed with her, but she was not happy at all.  They then told Fogo that the men with stone masks started showing up around a month ago.  They would be there at sunset and chase the miners around, there was magic and just general scary things.  Why would the miners be willing to work with that?  Their boss seems to be upset when people ask about it.

“Strange looking masks, stone masks. Chasing us around.  Are they bandits? Are they ghosts? It’s just scary.”

At the Blackbutter Inn, Vladimir started off with a couple of bottles of strong alcohol, very strong alcohol.  Fwoosh watched in amazement as his friend was quickly finishing off the bottles.  Fwoosh tried to pry information out, and Vladimir explained about his past as a soldier and that a devastating ambush had killed most of his friends and had been conducted by the Iceshield Orcs. It had a profound impact on him.

Once the two from the Helm got back, they could see the poor condition that Vladimir was in, everyone there decided to bring him up to his room and head to bed.  Angelica was able to drag and or carry Sky up to his room where Sky was a bit delirious and walking funny from his experience.

Eventually the group was able to settle somewhat in the rooms and went to bed for the night.

11th of Mirtul of the year 1492

In the morning everyone was feeling well except Vladimir who had an excruciating headache and Sky who kept a hold of his buttocks to ensure nothing was leaking. ISAC approached Dhelosk for some sort of elixir to help the boys in pain. Creating a mixture of different colored liquids and some sort of pill, the smoking drink was delivered.  Once quaffed, both boys in pain felt a lot better.

After a hearty breakfast, the party got on the road south.  Searching for several miles for any possible trail they spent the entire day finding not very much except old hunting and creature trails, but nothing recent, nor anything that led them to believe that they found any bandit tracks. After almost a week of camping with Otis and his sons, the group was proficient in setting up camp, however it seems that Fogo might have been watching George a little too closely and the meal he cooked was just as poor as most of George’s were.  Once the meal was completed, they started their normal watch rotations with a small campfire being left lit.

It was very quiet as the watches went by until the second watch which was Vladimir and Fwoosh.  Neither noticed the gentle vibrations in the ground.  The dirt erupted around Avery as a large insect rose and grabbed him.  It just as quickly dove back into the hole it had come from.


It quickly became a mass of confusion as the players started jumping into the hole to save Avery followed by the other characters as they awakened and followed into the hole.  They were able to catch up before it ran off with its Avery dinner. The battle did not last long, but they discovered that the first hit upon it made it spew acid from the wound, that it was able to attack with both claws and a bite, and when riled up would also spit acid in a 30-foot stream at them.

There was a lot of yelling, dodging, and bravery, and they were able to kill it without too much difficulty.  However, to their horror, they discovered that upon its death, it exploded into a spray of acid in a 30-foot radius which was able to cover almost the entire party.  Still, they all survived.

And that is where the session ended.

Campaign Notes

It was an interesting day in Red Larch.  The group got to experience different tastes, experiences, and the smells that went along with them.  They finally started hunting down the bandits moving down Cairn Road working their way along the south side of the road first and planning on covering the north side on their way back. Who knows what they will be encountering. Well, someone does and he is not telling them.

Session V, Prelude

7th of Mirtul of the year 1492

With the ambush behind them, the group made their way a little further north and were led off the road by Bart to camp and hide a bit further than normal, in case any additional foes were chasing.  It was at that point the night became all too familiar to the party.

George unharnessed the horses on the wagons, did his normal nighttime activities.  Brushed the horses, checked the wagon axles for cracks and sufficient grease, the wheels for any cracks, the cargo for safety and tightness of load, and anything else to ensure that everything was in a condition for travel the next day.

George Samael

Again, dinner was made by George.  Even with a low standard, George had managed to make mud pies look appetizing.  Even William seemed unwilling to eat the glop that had been made.  Fogo created some Good Berries so that everyone would be able to eat safely.  Only ISAC attempted the obscene thing called food that George had made, and even he, with his create fortitude against poison did not feel so well.

William Samael

A bowl was made for Otis, with which he ate his meal like he did every other night.  He would slowly spoon it into his mouth without expression or care.  He would finish the bowl completely, hand it back to George, and then crawl into his tent for the night’s rest.  The party had watched with great fascination as Otis was able to consume the “meal” without any difficulty or complaint.

Otis Samael

While the camp was getting readied, Nathan expressed his happiness with the events, and cautioned about wandering around.  The Deathguards stood around Nathan’s cart, with their swords out, ready for action at any time.  They did not move much, they did not eat, did not look like they were planning on sleeping, and never departed for any personal business.


They would remain in this position all night without any change except for rotating around the cart to give each guard a slightly different viewpoint as the night went on.  The Deathguards never spoke during any of the watches, and only seemed to communicate by some sort of hand signals that no one recognized.  Even though they were armored in chain mail, no noise came from them.  The normal soft jingle of chain was not there.

At some point in the night, Fogo went into the woods to conduct his ceremony to summon and then connect himself to his new companion, a wildfire spirit. A mischievous fey spirit that only druids of a certain circle can even convince to assist them in the human realm.

During the first watch with Fogo and Angelica, they were able to hear something from the road that was about 100 feet away from them, but they did not leave the camp and waiting for the morning to look at it if they remembered.  Nothing disturbed the normal night sounds of insects and odd wilderness noises, but something had been on the road.

It was during the third watch that Sky thought it wise to approach the Deathguard.  Once he was within ten feet, all three jumped forward and threatened him with their swords.  They waved him back and once he had properly retreated, they went back into position, except that at least one of them started keeping a closer eye on all the party members, especially Sky.

8th of Mirtul of the year 1492

The last watch passed without any issues and morning arrived.  The morning was like all others.  George got up, made breakfast, fed Otis, got the wagons ready, and the camp was broken down. William was immediately pestering Vladimir for some additional sword fighting training.

It was clear that the guards had not rested, nor left their posts since their arrival.  They have remained, silent, wary, and ready for action.  Bartholomeus prepared their wagon while Nathan slowly awoke from the top of the cart.

Nathan Axedredge

Fwoosh, after completing the creation of his new studded leather mask disguise, went around and showed everyone his new look to ensure no one would be confused in the future about who he might be.

Fwoosh’s New Mask

Everyone got back on the road with Otis in front, followed by George, and finally Nathan and his cart with the Deathguard walking on the side and rear of the cart keeping their vigilance.  While this was going on, Fogo snuck in another detect magic to look over the Deathguard and seemed a little surprised by his findings.

Everyone progressed at their normal pace.  Otis led, and he was not in a hurry, nor was he moving the group slowly.  It was a normal movement to not tire out the horses too much for the day’s travel.  As they progressed, Fogo noticed something somewhat unusual.

As they headed north, the horizon and the sky above had an orange tinge in it.  Like a haze and head from a forest fire, but there were not enough woods ahead to have caused this.  It was disturbing to Fogo.  As they day got longer, others notice the strange coloration of the sky.  All that saw it felt uncomfortable, the hair on the backs of their neck rising from the unnaturalness of it.

At some point, Nathan who had been working on something on top of his wagon, seemed to have finished it, and upon that he gave a slightly demented giggle, stood up and with a flash of fire, the paper in his hand burned into ashes, with those ashes slowly floating away from the group. The party looked forlornly at the ashes of what most likely the message that Fogo had found on the dead leader of the bandits of the previous day.

Fogo began asking the question of everyone about what everyone else’s were plans once they reach Red Larch.  Avery expressed his interest in following whatever mystery was upon them with Vladimir agreed wholeheartedly.  Fogo wanted to find the source of this unnaturalness.  Eventually ISAC revealed that he might have some business with a friend up there.

Avery talked about his partner’s death in Waterdeep.  He laid the blame on a person called Gabriel Crowe.  All he knew was that the person was dirty because of being able to show his wealth in unusual ways.

Once again, they camped further away from the road than previous camps.  Bartholomeus once again chose the location and assigned four members of the party to assist in removing any trails they might have left between the road and the camp sight.

Again, the oddity of normalness filled the camp.  George settled the wagons and horses, prepared the camp, and made dinner.  Vladimir went forward to chat with Nathan about the Deathguard.  It was revealed that these were specially assigned to Nathan by his father and that they only truly only obeyed his father.  They should not be seen any time in the future unless his father was involved with something.

Nathan also talked a little about his siblings.  While he is a mage, he told Vladimir that his older sister Oedelphina is much more skilled in magic and his older brother Drake prefers the sword.  He also revealed that his father Alexander has been the head of the family for the last 30 years, and that the Axedredge family has been around for over 400 years. He also told Vladimir that while his brother is a nice guy, they should watch out for his sister who is well known for being manipulative and cunning.

While waiting for Vladimir to come back and help train him with the sword again, William was completely surprised by Fwoosh who had snuck up on him and made him fall and toss his weapon.  Fwoosh delivered a lecture in which Vladimir also agreed about being prepared and be watchful of his surroundings.

Once the watches started, Fogo started by testing his new Wild Shape and transforming into a Giant Rat, a shape he only recently became familiar with.  The sky continued to concern the party members as they could see the ominous orange sky to the north.  They also noticed that even without any light, the Deathguard seemed to be completely at ease in the darkness and did not seem to have any difficulty in seeing in the dark. It was odd that they never seemed to be exhausted, even though they have not yet rested since they showed up.

Vladimir continued to have difficulty in sleeping.  The disease wracking him in pain and uncomfortableness.  Wrought with hot and cold chills, his sleep was disturbed at best.  Tonight though, his sleep seemed much more difficult than normal, he seemed to be rocking back and forth as if dreaming something truly horrifying.  He was relieved from being forced to handle the second watch as Fwoosh took all the responsibility himself.

Otherwise, it was a normal night.  The same as usual.  No extra noises, the horses were not nervous, Otis snored gently, and the Deathguards kept guard against anything that might show up, including members of the party.

9th of Mirtul of the year 1492

The next morning was almost monotonous.  It was the same as every morning.  George got up, made breakfast, fed Otis, conducted his wagon check, and finished by harnessing the horses.  Bart took care of Nathan’s wagon and horses.  ISAC was feeling uncomfortable about the Deathguards, something just did not feel right.  Something was seriously wrong about those guards.  Fogo relayed that he had seen magic within the Deathguards to ISAC and the others.  It left a lot for all of them to ponder on.

