Dungeon Master's Guide 5e
Name Light Sensitivity Magic Resistance Magic Weapons Martial Advantage Mimicry Nimble Escape Otherworldly Perception Pack Tacti ...
If you want to take an NPC stat block and adapt it for a specific monster race, apply the ability modifiers and add the features ...
The NPC Features table summarizes the ability modifiers and features of variou nonhuman races, as well as various creatures from ...
SPELL DAMAGE Spell Level One Target Multiple Targets Cantrip ldlO ld6 l st 2dl0 2d6 2nd 3dl0 4d6 3rd SdlO 6d6 4th 6dl0 7d6 5th 8 ...
The simpler you r approach. the easier it is for a character to use the item in play. Giving the item charges is fine, especiall ...
286 ExAMPLE SuBRACE: ELADRIN Creatures of magic with strong ties to nature, eladrin live in the twilight realm of the Feywild. T ...
Age. Aasimar mature at the arne rate as humans but live a few years longer. Alignment. Due to their celestial herita ge, aasimar ...
288 The first step is to figure out what class feature or group of class features you're going to replace. Then you need to eval ...
SPELL POINTS BY LEVEL Class Level Spell Points Max Spell Level 1st 4 1st 2nd 6 lst 3rd 14 2nd 4th^17 2nd 5th 27 3rd 6th^32 3rd 7 ...
290 APPENDIX A: RANDOM DUNGEONS HIS APPENDIX HELPS YOU QUICKLY GENERATE a dungeon. The tables work in an iterative manner. First ...
Doors Whenever a table roll in dicate a door. roll on the Door Type table to determine it nature. then roll on the Beyond a Door ...
Connecting Areas When your map is done, consider adding doors between chambers and passages that are next to each other but othe ...
DUNGEON: LAIR d20 1 2 3 4 5 6 7 8- 9 10 11 12 13 - 14 15 16 17 18 19 20 Purpose Armory stocked with weapons and armor Audie nce ...
294 DUNGEON: STRONGHOLD dlOO 01-02 03-05 06 07 08-11 12-15 16 17 18 19-21 22-25 26 27-29 Purpose Antechamber where visitors seek ...
DUNGEON: TOMB d20 Purpose Antechamber for those that have come to pay respect to the dead or prepare themselves for burial ritua ...
CHAMBER CONTENTS Once you have a sense of the purpose of the various dungeon chambers, you can think about the contents of those ...
d20 Obstacle 2 4-8 9-12 13-14 15 16 17 18 19 Antilife aura ."c" a r,;o usof1d1 0 x 10ft.; while in the aura, li ·ng crea-Jres ca ...
TRICK OBJECTS RANDOM TREASURES d20 Object d20 Object Use the tables and guidelines in chapter 7, "Treasure" to Book 12 Pool of w ...
AIR dlOO 01-60 61-70 71-80 81-83 84-85 ODORS dlOO 01-03 04-05 06-39 40-49 S0-57 58-61 62-65 Effect Clear and damp Clear and draf ...
300 RELIGIOUS ARTICLES AND FURNISHINGS dlOO Item 01-05 Altar 06 - 08 Bells 09-ll Brazier 12 Candelabra 13-14 Candles 15 16 17 18 ...
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