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. CREDITS D&D Lead Designers: Mike Mearls, jeremy Crawford Dungeon Master's Guide Leads: ·Jeremy Crawford, Christopher Perkins, james Wyatt Designers: Robert J.
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Lead Designers: Mike Mearls, jeremy Crawford Dungeon Master's Guide Leads: ·Jeremy Crawford, Christopher Perkins, james Wyatt Designers: Robert J. Schwalb, Rodney Thompson, Peter Lee Editors: Scott Fitzgerald Gray, Michele Carter, Chris Sims, Jennifer Clarke Wilkes Producer: Greg Bilsland Art Directors: Kate Irw...
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, Aleksi Briclot, Filip Burburan, Milivoj Ceran , Sidharth Chaturvedi, Conceptopolis, jD, jesper Ejsing, Wayne England, Emily Fiegenschuh, Scott M. Fischer, justin Gerard, E.W.Hekaton, jon Hodgson, Ralph Horsley, Tyler Jacobson, Jason )uta, Sam Keiser, Chad King, Vance Kovacs, Oily Lawson, Chuck Lukacs, Howard Lyo...
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Miller, Mark Molnar, Terese Nielsen, William O'Connor, Hector Ortiz, Adam Paquette, Claudio Pozas, Steve Prescott, David Rapoza, Rob Rey, Aaron J. Riley, Amir Salehi, Mike Schley, Chris Seaman, Sean Sevestre, llya Shkipin, Carmen Sinek, Craig J Spearing, john Stanko, Alex Stone, Matias Tapia, joel Thomas, Cory Tre...
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ichard Whitters, Eva Widermann, Mark Winters , Ben Wootten, Kieran Yanner, james Zhang Additional Contributors: Wolfgang Baur, C.M. Cline, Bruce R. Cordell , jesse Decker, Bryan Fagan, james jacobs, Robin D. Laws, Colin McComb, David Noonan, Rich Redman , Matt Sernett, Lester Smith, Steve Townshend, Chris Tulach, ...
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David Ge rsnM a~ .:. ~ '-..;;. Brand and Marketing: athan S· '"~· ·- Chris Lindsay, Shelly azza o e. - ;;. Laura Tommervik, Kim Lunosao,.,.... - .e Based on the original D&D game created E. Gary Gygax and Dave Arneso • with Brian Blume, Rob Kuntz, james ~a r . a c - · ;;. :: Drawing from further development ...
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hnson, David " Zeb" Cook, Ed Green o • Keith Baker, Tracy Hickman, Margare Weis, Do gas es jeff Grubb, jonathan Tweet, Monte Cook, Skip illia s. Richard Baker, Peter Adkison, Bill Slavicsek, Andy Co ~ s and Rob Heinsoo Playtesting provided by over 175,000 fans of D& D. Thank you! Additional feedback provied ...
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llander, Mik Calow, Christopher D'Andrea, Brian Danford, Krupa! Desai, josh Dillard, SalT' E. Simpson Jr., Tim Eagon, David Ewalt, Rob Ford, Rober. Ford , Jason Fu ller, Pierce Gaithe, Richard Green, Chris op e· Hackler, Adam Hennebeck, Sterling Hershey, Paul Hughes. Gregory L. Harris, Yan Lacharite, Shane Leahy, ...
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nathan Longstaff, Rory Madden, Matt Maranda, Derek Mcintosh, Pau l Melamed, Shawn Merwin, Lou Michelli, Mike Mihalas, David Milma n, Daren Mitchel. Matthew Mosher, David Muller, Kevin Neff, Adam Page, jon- Proudfoot, Max Reichlin , Karl Resch, Matthew Rolston, jasor Romein, Sam Sherry, Pieter Sleijpen, Robin Stacey...
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N THE COVER Tyler jacobson illustrates the arch lich Acererak as he raises an army of undead and prepares to unleash it on an unsuspecting world . 620A921900000l EN ISBN: 978-0-7869-6562-5 First Printing: December 2014 987654321 CE Disclaimer: Wizards of the Coast does not officially endorse the following u;c:...
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n Master. First, always keep a straight face and say OK no matter how ludicrous or doomed the players' plan of action is. Suo,. a ra tr.a:-~r ...... .a: happens, pretend that you intended all alongfo r everything to unfold the way it did. Third, if you're not sure what to do next, feign if/ness, end the session early...
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dy them fo r a moment with a look of deep concern mixed with regret, let loose a heavy sigh, and announce that T10rra: ~frorP:" =~e s and attacks. DUNGEONS & DRAGO NS, 0&0 , Wizards of the Coast, Forgotten Realms. rr~ ::7~,... ... =-- ~"'0 ~ Poyer's Handbook, Monster Manual, Dungeon Moster's Guide, al l other Wiza ...
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marks ofWiza""".s : :.- ~ ~st - ~re SA and other cou ntries. All characters and thei r distinctive like nesses are property of Wizards of the Coast. This mate rial is protected und er th e copyright laws o: ·-e - :.e= S:z:es or A~erica. Any re production or una uthorized use of the material or artwork contained he re...