Fogo, using his magic was able to confirm that Vladimir had caught some sort of disease from the Giant Rats and would need a magical healing more powerful than what the party could deliver.  They would need to see a priest in Red Larch and hope that they would be able to assist.

As they moved north the ominous and dark orange sky became clear to everyone.  It was like a large haze hanging in the sky.  The weather itself was dry and very hot, much warmer than what it should be at this time of the year.  It should be a cool sprint day but felt more like the beginning of a hot summer.  Again, it was something not so natural. The air was very still and stagnated.

When asked about the weather, Otis explained that while the weather has been odd, nothing like this.  Besides the weather, Otis plans on taking some alternative routes after Red Larch.  He did not like the weather, and he really did not want to get in-between the Axedredge boys in some sort of family squabble.

“It’s like playing politics, it’s the quickest way to get your throat cut, usually in a dark alley where no one is watching you.”

They continued to travel north with nothing occurring during the day.  It was just another slow and boring day for everyone.  Being on guard for so much time looking for additional ambushes or bandits was slowly dragging everyone down.  It was getting dreary, dusty, and uncomfortable. As they moved on, they began seeing more farms, but the road was lonely.  The was no one else on the road, not merchants, not guards, like it was an abandoned road.

About midday they finally caught sight of Red Larch.  It was a welcome relief for many reasons.  They stopped at Bethendur’s Storage.  It was four large buildings made of big stones.  All the wagons were led around the back and parked.

Aerego Bethendur

They were greeted by and well-dressed man and several large burly men.  A quick negotiation between Otis and the man resulted in Otis being able to store his cart in a regular storage room.  George maneuvered their cart over and then he and the large burly men unloaded the cart and sealed the door.  The horses were put in a pasture that was just behind the buildings.

Otis paid the party the promised 100gp, minus the penalty from Rassalantar, and an additional 50gp as a bonus for helping so much.

Nathan on the other hand, requested a high security location.  They backed his wagon into the secure area and the three Deathguards all went in with it.  With some familiar chanting and a flash of light, Nathan came out alone from the room. The stone doors were pushed closed.  Doors that were a foot and a half thick.  With a flash of magic circles on the door, Nathan and the proprietor locked the doors.

Nathan then paid the party their promised 250gp.  He expressed his happiness in the employment of the party and looks forward to a future employment of them.  It was revealed that the cart had come from the Axedredge gnomish workshop.  

When asked for directions, he directed them to the Allfaiths Shrine further up the street. The entire party headed to the shrine hoping for a priest of better magical ability than they had.  They were greeted by the two priests within.

Imdarr Relvaunder
Lymmura Audarhk

They were quickly able to explain the issue and because of Angelica belonging to the Order of the Gauntlet Vladimir was able to get the healing for free and he finally felt healthy and relieved. Imdarr took Angelica to the side and wanted to know if she was here to investigate the issues in the area. She queried about the current issues and what was happening.  He talked about the odd weather and how the whole town seems more suspicious of each other.  There were strange men in stone masks, and word of a plague at Lance Rock. He directed them to the constable for more information and assistance.  They were also told Gaelkur’s is a hotspot for old men to gossip.

The party then decided to divide and conquer their information gathering. Angelica and Avery went to the constable, whereas Fogo, ISAC, and Sky went to Gaelkur’s, while Vladimir and Fwoosh stayed at the shrine. They agreed to meet later at the Blackbutter Inn.

At Gaelkur’s, it seems that it was a used tool and barber shop, and possible dentist.  A group of several old men were all chatting on the side while one of them was getting a haircut. Fogo and Sky wandered the crowded aisles while eavesdropping on the old men gossip.

Marlandro Gaelkur

While his companions were snooping, ISAC found a seat and contemplated his existence.  He seemed to be suffering some sort of existential crisis. Having a one-sided conversation out loud to himself, ISAC seemed confused on how to move forward. During the one-sided conversion he expressed his feeling that they should stay with the current group, it should provide some safety.

With Fogo approaching the old man group asking about what there was to do in town.  He was told about the different places to drink and eat as well as a few other stores that were in town.  Red Larch is just a small town.  He asked about the ghost in town and was corrected that there was some girl that had claimed she had talked to a ghost.  The girl was the daughter of Minthra “Minny” Mhandyvver.

Not gaining much more, they all headed to the Blackbutter Inn to meet the rest of the party.

Meanwhile at the shrine, Vladimir chatted with Imdarr.  They talked about possible employment with the constable and the issue with bandits in the area.  The primary focus of the discussion was around a dream that Vladimir had.  Asking for help to interpret it, and any details about demons and devils.  Imdar told about other types of elemental dreams that others have had, but nothing concrete.

“Fire, a lot of fire.  Some sort of figure. Towards the end of the dream, two horns split out from my head while I was burning. But it could have just been my fever.”

Lymmura and “Pick” talked about where clock towers might be and about geography in general.  He also attempted to get his ring identified and find a possible contact.  Fwoosh seemed concerned about finding someone can help identify magic items.

Before the two departed, they looked for any similarity with the different statues of the gods and their symbols with the one that they had found on the dead body in the middens in Amphail as well as the mysterious golden statue.  With nothing else needed at the shrine, they decided to head to the Blackbutter Inn to find the others.

On the way to the Inn, Fwoosh showed the golden statue to Vladimir.  Fwoosh was concerned that it was sucking his energy because it was warm to his touch, but cold to anyone else’s. They decided that Vladimir would hold the statue for now until they were able to figure out more about it.

Golden Statue

At the butcher’s location, Angelica and Avery approached and went into the store front where they met a large woman wielding a pair of massive cleavers. They purchased a very small amount of meat before heading to the last building to find her husband Harburk Tuthmarillar the constable.

Jalessa Ornra

At the last building they found Harburk sharpening a bunch of knives. Angelica took charge about asking about any details on current issues in the area.  They were told that bandits were the most immediate concern.  Given a map of the area with several points marked, they were requested to handle them with their mercenary friends.  The group was also given some history about the area.  The oldest civilization was the drow, followed by orcs, and then finally dwarves before mostly humans moved into the area.  The whole area is littered with ruins and old remains from thousands of years.

Harburk Tuthmarillar

The conversation also led to the Axedredges and that there was a family issue in progress.  He said that Nathan was not a bad sort, just peculiar.  The town of Red Larch needed that family for bringing in different metals that they do not have locally.

Deciding to go to the Blackbutter Inn and let everyone know about their new assignment from the constable, the two stopped at the shrine to satisfy Avery’s curiosity about who the two priests worshipped.

With everyone together again at the Blackbutter Inn, they were greeted by a young half-elf.  She seemed surly and unhappy but seated them and took their orders. While it is hot outside, the inside of the inn was cool, almost cold.  Though the walls were thick stone, it would not have been enough to have kept the building at such a low temperature. They all noticed that there was a slight breeze in the room, but from where they could not determine, just that the air was just swirling around.

Delilia Quelbeard

Their drinks were served by a youngish red head who seemed willing to tease and flirt with the group.  When she dropped off the drinks, she chatted up the group.  She told them about the strange men in stone masks that had been going around frightening the quarry workers but blamed it on the old men group at Gaelkurs for playing pranks.  She also talked about how the occasional dead body has shown up at Bethendur’s Storage, and then just quietly burned by Aergo and his men.

Gwendolyn Venelli

She did reveal that her boss was a wizard and that the other girl was the boss’s granddaughter who was brought out here after her parents had perished. She told them that he occasionally will sell magic items and will usually purchase magic items that had been “found”.  Avery jumped on the possible chance of finding an instructor to teach him magic.  She told the party that they should come back in the morning to meet Dhelosk.

Once she left, the group shared about what they had found and talked about deciding what their plans would be in the following few days.  Getting two rooms for the night, they split into two groups with Fogo, Fwoosh, Sky, and Avery in one room and Angelica, Vladimir, and ISAC into the other.

At some point before everyone went to bed, Vladimir realized he no longer had the statue in his possession and that he must have lost it, until a knock at the door revealing Fwoosh with the statue in his hand.

And that is where the session ended.

Session Notes

It was a great session. A 100% role play episode. The party finally reached Red larch and are almost ready to start the main adventure. Did they pick up the clues they needed?

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

Monster Manual

This bestiary is for storytellers and world-builders. If you have ever thought about running a Dungeons & Dragons game for your friends, either a single night’s adventure or a long-running campaign, this tome contains page after page of inspiration. It’s your one-stop shop for creatures both malevolent and benign.

Some of the creatures that inhabit the worlds of D&D have origins rooted in real-world mythology and fantasy literature. Other creatures are D&D originals. The monsters in this book have been culled from all previous editions of the game. Herein you’ll discover classic critters such as the beholder and the displacer beast next to more recent creations such as the chuul and the twig blight. Common beasts mingle with the weird, the terrifying, and the ridiculous. In collecting monsters from the past, we’ve endeavored to reflect the multifaceted nature of the game, warts and all. D&D monsters come in all shapes and sizes, with stories that not only thrill us but also make us smile

Monsters and Creatures

Furlion’s Shifting Whiskers

Challenge:1/8 (25xp)
Type:Medium Construct
HP:11 (2d8+2)
Speed:40 ft
SkillsPerception +5
Senses:Darkvision 60 ft, Passive Perception 15
Proficiency Bonus:+2

Special Abilities

Keen. This feline has advantage on Wisdom (Perception) checks that rely on hearing sight.

Enhanced Agility: The hairless riding cat has exceptional agility and dexterity, allowing it to navigate treacherous terrains, leap over obstacles effortlessly, and execute swift turns with precision. This mount can ignore all difficult terrain.

Speed of the Wind: Once mounted, the cat can run at incredible speeds, rivaling the wind itself. It swiftly traverses long distances, making it an ideal mode of transportation for adventurers seeking quick travel or escape. While activated it has a movement of 40 feet.

