Candlekeep Mysteries
Candlekeep attracts scholars like a flame attracts moths. Historians, sages, and others who crave knowledge flock to this library fortress to peruse its vast collection of books, scribbled into which are the answers to the mysteries that bedevil them. Many of these books contain their own mysteries - each one a doorway to adventure. Dare you cross that threshold?
· 17 mystery-themed D&D adventures, each tied to a book discovered in the famed library fortress of Candlekeep
· Easy to run as stand-alone mini adventures or to drop into your home campaign
· Adventures span play from levels 1 to 16
· Includes a full poster map of Candlekeep, plus detailed descriptions of the various locations, characters, and creatures that reside within it
· Introduces a variety of Dungeons & Dragons monsters, items, and non-player characters (NPCs)
Curse of Strahd
Under raging storm clouds, the vampire Count Strahd von Zarovich stands silhouetted against the ancient walls of Castle Ravenloft. Rumbling thunder pounds the castle spires. The wind’s howling increases as he turns his gaze down toward the village of Barovia. Far below, yet not beyond his keen eyesight, a party of adventurers has just entered his domain. Strahd’s face forms the barest hint of a smile as his dark plan unfolds. He knew they were coming, and he knows why they came — all according to his plan. A lightning flash rips through the darkness, but Strahd is gone. Only the howling of the wind fills the midnight air. The master of Castle Ravenloft is having guests for dinner. And you are invited.
Baldurs Gate: Descent Into Avernus
Welcome to Baldur's Gate, a city of ambition and corruption. You’ve just started your adventuring career, but already find yourself embroiled in a plot that sprawls from the shadows of Baldur's Gate to the front lines of the planes-spanning Blood War! Do you have what it takes to turn infernal war machines and nefarious contracts against the archdevil Zariel and her diabolical hordes? And can you ever hope to find your way home safely when pitted against the infinite evils of the Nine Hells?
This heroic Dungeons & Dragons adventure book takes players from levels 1 to 13 as they journey through Baldur's Gate and into Avernus, the first layer of the Nine Hells.
Dungeon Master’s Guide
In a game of Dungeons & Dragons, the Dungeon Master (DM) serves as narrator—creating a world full of wonders and challenges for the other players’ characters to encounter.
Kick off your campaign with a thrilling introduction, complicate matters with moral quandaries, and end it all in an epic finale.
This book will teach you how to craft compelling plots and create balanced combat encounters that are as easy or deadly as you want them to be—from fresh level 1 characters picking a bar fight to a level 20 party battling a dragon god.
Dungeon of The Mad Mage
In the city of Waterdeep rests a tavern called the Yawning Portal, named after the gaping pit in its common room. At the bottom of this crumbling shaft is a labyrinthine dungeon shunned by all but the most daring adventurers. Known as Undermountain, this dungeon is the domain of the mad wizard Halaster Blackcloak. Long has the Mad Mage dwelt in these forlorn depths, seeding his lair with monsters, traps, and mysteries-to what end is a constant source of speculation and concern.
This adventure picks up where Waterdeep: Dragon Heist leaves off, taking characters of 5th level or higher all the way to 20th level should they explore the entirety of Halaster’s home. Twenty-three levels of Undermountain are detailed herein, along with the subterranean refuge of Skullport.
Eberron: Rising From The Last War
Whether aboard an airship or a train car, embark on thrilling adventures shrouded in intrigue! Discover secrets buried by years of devastating war, in which magic-fueled weapons threatened an entire continent.
In the post-war world, magic pervades everyday life, and people of all sorts flock to Sharn, a city of wonders where skyscrapers pierce the clouds. Will you find your fortune on mean city streets or scouring the secrets of haunted battlefields? Will you throw in your lot with the mighty dragonmarked houses, ruthless families who control whole nations? Will you seek truth as a newspaper reporter, a university researcher, or a government spy? Or will you forge a destiny that defies the scars of war?
This book provides tools that both players and Dungeon Masters need to explore the world of Eberron, including the artificer character class—a master of magical invention—and monsters birthed by ancient warmongering forces.