Astral Bond: The hairless riding cat shares a deep connection with its owner. It possesses an innate sense of the rider’s emotions and can offer comfort and companionship during long journeys. This bond also grants the rider a heightened sense of perception while mounted. Rider gains Advantage on Perception rolls while mounted.


Bite: Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1d4 piercing damage.

Claws: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d6+4 slashing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.


Furlion’s Shifting Whiskers is a cherished and sought-after magic item, as it combines the allure of a fashionable accessory with the convenience and speed of a reliable, hairless riding companion. It has become a symbol of adventure and freedom, captivating the hearts of those who yearn for both magical companionship and swift transportation in the world of fantasy.

These are best used as mounts for small sized creatures.

Mobile Consciousness

Challenge:1 (200xp)
Type:Tiny Unknown
HP:7 (3d4)
Speed:40 ft
Saving ThrowsINT+5, WIS+5
SkillsArcana +5, History +5, Stealth +5
Damage VulnerabilityPsychic
Damage ResistanceAll damage but Force, Radiant, and Psychic
Damage ImmunitiesPoison
Condition ImmunitiesPoisoned
Senses:Darkvision 60 ft, Passive Perception 15
Languages:Common, Primordial, Telepathy 30’ to any creature
Proficiency Bonus:+2

Special Abilities

Movement:  The Mobile Consciousness is only able to fly. It can “swim” at the same speed as it’s flying.  It does not need to eat or breath.

Magic Resistance. The Mobile Consciousness has advantage on saving throws against spells and other magical effects due to them being partially immaterial.  While not able to pass through objects, they are also not quite solid.

Spellcasting. The Mobile Consciousness is a 3rd-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). The Mobile Consciousness has the following wizard spells prepared:

  • Cantrips (at will): Mage Hand, Mind Sliver
  • 1st level (2 slots): Dissonant Whispers
  • 2nd level (1 slots): Mind Spike

Familiar. The Mobile Consciousness can enter a contract to serve another creature as a familiar, forming a telepathic bond with its willing master. While the two are bonded, the master can sense what the Mobile Consciousness senses if they are within 1 mile of each other. While the Mobile Consciousness is within 10 feet of its master, the master shares the Mobile Consciousness’s Magic Resistance trait.

The Mobile Consciousness can whisper to the caster’s mind even when it has not been summoned.  If left unsummoned for more than a week, the Mobile Consciousness will start to pester the caster until it has been summoned.  While it pesters the caster, the caster will be at a disadvantage on all spell casting.

The Caster is unable to ever remove or gain a replacement familiar after the Mobile Consciousness has been chosen.  If it is caused to be removed from the Prime Material Plane for any reason, and the caster does not cast another Find Familiar to summon it back, the caster will start to suffer under a disadvantage on all spell casting after a week of the Mobile Consciousness having gone away until it has been re-summoned.


Invisibility. The Mobile Consciousness may at will turn magically invisible until it attacks, or it willingly ends the invisibility.

Mind Sliver Ranged Magic Attack (60’): +5 to hit, one target. Hit 1d6 (special)


The Mobile Consciousness will resemble a ball of light most of the time, but for limited times each day it may also assume the shape of an older looking person.  That person can be of any humanoid race and gender but will always be the exact same shape for each individual Mobile Consciousness.  Each one will only have one unique spirit form.

All forms of the Mobile Consciousness are semi-independent.  While they will listen to the commands of the caster, it is able to argue, discuss those options as well, and more literally interpret those commands to a result that may not be what the caster intended.  It will never attempt to cause the caster direct harm, but it is perfectly willing to play pranks on the caster and their companions.

Note that the casting if Find Familiar for the Mobile Consciousness is different than the normal casting.  The casting itself will be a form of meditation for the casting time, and the ingredients will be the casters blood itself.  The caster takes 1d4 of damage as well as one level of exhaustion.

Magic Items

Table of Contents

Magic Items

Magic items are gleaned from the hordes of conquered monsters or discovered in long-lost vaults. Such items grant capabilities a character could rarely have otherwise, or they complement their owner’s capabilities in wondrous ways.


Each magic item has a rarity: common, uncommon, rare, very rare, or legendary. Common magic items, such as a potion of healing, are the most plentiful. Some legendary items, such as the Apparatus of Kwalish, are unique. The game assumes that the secrets of creating the most powerful items arose centuries ago and were then gradually lost because of wars, cataclysms, and mishaps. Even uncommon items can’t be easily created. Thus, many magic items are well-preserved antiquities.

Rarity provides a rough measure of an item’s power relative to other magic items. Each rarity corresponds to character level, as shown in the Magic Item Rarity table. A character doesn’t typically find a rare magic item, for example, until around 5th level. That said, rarity shouldn’t get in the way of your campaign’s story. If you want a ring of invisibility to fall into the hands of a 1st-level character, so be it. No doubt a great story will arise from that event.

If your campaign allows for trade in magic items, rarity can also help you set prices for them. As the DM, you determine the value of an individual magic item based on its rarity. Suggested values are provided in the Magic Item Rarity table. The value of a consumable item, such as a potion or scroll, is typically half the value of a permanent item of the same rarity.

Magic Item Rarity Table

RarityCharacter LevelValue
Common1st or higher50gp to 100gp
Uncommon1st or higher101gp to 500gp
Rare5th or higher501gp to 5,000gp
Very Rare11th or higher5,001gp to 50,000gp
Legendary17th or higher50,000gp+

These listed prices and approximate availability are dependent on the Campaign itself.  There is also the possibility of growth magical items that change as specific conditions are met.


Some magic items require a creature to form a bond with them before their magical properties can be used. This bond is called attunement, and certain items have a prerequisite for it. If the prerequisite is a class, a creature must be a member of that class to attune to the item. (If the class is a spellcasting class, a monster qualifies if that monster has spell slots and uses that class’s spell list.)

Without becoming attuned to an item that requires attunement, a creature gains only its nonmagical benefits, unless its description states otherwise.

For example:

A magic shield that requires attunement provides the benefits of a normal shield to a creature not attuned to it, but none of its magical properties.

Attuning to an item requires a creature to spend a short rest focused on only that item while being in physical contact with it (this can’t be the same short rest used to learn the item’s properties). This focus can take the form of weapon practice (for a weapon), meditation (for a wondrous item), or some other appropriate activity. If the short rest is interrupted, the attunement attempt fails. Otherwise, at the end of the short rest, the creature gains an intuitive understanding of how to activate any magical properties of the item, including any necessary command words.

An item can be attuned to only one creature at a time and a creature can be attuned to no more than three magic items at a time. Any attempt to attune to a fourth item fails; the creature must end its attunement to an item first. Additionally, a creature can’t attune to more than one copy of an item.

For example:

A creature cannot attune to more than one ring of protection at a time.

A creature’s attunement to an item ends if the creature no longer satisfies the prerequisites for attunement, if the item has been more than 100 feet away for at least 24 hours, if the creature dies, or if another creature attunes to the item. A creature can also voluntarily end attunement by spending another short rest focused the item unless the item is cursed.

Cursed Items

Some magic items bear curses that bedevil their users sometimes long after a user has stopped using an item. A magic item’s description specifies whether the item is cursed. Most methods of identifying items, including the identify spell, fail to reveal such a curse, although ore might hint at it. A curse should be a surprise to the item’s user when the curse’s effects are revealed.

Attunement to a cursed item can’t be ended voluntarily unless the curse is broken first, such as with the remove curse spell.

There might also be different special circumstances on how a specific cursed item can be removed.  It might require a quest, bath it in the blood of a beast, or any other story related set of actions to end the connection to that cursed item.

Magic Item Categories

Each magic item belongs to a category: armor, potions, rings, rods, scrolls, staffs, wands, weapons, or wonderous items.


Unless an armor’s description says otherwise, armor must be worn for its magic to function. Some suits of magic armor specify the type of armor they are, such as chain mail or plate.


Different kinds of magical liquids are grouped in the category of potions: brews made from enchanted herbs, water from magical fountains or sacred springs, and oils that are applied to a creature or object. Most potions consist of one ounce of liquid.

Potions are consumable magic items. Drinking a potion or administering a potion to another character requires an action. Applying an oil might take longer, as specified in its description. Once used, a potion takes effect immediately, and it is used up.

Mixing Potions

A character might drink one potion while still under the effects of another or pour several potions into a single container. The strange ingredients used in creating potions can result in unpredictable interactions.

When a character mixes two potions together, you can roll on the Potion Miscibility table. If more than two are combined, roll again for each subsequent potion, combining the results. Unless the effects are immediately obvious, reveal them only when they become evident.

Potion Miscibility Table

01The mixture creates a magical explosion, dealing 6d10 force damage to the mixer and 1d10 force damage to each creature within 5 feet of the mixer.
02 to 08The mixture becomes an ingested poison of the DM’s choice
09 to 15Both potions lose their effects.
16 to 25One potion loses its effect.
26 to 35Both potions work, but with their numerical effects and durations halved. A potion has no effect if it can’t be halved in this way.
36 to 90Both potions work normally.
91 to 99The numerical effects and duration of one potion are doubled. If neither potion has anything to double in this way, they work normally.
00Only one potion works, but its effect is permanent. Choose the simplest effect to make permanent, or the one that seems the most fun.

For example:A potion of healing might increase the drinker’s hit point maximum by 4, or oil of etherealness might permanently trap the user in the Ethereal Plane. At your discretion, an appropriate spell, such as dispel magic or remove curse, might end this lasting effect.


Magic rings offer an amazing array of powers to those lucky enough to find them. Unless a ring’s description says otherwise, a ring must be worn on a finger, or a similar digit, for the ring’s magic to function.


A scepter or just a heavy cylinder, a magic rod is typically made of metal, wood, or bone. It’s about 2 or 3 feet long, 1 inch thick, and 2 to 5 pounds.