Princes of The Apocalypse
Called by the Elder Elemental Eye to serve, four corrupt prophets have risen from the depths of anonymity to claim mighty weapons with direct links to the power of the elemental princes. Each of these prophets has assembled a cadre of cultists and creatures to serve them in the construction of four elemental temples of lethal design. It is up to adventurers from heroic factions such as the Emerald Enclave and the Order of the Gauntlet to discover where the true power of each prophet lay, and dismantle it before it comes boiling up to obliterate the Realms.
· An epic adventure for characters levels 1 – 15, the Elemental Evil™ story arc, Princes of the Apocalypse provides everything a Dungeon Master needs to create an exciting and memorable play experience.
· Includes new elemental spells and the element-touched genasi as a new playable race.
Fizban's Treasury of Dragons
Fizban's Treasury of Dragons is a comprehensive guide to the dragons of the worlds of D&D. It introduces the gem dragons—a family of five dragon kinds—as well as a variety of other Dragons and dragon-related monsters, character options, and inspirations.
It also introduces the myth of the First World, created by the dragon gods Bahamut and Tiamat, giving readers a peek into the role dragons play in the myths of many Material Plane worlds—all with notes and anecdotes from doddering archmage (and avid baker) Fizban the Fabulous, divine avatar of Bahamut himself.
Draconic Races
Gain a gem dragon’s telepathic abilities or a special metallic dragon breath weapon—this book presents three variant dragonborn race options to give characters a draconic heritage strongly linked to the three great dragon families: chromatic, metallic, and gem.
Draconic Subclasses
It also adds two draconic subclasses: the Way of the Ascendant Dragon monk, who channels the essence of dragon’s breath to annihilate their enemies, and the Drakewarden ranger, bonded to an adorable draconic companion—a small Drake who may one day become a majestic winged creature large enough to ride.
Draconic Feats
Infuse a weapon with the power to deal a chromatic dragon’s elemental damage or manifest the healing and protective power of a metallic dragon—whether bestowed as a gift or won in battle, three draconic feats are also introduced for characters who form a connection with chromatic, gem, or metallic dragons.
Draconic Spells
Summon a draconic spirit to fight by your side. Transform yourself to gain draconic abilities. Or prank your enemies by casting Nathair’s mischief for an unpredictable effect sure to amuse the famous faerie dragon it’s named after. This book unveils a selection of spells associated with dragons that may be cast by spellcasting characters and monster alike.
Ghosts of Saltmarsh
Ghosts of Saltmarsh brings classic adventures into fifth edition Dungeons & Dragons. This adventure book combines some of the most popular classic adventures from the first edition of Dungeons & Dragons including the classic “U” series, plus some of the best nautical adventures from the history of Dungeon Magazine: Sinister Secret of Saltmarsh, Danger at Dunwater, Salvage Operation, Isle of the Abbey, The Final Enemy, Tammeraut’s Fate, The Styes.
· Ghosts of Saltmarsh includes a variety of seafaring adventures, enough to take characters from level 1 to level 12.
· This supplement introduces the port town of Saltmarsh, the perfect starting point for a nautical campaign.
· Each adventure can be played individually, inserted into your ongoing game or combined into a single epic nautical campaign.
· Dungeon Masters will find rules for ships and sea travel, deck plans for various vessels, an appendix with rules for new and classic monsters, and much more.
Guildmasters Guide to Ravnica
In Guildmasters’ Guide to Ravnica, the world’s most popular roleplaying game meets the world’s most popular trading card game. Released to coincide with the Magic set Guilds of Ravnica, it’s the perfect blend of story from the creators of Magic: The Gathering, wrapped around the rules, monsters, and magic of fifth edition Dungeons & Dragons.
· Everything you need to create characters and run adventures in Ravnica—one of the richest, most beloved settings in Magic: The Gathering.
· 5 new races, specific to Ravnica, plus 2 new subclasses, 78 new monsters, and 17 new magic items.
· “Krenko’s Way:” a ready-made adventure for level 1 characters.