Most scrolls are spells stored in written form, while a few bears unique incantations that produce potent wards. Whatever its contents, a scroll is a roll of paper, sometimes attached to wooden rods, and typically kept safe in a tube of ivory, jade, leather, metal, or wood. A scroll is a consumable magic item. Whatever the nature of the magic contained in a scroll, unleashing that magic requires using an action to read the scroll. When its magic has been invoked, the scroll can’t be used again. Its words fade, or it crumbles into dust.

Any creature that can understand a written language can read the arcane script on a scroll and attempt to activate it. Scrolls are the most sought-after item for Wizards to allow them to copy that spell into their spell book and expand out their repertoire.  Note that by copying a spell from a scroll to a spell book, that scroll is destroyed in the process.

Scroll Mishaps

A creature who tries and fails to cast a spell from a spell scroll must make a DC 10 Intelligence saving throw. If the saving throw fails, roll on the Scroll Mishap table.

Scroll Mishaps Table

1A surge of magical energy deals the caster 1d6 force damage per level of the spell.
2The spell affects the caster or an ally (determined randomly) instead of the intended target, or it affects a random target nearby if the caster was the intended target.
3The spell affects a random location within the spell’s range.
4The spell’s effect is contrary to its normal one, but neither harmful nor beneficial. For instance, a fireball might produce an area of harmless cold.
5The caster suffers a minor but bizarre effect related to the spell. Such effects last only if the original spell’s duration, or 1d10 minutes for spells that take effect instantaneously. For example:A fireball might cause smoke to billow from the caster’s ears for 1d10 minutes.
6The spell activates after 1d12 hours. If the caster was the intended target, the spell takes effect normally. If the caster was not the intended target, the spell goes off in the general direction of the intended target, up to the spell’s maximum range, if the target has moved away.


A magic staff is about 5 or 6 feet long. Staffs vary widely in appearance: some are of nearly equal diameter throughout and smooth, others are gnarled and twisted, some are made of wood, and others are composed of polished metal or crystal. Depending on the material, a staff weighs between 2 and 7 pounds.

Unless a staff’s description says otherwise, a staff can be used as a quarterstaff.


A magic wand is about 15 inches long and crafted of metal, bone, or wood. It is tipped with metal, crystal, stone, or some other material.


Whether crafted for some fell purpose or forged to serve the highest ideals of chivalry, magic weapons are coveted by many adventurers.

Some magic weapons specify the type of weapon they are in their descriptions, such as a longsword or longbow.

Wondrous Items

Wondrous items include worn items such as boots, belts, capes, gloves, and various pieces of jewelry and decoration, such as amulets, brooches, and circlets. Bags, carpets, crystal balls, figurines, horns, musical instruments, and other objects also fall into this catch- all category.

Wearing and Wielding Items

Using a magic item’s properties might mean wearing or wielding it. A magic item meant to be worn must be donned in the intended fashion: boots go on the feet, gloves on the hands, hats and helmets on the head, and rings on the finger. Magic armor must be donned, a shield strapped to the arm, a cloak fastened about the shoulders. A weapon must be held in hand.

In most cases, a magic item that’s meant to be worn can fit a creature regardless of size or build. Many magic garments are made to be easily adjustable, or the: magically adjust themselves to the wearer.

Rare exceptions exist. If the story suggests a good reason for an item to fit only creatures of a certain size or shape, you can rule that it doesn’t adjust.

For example:

Armor made by the drow might fit elves only. Dwarves might make items usable only by dwarf-sized and dwarf-shaped characters.

When a non-humanoid tries to wear an item, use your discretion as to whether the item functions as intended. A ring placed on a tentacle might work, but a yuan-ti with a snakelike tail instead of legs can’t wear boots.

Multiple Items of the Same Kind

Use common sense to determine whether more than one of a given kind of magic item can be worn. A character can’t normally wear more than one pair of footwear, one pair of gloves or gauntlets, one pair of bracers, one suit of armor, one item of headwear, and one cloak. You can make exceptions; a character might be able to wear a circlet under a helmet, for example, or be able to layer two cloaks.

Paired Items

Items that come in pairs – such as boots, bracers, gauntlets, and gloves – impart their benefits only if both items of the pair are worn.

For example:

A character wearing a boot of striding and springing on one foot and a boot of elven kind on the other foot gains no benefit from either item.

Activating An Item

Activating some magic items requires a user to do something special, such as holding the item and uttering a command word. The description of each item category or individual item details how an item is activated. Certain items use one or more of the following rules for their activation.

If an item requires an action to activate, that action isn’t a function of the Use an Item action, so a feature such as the rogue’s Fast Hands can’t be used to activate the item.

Command Word

A command word is a word or phrase that must be spoken for an item to work. A magic item that requires a command word can’t be activated in an area where sound is prevented, as in the silence spell.


Some items are used up when they are activated. A potion or an elixir must be swallowed, or an oil applied to the body. The writing vanishes from a scroll when it is read. Once used, a consumable item loses its magic.


Some magic items allow the user to cast a spell from the item. The spell is cast at the lowest possible spell level, doesn’t expend any of the user’s spell slots, and requires no components, unless the item’s description says otherwise. The spell uses its normal casting time, range, and duration, and the user of the item must concentrate if the spell requires concentration. Many items, such as potions, bypass the casting of a spell and confer the spell’s effects, with their usual duration. Certain items make exceptions to these rules, changing the casting time, duration, or other parts of a spell.

A magic item, such as certain staffs, may require you to use your own spell casting ability when you cast a spell from the item. If you have more than one spell casting ability, you choose which one to use with the item. If you don’t have a spell casting ability-perhaps you’re a rogue with the Use Magic Device feature – your spell casting ability modifier is +0 for the item, and your proficiency bonus does apply.


Some magic items have charges that must be expended to activate their properties. The number of charges an item has remaining is revealed when an identify spell is cast on it, as well as when a creature attunes to it. Additionally, when an item regains charges, the creature attuned to it learns how many charges it regained.

Magic Item Resilience

Most magic items are objects of extraordinary artisanship. Thanks to a combination of careful crafting and magical reinforcement, a magic item is at least as durable as a nonmagical item of its kind. Most magic items, other than potions and scrolls, have resistance to all damage. Artifacts are practically indestructible, requiring extraordinary measures to destroy.

Homebrew Magic Items

The following magic items are all ones that can be found in the game, many have already been found, but do exist somewhere.  All these items can also be found in D&D Beyond so any of them can be easily added to the character sheets in D&D Beyond if ever needed.

Amulet of the Monotone Voice

Wonderous Item, Common (requires attunement)

There are many instances where a person is unable to speak, from physical damage, lack of proper vocal cords, or any other reasons.  This amulet will allow the wearer to speak what is on their mind.  The sound of the voice will very clearly emanate from the wearer’s mouth even if they never open it up.  The voice will be in a medium normal speaking volume in a generic genderless voice that is only able to deliver their worded content in a strict monotone.  No matter high excited, angry, or any other emotion that the wearer might be feeling or displaying physically, the voice will never vary in loudness, tone, and delivery.

While wearing this amulet the wearer has an advantage on all roll’s verses Insight checks, or any magic that would cause the user to tell the truth.  In fact, even under a Zone of Truth the user has a 50% chance of being able to tell a lie anyway.

This magic item must be attuned to for it to function for the wearer.

Blight Oil

Oil, common

Crafted by: Blight Seed x5 (Alchemist)

This bottle contains enough oil to cover up to 10 square feet of surface area. Once this oil is rubbed into the surface of vegetation, it will soak half a foot into it. Vegetation soaked in this oil becomes as soft and malleable as wet clay and retains any physical manipulation done to it.

The oil dries after 10 minutes, causing the vegetation it was rubbed on to become solid again.

Bracer of Elemental Demise

Wonderous Item, Common (requires attunement)

Created by a loving Djinni mother for her half-breed son.  Knowing that she would not be able to remain in this world and to protect him, she created a magical item to help him survive in the rough world.

When the wearer is reduced to zero hit points their body disintegrates into a warm breeze, leaving behind only equipment they were wearing or carrying.  They reappear a random distance away and in a random direction from where they were reduced to zero hit points.  They are transported a distance equal to 2d6 x 10 in feet.  When they reappear, they are at one hit point and have nothing on them except this bracer.

This function can be used only once per long rest.

Broken Sword of Weal and Woe

Weapon (dagger), Common (requires attunement)

Originally the dagger of a soldier named Benny.  After a disastrous battle with Benny bravely defending all is friends and fellow soldiers, Benny was the last survivor to face the enemy.  He swore that no more of his friends would die, and he dove into the opposing group.  He was able to kill all the enemies but himself had endured numerous wounds, most of which were fatal.  The next day Benny and the rest of the military unit was found by those that had managed to flee the ambush.  There was Benny on top of all the dead bodies, slumped over with nothing but this broken dagger in his hands.

Once per long rest, the owner can freely cast Augury to see what fortunes await them in their endeavors.  This dagger, while broken is still able to function as a normal dagger in combat and gives the user the capability to have advantage in the first strike in a combat if the user has been surprised.

Proficiency with a dagger allows you to add your proficiency bonus to the attack roll for any attack you make with it.

Canteen of Last Resort

Wondrous item, common

Crafted by: Ankheg Stomach x1 (Artificer)

This canteen resembles a gourd in the shape of an “8”, with the bottom sphere smaller than the top, and with two plugged openings on the top and bottom. When fertile soil is left in the top sphere, the canteen slowly extracts usable nutrients from it, which it filters into an edible slime in the bottom sphere.

The top sphere can hold up to three pounds of fertile soil, which if left for at least 16 hours, produces enough slime to provide the nutritional requirements of an average humanoid for a day. This slime has a repugnant taste and expires if not eaten within 24 hours.

Enchanted Vial

Wonderous Item, Common

Some creature parts have powerful, yet fleeting, magical energies within them. The motes from elementals for example hold traces of their former essences in them but disperse rapidly upon the destruction of their original form.

An enchanted vial is inlaid with several runes designed to keep any magical resource within from dissipating while the lid is closed and is often the only way of transporting certain parts back to a workshop for crafting.