Icewind Dale: Rime of the Frostmaiden
Beneath the unyielding night sky, you stand before a towering glacier and recite an ancient rhyme, causing a crack to form in the great wall of ice. Beyond this yawning fissure, the Caves of Hunger await. And past this icy dungeon is a secret so old and terrifying that few dare speak of it.
The mad wizards of the Arcane Brotherhood long to possess that which the god of winter's wrath has so coldly preserved--as do you! What fantastic secrets and treasures are entombed in the sunless heart of the glacier, and what will their discovery mean for the denizens of Icewind Dale? Can you save Ten-Towns from the Frostmaiden's everlasting night?
Brave the frozen North of Faerun in this Dungeons Dragons adventure for characters level 1-12. Explore the frontier of Icewind Dale!
Maps and guides will aid you on your journey through a land of isolation, paranoia, and deadly cold.
Venture into the Ten Towns and other beloved locations made famous by Drizzt Do'Urden and the Companions of the Hall. Encounter the hazards of a frozen wilderness.
This book provides DMs with rules for running adventures in icy tundras and wintery climes. Discover long-lost treasures, magic items, and long-forgotten spells in the icy depths of a truly unforgettable Dungeons; Dragons adventure.
Journeys Through The Radiant Citadel
Journeys through the Radiant Citadel is a collection of thirteen short, stand-alone D&D adventures featuring challenges for character levels 1–14. Each adventure has ties to the Radiant Citadel, a magical city with connections to lands rich with excitement and danger, and each can be run by itself or as part of an ongoing campaign. Explore this rich and varied collection of adventures in magical lands.
Through the mists of the Ethereal Plane shines the Radiant Citadel. Travelers from across the multiverse flock to this mysterious bastion to share their traditions, stories, and calls for heroes. A crossroads of wonders and adventures, the Radiant Citadel is the first step on the path to legend. Where will your journeys take you?
· Thirteen new stand-alone adventures spanning levels 1–14, each with its own set of maps
· Introduces the Radiant Citadel, a new location on the Ethereal Plane that connects adventurers to richly detailed and distinct corners of the D&D multiverse
· Each adventure can be set in any existing D&D campaign setting or on worlds of your own design
· Introduces eleven new D&D monsters
· There’s a story for every adventuring party, from whimsical and light to dark and foreboding and everything in between
Monster Manual
The Monster Manual presents a horde of classic Dungeons & Dragons creatures, including dragons, giants, mind flayers, and beholders—a monstrous feast for Dungeon Masters ready to challenge their players and populate their adventures.
The monsters contained herein are culled from the D&D game’s illustrious history, with easy-to-use game statistics and thrilling stories to feed your imagination.
The A to Z Fantasy Bestiary
This bestiary is for storytellers and worldbuilders. 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.
Populate your world with beasts both wondrous and sinister.
Horrifying mind flayers, shimmering unicorns, jiggly gelatinous cubes—this book contains over 150 ready-to-play, easy-to-run monsters of all levels to challenge heroes throughout their adventuring careers.
Common beasts mingle with the weird, the terrifying, and the ridiculous, inhabiting nearly every climate and terrain imaginable. Whether your adventure takes place in a swamp, a dungeon, or the outer planes of existence, there are creatures in this book to populate that environment.
Mordenkainen Presents: Monsters of the Multiverse
Sparkling with the musings of the wizard Mordenkainen, this tome features a host of creatures for use in the Dungeons & Dragons roleplaying game. Compiling and updating monsters that originally appeared in previous D&D fifth edition releases, these creatures represent some of the most benevolent and malevolent forces that D&D heroes might face.
The book also gathers together fantastical peoples from many different worlds. Each of these peoples represents a race option when you create your D&D character, expanding on the choices in the Player’s Handbook.
· Includes more than 250 monsters—updates to the monsters include making spellcasters easier for Dungeon Masters to run, giving many monsters more damage and resilience, and improving the organization of the stat blocks themselves
· Includes more than 30 playable races—brings the game’s setting-agnostic races into one book, complementing the races in the Player’s Handbook
· A multiverse of lore—includes updates to monster lore that refocuses their stories on the D&D multiverse, rather than on any particular world
Mythic Odysseys of Theros
Play Dungeons & Dragons in the Magic: the Gathering world of Theros—a realm shaped by the wrath of gods and the deeds of heroes, where champions vie for immortal favor and a place among legends.
· Rise above the common throng with Supernatural Gifts, abilities that give you remarkable powers that set you on the path to legend.
· Explore Theros as a Satyr or Leonin—mythic cat-like heroes from Magic: The Gathering. Mythic Odysseys of Theros introduces these races to fifth edition D&D for the first time.
· Master new powers with Magic: The Gathering-inspired subclasses like the Bard’s College of Eloquence and the Paladin’s Oath of Heroism.
· Encounter mythic monsters, creatures whose power and renown are such that their names are truly living myths.
· Wield the weapons of the gods—five signature artifacts used by Theros's deities.
Out of The Abyss
The Underdark is a subterranean wonderland, a vast and twisted labyrinth where fear reigns. It is the home of horrific monsters that have never seen the light of day. It is here that the dark elf Gromph Baenre, Archmage of Menzoberranzan, casts a foul spell meant to ignite a magical energy that suffuses the Underdark and tears open portals to the demonic Abyss. What steps through surprises even him, and from that moment on, the insanity that pervades the Underdark escalates and threatens to shake the Forgotten Realms to its foundations. Stop the madness before it consumes you!
A Dungeons & Dragons® adventure for characters of levels 1–15
Players Handbook
The Player’s Handbook is the essential reference for every Dungeons & Dragons roleplayer. It contains rules for character creation and advancement, backgrounds and skills, exploration and combat, equipment, spells, and much more. Use this book to create exciting characters from among the most iconic D&D races and classes.
For Adventurers—The Essential Rulebook
For those playing a character in a D&D adventure, the Player’s Handbook is essential for learning how to play and will serve as a lifelong companion for leveling up, equipment, and more.
Storm King's Thunder
Giants have emerged from their strongholds to threaten civilization as never before. Hill giants are stealing all the grain and livestock they can while stone giants have been scouring settlements that have been around forever. Fire giants are press-ganging the smallfolk into the desert, while frost giant longships have been pillaging along the Sword Coast. Even the elusive cloud giants have been witnessed, their wondrous floating cities appearing above Waterdeep and Baldur’s Gate. Where is the storm giant King Hekaton, who is tasked with keeping order among the giants?
The humans, dwarves, elves, and other small folk of the Sword Coast will be crushed underfoot from the onslaught of these giant foes. The only chance at survival is for the small folk to work together to investigate this invasion and harness the power of rune magic, the giants’ weapon against their ancient enemy the dragons. The only way the people of Faerun can restore order is to use the giants’ own power against them.
Strixhaven: Curriculum of Chaos
Strixhaven: A Curriculum of Chaos introduces the fantastical setting of Strixhaven University to Dungeons & Dragons, drawn from the multiverse of Magic: The Gathering. It also provides rules for creating characters who are students in one of its five colleges.
Characters can explore the setting over the course of four adventures, which can be played together or on their own. Each describes an academic year filled with scholarly pursuits, campus shenanigans, exciting friendships, hidden dangers, and perhaps even romance.
· Includes four brand new D&D adventures that can be played as stand-alones or woven together as a campaign from levels 1–10
· Adds a new playable race—an owlin, one of the owlfolk who study at the university
· Includes a bestiary of over forty magical creatures and NPCs
· Experience D&D in new ways through the academic challenges, extracurricular activities and jobs, and relationships explored on campus
· Includes a beautifully illustrated double-sided poster map that shows Strixhaven’s campus on one side and important locations on the other
· Attend an elite mage university, choose your college, and adventure your way to graduation
· Adds new player character options including feats and new backgrounds for first-year students at Strixhaven
Sword Coast Adventurer's Guide
Get everything you need to adventure in the Forgotten Realms on the exciting Sword Coast, home to the cities of Baldur’s Gate, Waterdeep, and Neverwinter. Crafted by the scribes at Green Ronin in conjunction with the Dungeons & Dragons team at Wizards of the Coast, the Sword Coast Adventurer’s Guide provides D&D fans with a wealth of detail on the places, cultures, and deities of northwestern Faerûn.