Items that require an enchanted vial to be harvested are fragile by nature and must be stored inside an enchanted vial quickly to prevent degradation. Any attempt to harvest a material that has an enchanted vial as a requirement must be initiated within one minute of the death of its creature.

This tool can be used a maximum of five times afterwards it disintegrates into powder.  At each attempted use, roll a d20 and if a 1 is rolled, the vial is immediately destroyed.

Green Shield Vault (Shield +1)

Armor (shield), uncommon (requires attunement)

Despite the powerful enchantments upon this shield, it appears somewhat plain; supposedly it will make you more appealing to potential romantic interests.  While you are attuned to this shield you gain the following benefits:

Defense:  You get a magical +1 to AC.

Containment: This item functions as a miniature Bag of Holding with a maximum capacity of 100lbs.

Healing Pill

Wonderous Item, Common

You regain 1d4 hit points when you swallow this pill.  If more than one is swallowed, then all after the first do 1d4 damage instead.

Eye of Elemental Protection

Wondrous Item, unknown rarity (requires attunement by an Item auto attunes to the nearest person once acquired during the first long rest.)

A small golden statue made of what appears to be gold with four different arcane symbols with a vertical oval above them all.  This small magical item comes with five charges that renew up to 1d6 charges every day at dawn.  It has two different functions.  It can allow the user to cast an Absorb Elements for one charge or a Protection from Energy for three charges.

Note that the Absorb Elements can be up cast for the cost of additional charges.  One charge for each level it is being up cast.

Lantern of Scintillating Brilliance

Wondrous item, very rare (requires attunement)

This stone lantern is twice as heavy as a normal lantern.  It is carved from a green stone with careful runes and flourishes on its top and sides.  It has a stone shutter that can allow light to project from a single side, or all the way around.

When a gemstone is placed within the lantern, it begins to glow with a radiance equal to a Daylight spell. The light illuminates a cone-shaped area with a range of 60′ of bright light, and another 60′ of dim light. At the far end of the cone of bright light, it illuminates an area 30′ in radius from the center of the cone.

This light will last for one hour per gold piece value of the gem inserted in the spring, but that only counts the time that the shutter system is open. If the shutter is closed, the gem will last indefinitely.  When the duration of the light has passed, and the gemstone has been removed, it will have been changed into a piece of colored glass with no value.

As the gem is consumed, the value of the gem decreases based on the amount of time it has been used.

There are additional effects based on the type of gem that is placed within the lantern.  These are effects on top of the Daylight equivalent light.  The color of the light will match the gem placed in the lantern.  There will also be a specific cost to use any of the abilities which will consume the inserted gem faster.

All the different spell effects come out of the lantern in the direction it is being pointed.  It takes a full action to use any specific effect. 

Lantern of Scintillating Brilliance Gem Effects Table

Type of GemColorEffect
AmethystPurpleSilent Image (10gp/minute)
BloodstoneRedFire Bolt (25gp/usage) Ray of Frost (25gp/usage)
CitrineOrangeMold Earth (10gp/usage) Shape Water (10gp/usage)
DiamondWhiteRaise Dead (750gp/usage)
EmeraldGreenRevivify (500gp/usage)
Garnet, Brown GreenGreenChill Touch (25gp/usage)
Garnet, RedRedChaos Bolt (50gp/usage) Guiding Bolt (50gp/usage)
Garnet, VioletVioletFear (100gp/usage) Silence (10gp/round)
MalachiteGreenSpare the Dying (1gp/usage)
Opal, BlackBlackAnimate Dead (250gp/usage)
Opal, FireRedFireball (250gp/usage) Lightning bolt (250gp/usage)
Opal, WhiteWhiteAura of Vitality (100gp/round)
QuartzImmediately is consumed and breaks – roll a d20 and on a 1 the lantern shatters
Ruby, RedRedStorm Sphere (500gp/usage)
Ruby, StarPinkSending (250gp/usage) Tiny Hut (100gp/usage)
Sapphire, Black StarBlackMagic Circle (250gp/usage)
Sapphire, BlueBlueCounter spell (250gp/usage) Dispel Magic (250gp/usage)

Lantern of Undeath

Wondrous item, uncommon

This lantern glows an ethereal greenish light when you are within 30 feet of an undead creature.  The light glows brighter the closer you are to the creature.

Long Sword +0 (Ember)

Weapon (long sword), Rare (requires attunement)

While this is only a +0 weapon, it still counts as a magical weapon for overcoming damage resistance.  It has the following powers:

  • Sheds light in a 20-foot radius upon command
  • On a critical hit, it deals an additional 1d6 fire damage
  • Once per long rest, as a bonus action the owner can cast Fire Bolt as the spell for 2d10 fire damage and +6 to hit.

Ember was created over 600 years ago when the time of nobles and barons’ rules over the area.  Little is known of its origin.  A flame symbol is etched along the blade neat the hilt.

Proficiency with a long sword allows you to add your proficiency bonus to the attack roll for any attack you make with it.

Lycan Gas

Poison, common

Crafted by: Lycanthrope Blood x1 (Alchemist)

This vial of silvery white gas reacts strongly with air and expands to a 30-foot radius cloud as soon as the vial is opened. Any creature that starts their turn in the cloud must succeed on a constitution saving throw or be cursed with lycanthropy. The type of lycanthropy and the DC depends on the type of Lycan this gas was created from as outlined in the table below.

The gas cloud remains for 1 minute before dispersing naturally. It may be dispersed early by a strong wind such as that created by the gust of wind spell.

Lycan Gas Save Table

Lycan TypeDC

Mask of Painful Faces

Wonderous Item, Common (requires attunement)

This mask has the bearing of a face in pain when in its normal state.  The magic item allows the wearer to create the illusion of them being someone else but only their face changes.  This illusion can be changed only once per short rest.  All the faces that are created will appear to be in some sort of pain or mental struggle.  None of the faces will appear at peace.  It is not able to change the user’s gender, nor will the wearer’s clothing be altered in any way.  The wearer’s voice can be altered, but all the voices will be gravely and sound like the person’s throat has been damaged.

Unlike most illusion spells, if the user is touch in any way, the effect will not be disabled or change at all.  In fact, there is a distinct chance the person touching the user might still be fooled by the illusion.  With a DC 20 to make the determination that there is in fact an illusion on the user.  However, if the wearer is attack and takes any form of physical or magical damage, the image will flicker, but still not revealing the exact features.  Once the user has taken five or more hits, the mask will cease functioning until a short rest is taken.

This item must be attuned to function.  Once attuned the mask will not fall off, or can it be removed until the attunement has been ended by the wearer.  The mask itself has 10 hit points and no armor class, so it is easily destroyed even when worn.

Merrow Amulet

Wondrous item, uncommon (requires attunement)

Crafted by: Merrow Heart x1 (Artificer)

While wearing this amulet you can breathe both air and water and you know the Abyssal and Aquan languages.

Monocle of Verisimilitude

Wonderous Item, Common (requires attunement)

Originally owned by an old hanging judge from hundreds of years ago, this monocle helps the wearer to discern the difference between lies and the truth.  It allows the user to have advantage on all Insight checks when trying to see if the target is telling the truth or not.  This function can be used as many times as the wearer’s proficiency bonus.  This is reset after a short rest.

A side effect of attuning to this object causes the user to grow a long and thin mustache that end in sharp tapered tips, no matter the gender of the wearer.  When using the special function, a single eyebrow is caused to be raised as if pondering some great fact, as well as causing the user to immediately reach to one of their mustaches ends and twirl it.

Moon Muzzle Mixture

Potion, rare

Crafted by: Lycanthrope Blood x1 vial (Alchemist)

Drinking this potion completely cures a creature of lycanthropy if taken before that creature experiences its first full moon as a lycanthrope. If drunk after that, or if drunk by a natural born lycanthrope, a lycanthrope can ignore the usual transformative effects of the full moon for the next 28 days.

Paralyzing Dust

Wondrous item, uncommon

Crafted by: Ghoul Claw x1, or Ghast Claw x1 (Alchemist)

You may spend an action to blow this pouch of grey dust into the face of a non-undead creature within 5 feet of you. That creature must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. That creature may repeat the saving throw at the end of each of its turn, ending the effect on a success.

If this dust is dissolved into a liquid first and then drunk by a non-undead creature, they automatically fail the save and all subsequent saves for the next minute.

Petrifying Dagger (Dagger +0)

Weapon (dagger), uncommon (requires attunement)

Crafted by: Cockatrice Beak x1 (Blacksmith)

If this dagger strikes any non-living organic matter that is smaller than half a cubic foot in volume, it is instantly turned to stone for 24 hours.

If a tiny creature is hit by this dagger, they must succeed on a DC 11 Constitution saving throw against being magically petrified. On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified for 24 hours.

While this is only a +0 weapon, it still counts as a magical weapon for overcoming damage resistance.

Proficiency with a dagger allows you to add your proficiency bonus to the attack roll for any attack you make with it.

Potion of Cure Lycanthropy

Wonderous Item, Uncommon

The encroaching madness, the changes to personality, extra body hair, all of these are possible symptoms of an infection of Lycanthropy.  This potion will cure any lycanthropic infections if it is consumed within a month of the infection being inflicted.

Pressing Longsword (Longsword +1)

Weapon (longsword), uncommon (requires attunement)

The styling of this longsword is ancient and when seen from the corner of your eye it appears to be moving. While you are attuned to this longsword you gain the following benefits:

Minor Properties: while in possession of it, you feel fortunate and optimistic about what the future holds.

Knockback: When you hit with an attack with this longsword you may use a bonus action to push the target up to 5ft. in any direction. You may use this feature as many times per rest equal to your Strength modifier.

Repelling Candle

Wondrous item, common

Crafted by: Ogre Fat x1 vial (Alchemist)

This pale-yellow candle is made from ogre tallow and emits a powerful odor when burned. Any beast that possesses the keen smell trait or similar that starts their turn within 100 feet of this lit candle, must succeed on a DC 12 Constitution saving throw or be forced to spend their turn moving as far away from this candle as safely possible. A creature that succeeds on this saving throw is immune to this effect for 24 hours. This item otherwise acts as a normal candle and will last for a total of 1 hour while lit.