The Sword Coast Adventurer’s Guide is also a great way to catch up on recent events in the Forgotten Realms, to get background on locations featured in the Rage of Demons storyline coming in September, and to learn the lore behind video games like Neverwinter and Sword Coast Legends.
Here are just a few of the features you’ll find in the Sword Coast Adventurer’s Guide:
· Immersive Adventuring: This campaign sourcebook provides players and Dungeon Masters material for creating vibrant fantasy stories along the Sword Coast.
· New Character Options: The book offers new subclass options, such as the Purple Dragon Knight and the Swashbuckler, for many of the classes presented in the Player’s Handbook, as well as new subraces and backgrounds specific to the Forgotten Realms.
· Adventure in the Forgotten Realms: Discover the current state of the Forgotten Realms and its deities after the Spellplague and the second Sundering. You’ll also get updated maps of this area of the Realms.
· Compatible with Rage of Demons storyline: Make characters for use with the Out of the Abyss adventure and fight back the influence of the demon lords in the Underdark below the Sword Coast.
· Insider Information: Learn the background behind locations, such as Luskan and Gracklstugh, featured in the upcoming digital RPG, Sword Coast Legends, from n-Space.
Tales From The Yawning Portal
Within this tome are seven of the most compelling dungeons from the 40+ year history of Dungeons & Dragons. Some are classics that have hosted an untold number of adventurers, while others are some of the most popular adventures ever printed. The seeds of these stories now rest in your hands. D&D's most storied dungeons are now part of your modern repertoire of adventures. Enjoy, and remember to keep a few spare character sheets handy.
When the shadows grow long in Waterdeep and the fireplace in the taproom of the Yawning Portal dims to a deep crimson glow, adventurers from across the Forgotten Realms, and even from other worlds, spin tales and spread rumors of dark dungeons and lost treasures. Some of the yarns overheard by Durnan, the barkeep of the Yawning Portal, are inspired by places and events in far-flung lands from across the D&D multiverse, and these tales have been collected into a single volume.
For use with the fifth edition Player's Handbook®, Monster Manual®, and Dungeon Master's Guide®, this book provides fans with adventures, magic items and deadly monsters, all of which have been updated to the fifth edition rules. Explore seven deadly dungeons in this adventure supplement for the world's greatest roleplaying game.
Tales from the Yawning Portal Includes the Following Adventures:
Against the Giants
Dead in Thay
Forge of Fury
Hidden Shrine of Tamoachan
Sunless Citadel
Tomb of Horrors
White Plume Mountain
Tasha's Cauldron of Everything
The wizard Tasha, whose great works include the spell Tasha's hideous laughter, has gathered bits and bobs of precious lore during her illustrious career as an adventurer. Her enemies wouldn't want these treasured secrets scattered across the multiverse, so in defiance, she has collected and codified these tidbits for the enrichment of all.
EXPANDED SUBCLASSES. Try out subclass options for every Dungeons & Dragons class, including the artificer, which appears in the book.
MORE CHARACTER OPTIONS. Tasha's Cauldron of Everything introduces a host of class features and feats, plus straightforward rules for modifying a character's racial traits and customizing their origin.
INTRODUCING GROUP PATRONS. Whether you're part of the same criminal syndicate or working for an ancient dragon, each group patron option comes with its own perks and types of assignments.
SPELLS, ARTIFACTS & MAGIC TATTOOS. Discover more spells, as well as magic tattoos, artifacts, and other magic items for your campaign.
EXPANDED RULES OPTIONS. Try out rules for sidekicks, supernatural environments, natural hazards, and parleying with monsters, and gain guidance on running a session zero.
A PLETHORA OF PUZZLES. Ready to be dropped into any D&D adventure, puzzles of varied difficulty await your adventurers, complete with traps and guidance on using the puzzles in a campaign.