Reszur (Dagger +1)

Wondrous item, rare (requires attunement)

A bloody blade found in the Tomb of the Moving Stones.  Its origins are unknown, but the leather one the handle has had so much blood on it that it is now dyed a dark red and has a continuous iron smell coming from it.

The name “Reszur” is graven on the dagger’s pommel. If the wielder speaks the name, the blade gives off a faint, cold glow, shedding dim light in a 10-foot radius until the wielder speaks the name again.

Once per long rest, as a bonus action you may turn invisible as per the spell.

You have a +1 bonus to attack and damage rolls made with this magic weapon.

Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.

Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a hand axe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.

As a bonus action, the owner may cause the dagger to fly back to their hand if it is within 60’ of the owner.

Proficiency with a dagger allows you to add your proficiency bonus to the attack roll for any attack you make with it.

Ring of Biting Retort

Ring, Common (requires attunement)

A ring made by someone who has an overabundance of mocking humor.  Resembling a mouth with a set of sharp teeth this ring does not look pleasant in any way.  Made of some sort of silverish metal, it never seems to be tarnished or able to get dirty in any way.

By wearing and attuning to this ring, the wearer can heal an individual 1d4, but takes 1 point of damage every time it is used.  To active the healing action, the wearer must first insult the recipient of the healing as meanly as possible.  Once the insult has been hurled the ring takes a bite of the wearer’s finger doing the damage and then spitting blood onto the healing target.

The ring may heal as many times as the proficiency bonus of the wearer per short rest. The ring cannot be used to heal the wearer of the ring.

Sanngriðr (Greataxe +1)

Weapon (Great Axe), rare (requires attunement)

An ancient Dwarven Great Axe forged over 500 years ago by a skilled weaponsmith, but completely forgotten today.  This axe was his supreme creation, and he never was able to make anything as well after it.

The axe is covered in strange Runes that are not Dwarvish, or any normal known language.  In fact, they are all gibberish and decorative.  The weaponsmith added them because he thought they were cool looking and hid the real magic underneath these fake runes.

This weapon gives the user a +1 to hit and +1 damage.  When the weapon is wielded and used in combat, it will begin to glow with a purplish trailing flame as it is swung.  It has the special ability to absorb damage on behalf of the wielder.

The weapon has four charges. When you are hit by an attack while wielding this weapon, you may expend one charge and use your reaction to reduce the incoming damage by 1d12. This property is suppressed while you are incapacitated, restrained, or otherwise unable to move. The weapon regains 1d4 charges at dawn.

While this weapon is equipped, your voice becomes deeper and booming. Once per short rest, you can use Intimidation with advantage.

Proficiency with a great axe allows you to add your proficiency bonus to the attack roll for any attack you make with it.

Spirit Paper

Wonderous Item, Common

Spirit paper is a versatile tool that resembles a square of bleached papyrus. The secrets of its production were only recently discovered, and reverse engineered from secrets brought back from distant necromantic cults. By performing a small ritual with the spirit paper shortly after slaying certain creatures, a copy of that creature’s soul is bound to the spirit paper for later use. These copies are not a true soul and are more akin to an echo. These echoes do retain all the memories from its original body, and a few crafting techniques utilize these echoes to grant an item a low level of sentience or to mimic the abilities of their incorporeal reflections.

Using spirit paper is often the only way to harvest anything useful from creatures with incorporeal forms. Any harvesting attempt made for a creature part that has spirit paper as a requirement is done using a Wisdom (Religion) check rather than the usual check and is rolled separately for each item. Once a sheet of spirit paper has been used successfully to harvest an item, it cannot be reused, even if the item it contained is released.

Unlike most harvestable materials, materials that require spirit paper to be harvested dissipate very quickly after the death of its creature. Any attempt to harvest a material that has spirit paper as a requirement must be initiated within 1 minute of the death of the creature and takes 10 minutes to successfully complete.

Each Spirit paper can only be used once.

Stick of Fancy Nature Lights

Weapon (club), Common (requires attunement only and only usable by Druids)

Within some deep forest hundreds of years ago, a Great Druid carved out different wooden sticks and clubs to help those newly ordained with their concentration and spell casting.  Some of these objects have spread out as hereditary objects used by Druids ever since that time.  When a Druid uses this object as a focus for any spell casting, the craved head on the object will lean back and belch forth a bright green flame that will remain lit above the object until the spell duration ends.

While wielding this object, a Druid will gain advantage on all concentration checks when taking damage.  When this object is used as the component for the Shillelagh spell, the caster will have advantage on their first attack using this object.  This is available every time that spell has been cast using this object as a component. 

Proficiency with a club allows you to add your proficiency bonus to the attack roll for any attack you make with it.


Table of Contents

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.

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.

Spells by Level

2nd Level

  • Dancing Wave
  • Earth Ripple
  • Hurricane Slash
  • Unstable Explosion

Spells Alphabetically

Dancing Wave

  • 2nd-level conjuration
  • Classes: Druid, Sorcerer, Wizard
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

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

  • 2nd-level transmutation
  • Classes: Druid, Sorcerer, Wizard
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

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):

  • It is pulled into the earth, taking 1d8 bludgeoning damage and reducing its movement speed to zero until a creature spends an action to dig it free.
  • It is slammed 5 feet in a direction of your choice by a wave of earth, taking 2d8 bludgeoning damage and being knocked prone.
  • It is impaled by a spike of earth, taking 4d8 piercing damage.

Hurricane Slash

  • 2nd-level evocation
  • Classes: Druid, Ranger, Sorcerer, Wizard
  • Casting Time: 1 action
  • Range: Self (30-foot line)
  • Components: V, S
  • Duration: Instantaneous

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 5th 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.

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

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

  • 2nd-level evocation (arcane)
  • Classes: Sorcerer, Warlock, Wizard
  • Casting Time: 1 action
  • Range: 60 ft (10 ft radius)
  • Components: V, S
  • Duration: Instantaneous

You cause an unstable explosion to erupt at a point of your choice within range, 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 3rd level or higher, the damage increases by 1d6 foreach slot level above 2nd.


Table of Contents

The clatter of a sword striking against a shield. The terrible rending sound as monstrous claws tear through armor. A brilliant flash of light as a ball of f1ame blossoms from a wizard’s spell. The sharp tang of blood in the air, cutting through the stench of vile monsters. Roars of fury, shouts of triumph, cries of pain. Combat in Dungeons and Dragons can be chaotic, deadly, and thrilling.

This chapter provides the rules you need for your characters and monsters to engage in combat, whether it is a brief skirmish or an extended conflict in a dungeon or on a field of battle. Throughout this chapter, the rules address you, the player, or Dungeon Master. The Dungeon Master controls all the monsters and nonplayer characters involved in combat, and each other player controls an adventurer. “You” can also mean the character or monster that you control.

The Order of Combat

A typical combat encounter is a clash between two sides, a flurry of weapon swings, feints, parries, footwork, and spellcasting. The game organizes the chaos of combat into a cycle of rounds and turns. A round represents about six seconds in the game world. During a round, each participant in a battle takes a turn. The order of turns is determined at the beginning of a combat encounter when everyone rolls initiative. Once everyone has taken a turn, the fight continues to the next round if neither side has defeated the other.

Combat Step by Step

  • Determine surprise. The DM determines whether anyone involved in the combat encounter is surprised.
  • Establish positions. The DM decides where all the characters and monsters are located. Given the adventurers’ marching order or their stated positions in the roam or other locations, The DM figures out where the adversaries are – how far away and in what direction.
  • Roll initiative. Everyone involved in the combat encounter rolls initiative, determining the order of combatants turns.
  • Take turns. Each participant in the battle takes a turn in initiative order.
  • Begin the next round. When everyone involved in the combat has had a turn, the round ends. Repeat step 4 until the fighting stops.


Each individual character will have their own initiative with any creatures they control acting immediately after them. Any opponents’ initiative will be broken up by type of creature or grouped into smaller units. This breaks up the actions of the characters and foes so that it is not just all the characters taking action, then the opponents, instead there is a spread of action throughout the initiative order.

It is always possible to lower your initiative during combat so that the character goes later, but never move it up the initiative except via specific skills or magic. This is different from a readied action which only prepares an action for a specific trigger.

Interacting with Objects Around You

Here are a few examples of the sorts of thing you can do in tandem with your movement and or action.  Only one of these can be accomplished per round:

  • Draw or sheathe a sword.
  • Open or close a door.
  • Pick up a dropped axe.
  • Take a bauble from a table.
  • Remove a ring from your finger.
  • Stuff some food into your mouth
  • Plant a banner in the ground.
  • Fish a few coins from your belt pouch
  • Drink all the ale in a flagon.
  • Throw a lever or a switch.
  • Pull a torch from a sconce.
  • Take a book from a shelf you can reach.
  • Extinguish a small flame.
  • Don a mask
  • Pull the hood of your cloak up and over your head.
  • Put your ear to a door.
  • Kick a small stone.
  • Turn a key in a lock.
  • Tap the floor with a 10-foot pole.
  • Hand an item to another character.

Bonus Action Options

Besides the stated rules for Bonus Actions that are available to characters the following are also allowed:

  • Drink a potion that was in your hand, pouch or on a belt.

Full Action Options

  • Feed an unconscious person a potion.
  • Withdraw a potion from your backpack.

Size Diagram

Creature Size

Each creature takes up a different amount of space. The Size Categories table shows how much space a creature of a particular size controls in combat. Objects sometimes use the same size categories.

Size Categories Table

Tiny2½ feet by 2½ feet
Small5 feet by 5 feet
Medium5 feet by 5 feet
Large10 feet by 10 feet
Huge15 feet by 15 feet
Gargantuan20 feet by 20 feet or larger


A creature’s space is the area in feet that it effectively controls in combat, not an expression of its physical dimensions. A typical medium creature isn’t 5 feet wide, for example, but it does control a space that wide. If a Medium hobgoblin stands in a 5-foot-wide doorway, other creatures can’t get through unless the hobgoblin lets them.

A creature’s space also reflects the area it needs to tight effectively. For that reason, there’s a limit to the number of creatures that can surround another creature in combat. Assuming Medium combatants, eight creatures can fit in a 5-foot radius around another one.

Because larger creatures take up more space, fewer of them can surround a creature. If five large creatures crowd around a Medium or smaller one, there’s little room for anyone else. In contrast, as many as twenty medium creatures can surround a Gargantuan one.

Size Diagram (Squares vs Hexes)

Squeezing Into a Smaller Space

A creature can squeeze through a space that is large enough for a creature one size smaller than it. Thus, a large creature can squeeze through a passage that’s only 5 feet wide. While squeezing through a space, a creature must spend 1 extra foot for every foot it moves there, and it has disadvantage on attack rolls and dexterity saving throws. Attack rolls against the creature have advantage while it’s in the smaller space.

Playing on a Grid

Squares. Each square on the grid represents 5 feet.

Speed. Rather than moving foot by foot, move square by square on the grid. This means you use your speed in 5-foot segments. This is particularly easy if you translate your speed into squares by dividing the speed by 5.

For example:

A speed of 30 feel translates into a speed of 6 squares.

Entering a Square. To enter a square, you must have ai least 1 square of movement left, even if the square is diagonally adjacent to the square, you’re in. (The rule for diagonal movement sacrifices realism for the sake of smooth play.

If a square costs extra movement, as a square of difficult terrain does, you must have enough movement left lo pay for entering it.

For example:

You must have at least 2 squares of movement left to enter a square of difficult terrain.

Corners. Diagonal movement cannot cross the comer of a wall, large tree, or other terrain feature that fills its space.

Ranges. To determine the range on a grid between two things – whether creatures or objects – start counting squares from a square adjacent to one of them and stop counting in the space of the other one. Count by the shortest route.


To determine whether a target has cover against an attack or other effect on a grid, choose a corner of the attacker’s space or the point of origin of an area of effect. Then trace imaginary lines from that corner to every corner of any one square the target occupies. If one or two of those lines are blocked by an obstacle (including another creature), the target has half cover. If three or four of those lines are blocked but the attack can still reach the target (such as when the target is behind an arrow slit), the target has three-quarters cover.

On hexes, use the same procedure as a grid, drawing lines between the corners of the hexagons. The target has half cover it up to three lines are blocked by an obstacle, and three-quarters cover if four or more lines are blocked but the attack can still reach the target.


A creature can’t flank an enemy that it can’t see. A creature also can’t flank while it is incapacitated. A Large or larger creature is flanking if at least one square or hex of its space qualifies for flanking.

You cannot flank a creature more than two sizes larger than yourself.  Some creatures are immune from flanking as well as some abilities might allow for that.  Large creatures only need two opponents to be flanked, while Huge require at least three and Gargantuan four.  These numbers are assuming those doing the flanking are smaller than the target creature.  If all the creatures are the same size, then flanking always only requires two attackers to flank properly.

Flanking and Cover Diagram (Squares)

Flanking on Squares. When a creature and at least one of its allies are adjacent to an enemy and on opposite sides or corners of the enemy’s space, they flank that enemy, and each of them has advantage on melee attack rolls against that enemy.

When in doubt about whether two creatures flank an enemy on a grid, trace an imaginary line between the centers of the creatures’ spaces. If the line passes through opposite sides or corners of the enemy’s space, the enemy is flanked.

Flanking on Hexes. When a creature and at least one of its allies are adjacent to an enemy and on opposite sides of the enemy’s space, they flank that enemy, and each of them has advantage on attack rolls against that enemy. On hexes, count around the enemy from one creature to its ally. Against a Medium or smaller creature, the allies flank if there are two hexes between them. Against a Large creature, the allies flank if there are four hexes between them. Against a Huge creature, they must have five hexes between them. Against a Gargantuan creature, they must have at least 6 hexes between them.

Flanking and Cover Diagram (Hexes)

Opportunity Attacks

In a fight, everyone is constantly watching for a chance to strike an enemy who is fleeing or passing by. Such a strike is called an opportunity attack.

You can make an opportunity attack when a hostile creature that you can see moves out of your reach. To make the opportunity attack, you use your reaction to make one melee attack against the provoking creature. The attack occurs right before the creature leaves your reach.

You can avoid provoking an opportunity attack by taking the Disengage action. You also don’t provoke an opportunity attack when you teleport or when someone or something moves you without using your movement, action, or reaction.

For example:

You don’t provoke an opportunity attack if an explosion hurls you out of a foe’s reach or if gravity causes you to fall past an enemy.


Combat is a dynamic set of actions.  It is assumed that all creatures unless otherwise specified are moving around within their entire space as well as looking around attempting to be alert for danger.  This means that there is not any specific facing for characters or creatures.  Everyone is assumed to have full vision around them and able to see anything that would normally be visible.

Readied Action

Sometimes you want to get the jump on a foe or wait for a particular circumstance before you act. To do so, you can take the Ready action on your turn so that you can act later in the round using your reaction. First, you decide what perceivable circumstance will trigger your reaction. Then, you choose the action you will take in response to that trigger, or you choose to move up to your speed in response to it.

Examples include:

“If the cultist steps on the trapdoor, I’ll pull the lever that opens it,” and “If the goblin steps next to me, I move away.”

When the trigger occurs, you can either take your reaction right after the trigger finishes or ignore the trigger. Remember that you can take only one reaction per round. When you ready a spell, you cast it as normal but hold its energy, which you release with your reaction when the trigger occurs. To be readied, a spell must’ have a casting time of one action and holding onto the spell’s magic requires concentration (explained in chapter 10 of the Player’s Handbook). If your concentration is broken, the spell dissipates without taking effect.

For example:

If you are concentrating on the web spell and ready magic missile, your web spell ends, and if you take damage before you release magic missile with your reaction, your concentration might be broken.

A readied action will only last until your turn comes again, then a new readied action would have to be put into place.


Walls, trees, creatures, and other obstacles can provide cover during combat, making a target more difficult to harm. A target can benefit from cover only when an attack or other effect originates on the opposite side of the cover.

There are three degrees of cover. If a target is behind multiple sources of cover, only the most protective degree of cover applies; the degrees aren’t added together.

For example:

If a target is behind a creature that gives half cover and a tree trunk that gives three-quarters cover, the target has three-quarters cover.

Half Cover

A target with half cover has a +2 bonus to AC and Dexterity saving throws. A target has half cover if an obstacle blocks at least half of its body. The obstacle might be a low wall, a large piece of furniture, a narrow tree trunk, or a creature, whether that creature is an enemy or a friend.

Three-Quarters Cover

A target with three-quarters cover has a +5 bonus to AC and Dexterity saving throws. A target has three-quarters cover if about three-quarters of it is covered by an obstacle. The obstacle might be a portcullis, an arrow slit, or a thick tree trunk.

Total Cover

A target with total cover can’t be targeted directly by an attack or a spell, although some spells can reach such a target by including it in an area of effect. A target has total cover if it is completely concealed by an obstacle.

Critical Hits and Misses

All critical hits and misses still follow the original 5e rules of rolling another set of the attacks damage dice. This includes rolling extra dice for abilities that are a part of the attack such as damage from sneak attack, hex, or the initial strike of green flame blade.

These tables simply contain a list of additional effects that take place on top of the existing critical roll rules. There are individual tables below for both weapon attacks and spell attacks because let’s be honest, there is a difference between missing with a bow and missing with a scorching ray.

Use the Critical Hit Tables below for all natural 20 rolls and the Critical Fumble Tables for any natural 1 roll.

Weapon Attacks: Critical Hits Table

Roll %DescriptionEffect
1You feel accomplished, but nothing remarkable happens.Regular critical hit.
2-5You feel it is imperative to press the advantage no matter the cost.You can choose to gain advantage on all attacks against your target until the end of your next turn, but if you do, all enemies have advantage on their attack rolls against you until the end of your next turn.
6-9You feel it is imperative to press the advantage but remain aware.You can choose to gain advantage on all attacks against your target next turn, but your target will have the same against you until the end of your next turn.
10-14You know how to gain advantage.You gain advantage on all attacks on your target until the end of your next turn.
15-19As you are fighting, you notice an effective route to escape danger.You can use the disengage action after your attack.
20-24You feel the flow of the battle and know where to make your next move.After your turn you move to the top of the initiative order.
25-29You begin to recognize patterns in your opponent’s fighting technique.You gain +2 to your AC against your target, and advantage on all savings throws from effects originating from your target until your next turn.
30-39You can move towards your target while attacking and can attempt to harass them.After your attack you can choose to attempt to grapple your opponent if you have a free hand or attempt to shove your opponent if both hands are in use.
40-49You can move towards your target while attacking to harass them.After your attack you can choose to automatically succeed in grappling your opponent if you have a free hand or shove your target if both hands are in use.
50-59You attempt to disarm your target.You can take the disarm action after your attack.
60-69You kick your target’s weapon out of their hands.You can take the disarm action after your attack and steal your target’s weapon if you have a free hand. Otherwise, it’s knocked away 20 feet.
70-74Your senses heighten and you become aware of threats around you.You can use the dodge action after your attack.
75-79Your attack knocks your target over.Your target is knocked prone.
80-84Your strike surprises your opponent.Your target is surprised until the end of their next turn.
85-89You strike with great force.Roll an additional set of damage dice above and beyond your normal critical roll.
90-94You strike with extreme force.Roll an additional set of damage dice above and beyond your normal critical roll, and the target suffers one unit of exhaustion.
95-99You strike with debilitating force.Roll an additional set of damage dice above and beyond your normal critical roll. The target suffers a permanent injury (chosen by DM). It can be healed with extended rest of a length determined by the DM but leaves a scar.
100You strike with devastating force.Roll an additional set of damage dice above and beyond your normal critical roll; the target suffers 1 unit of exhaustion and gets a permanent injury (chosen by DM). The permanent injury can be healed same as above (95-99).