Full of expanded content for players and Dungeon Masters alike, this book is a great addition to the Player's Handbook. Baked in you'll find more rule options for all the character classes in the Player's Handbook, including more subclass options. Thrown in for good measure is the artificer class, a master of magical invention. And this witch's brew wouldn't be complete without a dash of added artifacts, spellbook options, spells for both player characters and monsters, magical tattoos, group patrons, and other tasty goodies.
The Explorer's Guide to Wildemount
A war brews on a continent that has withstood more than its fair share of conflict. The Dwendalian Empire and the Kryn Dynasty are carving up the lands around them, and only the greatest heroes would dare stand between them. Somewhere in the far corners of this war-torn landscape are secrets that could end this conflict and usher in a new age of peace—or burn the world to a cinder.
Create a band of heroes and embark on a journey across the continent of Wildemount, the setting for Campaign 2 of the hit Dungeons & Dragons series Critical Role. Within this book, you’ll find new character options, a heroic chronicle to help you craft your character’s backstory, four different starting adventures, and everything a Dungeon Master needs to breathe life into a Wildemount-based D&D campaign…
· Delve through the first Dungeons & Dragons book to let players experience the game as played within the world of Critical Role, the world’s most popular livestreaming D&D show.
· Uncover a trove of options usable in any D&D game, featuring subclasses, spells, magic items, monsters, and more, rooted in the adventures of Exandria—such as Vestiges of Divergence and the possibility manipulating magic of Dunamancy.
· Start a Dungeons & Dragons campaign in any of Wildemount’s regions using a variety of introductory adventures, dozens of regional plot seeds, and the heroic chronicle system—a way to create character backstories rooted in Wildemount.
The Wild Beyond the Witchlight
Once every eight years, the fantastic Witchlight Carnival touches down on your world, bringing joy to one settlement after the next. Its owners, Mister Witch and Mister Light, know how to put on a good show. But there’s more to this magical extravaganza than meets the eye!
The carnival is a gateway to a fantastic Feywild domain unlike anything found on the Material Plane. Time has not been kind to this realm, however, and dark days lie ahead unless someone can thwart the dastardly schemes of the Hourglass Coven.
The Wild Beyond the Witchlight takes adventurers from the Witchlight Carnival to Prismeer, a Feywild domain of delight, and is designed for characters of levels 1–8. This book comes with a poster map that shows the carnival on one side and Prismeer on the other.
· Explore the Plane of Faerie in the first official D&D adventure set primarily in the Feywild
· Easily drop The Witchlight Carnival into any campaign—for passage into the Feywild or just a night of carnival games and wild entertainment
· Introduces two races—play as a fairy or as a harengon, a race of humanoid rabbits
· Adds two backgrounds—the Feylost who grew up in the Feywild, and a Witchlight Hand who works at the carnival
· All encounters can be resolved without resorting to combat, rewarding clever ideas and creative roleplay
Tomb of Annihilation
The talk of the streets and taverns has all been about the so-called death curse: a wasting disease afflicting everyone who’s ever been raised from the dead. Victims grow thinner and weaker each day, slowly but steadily sliding toward the death they once denied.
When they finally succumb, they can’t be raised–and neither can anyone else, regardless of whether they’ve ever received that miracle in the past. Temples and scholars of divine magic are at a loss to explain a curse that has affected the entire region, and possibly the entire world.
The cause is a necromantic artifact called the Soulmonger, which is located somewhere in Chult, a mysterious peninsula far to the south, ringed with mountains and choked with rain forests.
· An adventure for characters of levels 1 – 11, Tomb of Annihilation provides the Dungeon Master with the core adventure needed to create an exciting and memorable play experience.
· Expands on the Forgotten Realms setting of Chult, providing extensive detail on the hidden peninsula, and includes a large pull-out map of the region.
Tyranny of Dragons
Tyranny of Dragons combines and refines two action-packed Dungeons & Dragons adventures—Hoard of the Dragon Queen and The Rise of Tiamat—into a single sweeping campaign. It also includes a gallery of concept art providing a behind-the-scenes look at the creation of an epic adventure spotlighting Tiamat, one of the most legendary foes in D&D.
· A wonderful re-introduction to 5th edition’s first published adventures for new fans
· Begins as a low-level adventure suitable for new players and evolves into an epic, sprawling campaign bringing players all the way from level 1 to level 15
· Adventure has been rebalanced to be easier for a new Dungeon Master to run and a better play experience.
Van Richten's Guide to Ravenloft
Terror stalks the nightmare realms of Ravenloft. No one knows this better than monster scholar Rudolph Van Richten. To arm a new generation against the creatures of the night, Van Richten has compiled his correspondence and case files into this tome of eerie tales and chilling truths.
· Travel (perhaps even by choice) to Ravenloft's expanded Domains of Dread—each domain with its own unique flavor of horror, thrilling story hooks, and grisly cast of characters
· Craft your own D&D horror settings, add tension with optional rules, and get advice for running a game that's ghastly in all the right ways
· Create characters with lineages tied to vampires, undead, and hags, horror-themed subclasses, the Investigator background, and "Dark Gifts" that may be a double-edged sword
· Unleash nightmarish monsters from an expanded bestiary, and browse a collection of mysterious trinkets
· Explore Ravenloft in the included Dungeons & Dragons adventure—play as a stand-alone adventure or drop it into your current game for a bit of sinister fun
Volo's Guide to Monsters
This is NOT just another Monster Manual! Volo’s Guide to Monstersprovides something exciting for players and Dungeon Masters everywhere.
· A deep dive into the lore behind some of D&D’s most popular and iconic monsters
· Dozens of monsters new to the fifth edition to include in your epic adventures
· New playable races to allow you to build characters to fit nearly any type of story in your D&D game.
The esteemed loremaster Volothamp Geddarm is back and he’s written a fantastical dissertation, covering some of the most iconic monsters in the Forgotten Realms. Unfortunately, the Sage of Shadowdale himself, Elminster, doesn’t believe Volo gets some of the important details quite right.
Don’t miss out as Volo and Elminster square off (academically speaking of course) to illuminate the uninitiated on creatures both common and obscure. Uncover the machinations of the mysterious Kraken Society, what is the origin of the bizarre froghemoth, or how to avoid participating in the ghastly reproductive cycle of the grotesque vargouille.
Dungeon Masters and players will get some much-needed guidance as you plan your next venture, traipsing about some dusty old ruin in search of treasure, lore, and let’s not forget ... dangerous creatures whose horns, claws, fangs, heads, or even hides might comfortably adorn the walls of your trophy room. If you survive.
Waterdeep: Dragon Heist
Welcome to Waterdeep. You’re summoned by Volothamp Geddarm, famous explorer and raconteur, to complete a simple quest. Is anything ever really simple though?
· Waterdeep, known as the City of Splendors, is one of D&D’s most iconic locations. Also the setting for the board game Lords of Waterdeeep, it’s the jewel of the Sword Coast—a sprawling melting pot held together by firm laws and swift justice.
· Take players through levels one to five in this Dungeons & Dragons adventure. Five story arcs guide players through each level for a multi-session campaign experience inspired by classic heist films.
Xanthar’s Guide to Everything
The beholder Xanathar—Waterdeep’s most infamous crime lord—is known to hoard information on friend and foe alike. The beholder catalogs lore about adventurers and ponders methods to thwart them. Its twisted mind imagines that it can eventually record everything!
Xanathar's Guide to Everything is the first major expansion for fifth edition Dungeons & Dragons, offering new rules and story options:
· Over twenty-five new subclasses for the character classes in the Player’s Handbook, including the Cavalier for the fighter, the Circle of Dreams for the druid, the Horizon Walker for the ranger, and many more
· Dozens of new spells, a collection of racial feats, and a system to give your character a randomized backstory
· A variety of tools that provide Dungeon Masters fresh ways to use traps, magic items, downtime activities, and more—all designed to enhance a D&D campaign and push it in new directions
Amid all this expansion material, Xanathar offers bizarre observations about whatever its eyestalks happen to glimpse. Pray they don’t come to rest on you.