Weapon Attacks: Critical Fumbles Table

Roll %DescriptionEffect
1You are embarrassed, but nothing remarkable happens.You miss your attack.
2-5You lose your combat footing, exposing yourself to your target.Your target has advantage on their first attack roll against you next round.
6-9You lose your combat footing, exposing yourself to your enemies.Your enemies have advantage on their first attack roll against you next round.
10-14You lose your combat footing and have difficulty recovering.Your enemies have advantage on their attack rolls against you until the end of your next turn.
15-19Melee: You get tangled with your enemy and fall over. Ranged: You spill your quiver.Melee: You are knocked prone, and your movement is reduced to 0. Your target must succeed a DC 10 dexterity check, or they are also knocked prone. Ranged: You must pick up arrows individually from the ground using your “environmental interaction”, or the “Use an Object” action to nock your bow.
20-29You lose your balance.You fall prone and your movement is reduced to 0.
30-39As you attack your opponent you begin to fear that they are the superior combatant.Disadvantage on your next attack roll against your target.
40-49You miss an attack and gaze upon the chaos of the battle, causing your confidence to falter.Disadvantage on your next attack roll against any target.
50-59You lose your grip as you attack.Roll a DC 10 Dexterity Check, on failure you drop your weapon at your feet.
60-69Melee: The weapon slips from your hand as you attack. Ranged: Your ammo gets lodged in its container.Melee: Roll a DC 10 DEX Check; on failure you throw your weapon into your enemy’s space. (DM’s choice on large+) Ranged: You must use an action to organize the ammunition in its case before you can make another ranged attack.
70-79Melee: You lunge past your target, exposing yourself. Ranged: Your attack startles your allies near your target.Melee: Enemy you were attacking can use their reaction to perform and attack of opportunity. Ranged: the target can perform an opportunity attack on any ally within melee range.
80-84Missing what you thought was a critical blow causes you to panic.End your current turn and you are surprised until the end of your next turn.
85-89You attack wildly and lose track of the fight around you.End your turn and move to the bottom of the initiative order at the start of the next round.
90-94You lose your footing while attacking and fall to the ground bumping your head.You fall prone. Roll a DC 10 constitution save, on failure you take 1d6 damage and are stunned for 1d4 rounds or until you receive damage from any source. On success take half damage and you remain conscious.
95-99You lose your footing while attacking and fall headfirst.You fall prone. Roll a DC 15 constitution save, on failure you take 2d6 damage and are stunned for 1d6 rounds or until you receive damage from any source. On success take half damage and you remain conscious.
100You lose your footing while attacking and slam your head into the ground.You fall prone, take 3d6 damage, and become stunned for 1d8 rounds or until you receive damage from any source.

Spell Attacks: Critical Hits Table

Roll %DescriptionEffect
1You feel accomplished, but nothing remarkable happens.Regular spell critical hit.
2-5You feel it is imperative to press the advantage no matter the cost.You can choose to gain advantage on your next attack roll against your target, but all enemies have advantage on their attack rolls against you until the end of your next turn.
6-9You feel it is imperative to press the advantage but maintain awareness of your surroundings.You can choose to gain advantage on your next attack roll against your target, your target has advantage on their attack rolls against you until the end of your next turn.
10-14As you are fighting, you notice an effective route to escape danger.You can use the disengage action after your attack.
15-19You feel flow of the battle and know where to make your next move.After your turn you move to the top of the initiative order.
20-29Your spell cripples your opponent.Your target’s movement speed is cut in half for their next 2 turns.
30-39Your spell knocks your target over.Your target is knocked prone.
40-49The light from your spell flashes near your target’s eyesYour target is blinded until the end of their next turn.
50-59You blast the target’s weapon out of their hands.Your target’s weapon is flung 1d6*5 feet away in a random direction.
60-69The sight of your magic fills the target’s heart with fear.Your target is frightened by you until you stop casting magic. You can discern the source of your target’s fear.
70-74The force from your spell stuns your opponent.Your target is incapacitated until the end of their next turn.
75-79Your spell is incidentally infused with fey energy.Roll 10d8. If your targets current health is lower than the number rolled, they fall asleep for 1 minute.
80-84Your spells strike surprises your opponent.Your target is surprised until the end of their next turn.
85-89Your spell strikes with great force.Roll an additional set of spell damage dice above and beyond your normal critical roll.
90-94Your spell strikes with extreme force.Roll an additional set of spell damage dice above and beyond your normal critical roll, and the target suffers one unit of exhaustion.
96-99Your spell strikes with debilitating force.Roll an additional set of spell damage dice above and beyond your normal critical roll and the target suffers a permanent injury (chosen by DM). It can be healed with extended rest of a length determined by the DM but leaves a scar.
100Your spell strikes with devastating force.Roll an additional set of spell damage dice above and beyond your normal critical roll. The target suffers 1 unit of exhaustion and gets a permanent injury (chosen by DM). The permanent injury can be healed same as above (96-99).

Spell Attacks: Critical Fumbles Table

Roll %DescriptionEffect
1You are embarrassed, but nothing remarkable happens.You miss your attack.
2-5You get wrapped up in your casting and forget to watch your target.Your target has advantage on their first attack roll against you next round.
6-9You get wrapped up in your casting and forget to watch around you.All enemies have advantage on their first attack roll against you next round.
10-14You are so wrapped up in your casting that you forget you are fighting a battle.All enemies have advantage on their attack rolls against you until the end of your next turn.
15-19Your spell creates a large plume of smoke obscuring your location.The area in a 5-foot radius around your location becomes heavily obscured for 1 minute. A strong breeze can blow away the smoke in 1 round.
20-29You misfire and get knocked over.You are knocked prone.
30-39The spell fires in an unexpected manner, causing your confidence in your abilities to falter.You have disadvantage on any spell attacks, and enemies have advantage against your spell savings throws until the end of your next turn.
40-49The placement of your spell startles your allies near your target, causing them to drop their guard.Your target can use their reaction to take an attack of opportunity on one of your allies in melee range.
50-59You scramble the contents of your component pouch, or your focus becomes overloaded with energy.You are unable to perform material components to cast spells until the end of your next turn.
60-69Your arm cramps as you cast.You are unable to perform somatic components to cast spells until the end of your next turn.
70-79You bite your tongue as you cast.You are unable to use verbal components to cast spells until the end of your next turn.
80-84Your spell misfires and dazes you, causing you to lose track of the fight.End your turn and move to the bottom of the initiative order at the start of the next round.
85-89You misfire and panic.End your current turn and you are surprised until the end of your next turn.
90-94Your spell backfires and causes you to fall and bump your head.You fall prone. Roll a DC 10 Con save; on failure you take 1d6 bludgeoning damage and are stunned for 1d4 rounds or until you receive damage from any source. On success take half damage and you remain conscious.
95-99Your spell backfires, creating an explosion and causing you to fall and bump your head.You fall prone. Roll a DC 15 Con save; on failure you take 1d6 bludgeoning damage, 1d6 thunder damage, and are stunned for 1d6 rounds or until you receive damage from any source. On success take half damage and you remain conscious.
100Your spell totally backfires, creating a large explosion and causing you to fall and bump your head.You hit yourself with your spell. If the spell effect is instant, you take the full effect and if the spell requires concentration the effect persists until the end of your next turn. You also take damage same as above (95-99).

Damage and Death

Dropping to 0 Hit Points

When you drop to 0 hit points, you either die outright or fall unconscious, as explained in the following sections.

Instant Death

Massive damage can kill you instantly. When damage reduces you to 0 hit points and there is damage remaining, you die if the remaining damage equals or exceeds twice your hit point maximum.

For example:

A cleric with a maximum of 12 hit points currently has 6 hit points. If she takes 30 damage from an attack, she is reduced to 0 hit points, but 24 damage remains. Because the remaining damage equals twice her hit point maximum, the cleric dies.

Falling Unconscious

If damage reduces you to 0 hit points and fails to kill you, you fall unconscious (see appendix A in the Player’s Handbook). This unconsciousness ends if you regain any hit points.

Death Saving Throws

Whenever you start your tum with 0 hit points, you must make a special saving throw, called a death saving throw, to determine whether you creep closer to death or hang onto life. Unlike other saving throws, this one isn’t tied to any ability score. You are in the hands of fate now, aided only by spells and features that improve your chances of succeeding on a saving throw.

Roll a d20. If the roll is 10 or higher, you succeed. Otherwise, you fail. A success or failure has no effect by itself. On your third success. you become stable (see below). On your third failure, you die. The successes and failures don’t need to be consecutive; keep track of both until you collect three of a kind. The number of both is reset to zero when you regain any hit points or become stable.

Rolling 1 or 20. When you make a death saving throw and roll a 1 on the d20, it counts as two failures. If you roll a 20 on the d20, you regain 1 hit point.

Damage at 0 Hit Points. If you take any damage while you have 0 hit points, you suffer a death saving throw failure. If the damage is from a critical hit, you suffer two failures instead. If the damage equals or exceeds your hit point maximum, you suffer instant death.

Stabilizing a Creature

The best way to save a creature with 0 hit points is to heal it. If healing is unavailable, the creature can at least be stabilized so that it isn’t killed by a failed death saving throw.

You can use your action to administer first aid to an unconscious creature and attempt to stabilize it, which requires a successful DC 10 Wisdom (Medicine) check.

A stable creature doesn’t make death saving throws, even though it has 0 hit points, but it does remain unconscious. The creature stops being stable, and must start making death saving throws again, if it takes any damage. A stable creature that isn’t healed regains I hit point after Id4 hours.

Monsters and Death

Most DMs have a monster die the instant it drops to 0 hit points, rather than having it fall unconscious and make death saving throws.

Mighty villains and special nonplayer characters are common exceptions; the DM might have them fall unconscious and follow the same rules as player characters.

Knocking a Creature Out

Sometimes an attacker wants to incapacitate a foe, rather than deal a killing blow. When an attacker reduces a creature to 0 hit points with a melee attack, the attacker can knock the creature out. The attacker can make this choice the instant the damage is dealt. The creature falls unconscious and is stable.

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