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asbro SA, Rue Emile- Boechat 31, 2800 Delemont, CH. . CONTENTS INTRODUCTION 4 Unusual Environments .............................................. 116 The Dungeon Master ....................................................... 4 How to Use This Book ................................................... .4 Traps .......
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w Your Players ........................................................... 6 Linking Adventures .................................................... 125 Campaign Tracking ..................................................... 126 PARTl 7 Recurring Expenses ................................................... 126 Do...
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........... 127 CHAPTER 1: A WORLD OF YOUR OWN ................ 9 The Big Picture ................................................................. 9 Gods of Your World ........................................................ 10 Mapping Your Campaign ............................................... 14 Settlements ....
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. 15 Languages and Dialects ............................................... 20 Factions and Organizations ......................................... 21 Magic in Your World ..................................................... 23 CHAPTER 7: TREASURE ......................................... 133 Types of Treasure ......
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Treasure ....................................................... 133 Magic Items .................................................................. 135 Sentient Magic Items ................................................. 214 Artifacts ......................................................................... 219 O...
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reating a Campaign ................................................... 25 Campaign Events .......................................................... 26 PART3 233 Play Style ........................................................................ 34 CHAPTER 8: RUNNING THE GAME ................. 235 Tiers of Play ....
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.................................................................. 235 Flavors of Fantasy ........................... : ............................ 38 The Role of Dice .......................................................... 236 CHAPTER 2: CREATING A MULTIVERSE ......... 43 Using Ability Scores ....................
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................................................................. 43 Exploration ................................................................... 242 Planar Travel ................................................................. 44 Social Interaction ....................................................... 244 A...
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................................................................. 246 Ethereal Plane ............................................................... 48 Combat .......................................................................... 247 Feywild .... : ...................................................................
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....................................................... .' .......... 51 Siege Equipment ............................................. , ........... 255 Inner Planes .................................................................... 52 Diseases .........................................................................
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................................................................ 257 Other Planes .................................................................. 67 Madness ........................................................................ 258 Known Worlds of the Material Plane ....................... 68 Experience Points...
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TER 9: DuNGEON MASTER's WORKSHOP .................................................................. 263 CHAPTER 3: CREATING ADVENTURES ............ 71 Elements of a Great Adventure .................................. 71 Published Adventures .................................................. 72 Adventure Structure ....
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Types ........................................................... 72 Complications ................................................................ 79 Creating Encounters ..................................................... 81 Ability Options ............................................................. 263 Advent...
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............................................... 270 Creating a Monster ..................................................... 273 Creating a Spell.. ......................................................... 283 Creating a Magic Item ............................................... 284 Creating New Character Options ....
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...... 85 APPENDIXA: RANDOM DUNGEONS 290 CHAPTER 4: CREATING NONPLAYER CHARACTERS ................................................................ 89 Designing NPCs ........................................................... 89 NPC Party Members .................................................... 92 Contacts ......
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........................................................... 94 Extras .............................................................................. 94 Villains ............................................................................ 94 Starting Area .................................................................
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................................................................. 291 Chambers ..................................................................... 291 Stairs ............................................................................. 291 Connecting Areas ....................................................... 29...
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292 Villainous Class Options ............................................. 96 APPENDIX B: MONSTER LISTS 302 CHAPTER 5: ADVENTURE ENVIRONMENTS ... 99 Dungeons ........................................................................ 99 APPENDIX C: MAPS 310 Mapping a Dungeon ..........................................
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06 Mapping a Wilderness ............................................... 108 Wilderness Survival ................................................... 109 APPENDIX D: DUNGEON MASTER INSPIRATION 316 ------------------- Settlements .................................................................. 112 Mapping a Settl...
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[Path: Introduction ] .................. 114 INDEX 317 Urban Encounters .............. : ......................................... 114 ------------------------------ . 4 INTRODUCTION r T'S GOOD TO BE THE DU NGEON MASTER! NOT ONLY d? y~u get to tell fantastic stories about heroes, v1llams, monsters, and magic, ...
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[Path: Introduction ] want to try, this book is for you. The Dungeon Master's Guide assumes that you know the basics of how to play the D&D tabletop roleplaying game. If you haven't played before, the DuNGEONS f!f> DRAGONS Starter Set is a great starting point for new players and DMs. This book has two important...
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[Path: Introduction ] create characters and the rules you need to run the game, and the Monster Manual, which contains ready-to- use monsters to populate your D&D world. THE DUNGEON MASTER The Dungeon Master (DM) is the creative force behind a D&D game. The DM creates a world for the other players to explore, and ...
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[Path: Introduction ] an be as short as a single game session. Longer adventures might embroil players in great conflicts that require multiple game sessions to resolve. When strung together, these adventures form an ongoing campaign. A D&D campaign can include dozens of adventures and last for months or years. A...
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[Path: Introduction ] of a campaign, the DM creates adventures by placing monsters, traps, and treasures for the other players' characters (the adventurers) to discover. As a storyteller, the DM helps the other players visualize what's happening around them, improvising when the adventurers do something or go some...
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[Path: Introduction ] ting characters, breathing life into them. And as a referee, the DM interprets the rules and decides when to abide by them and when to change them. Inventing, writing, storytelling, improvising, acting, refereeing-every DM handles these roles differently, and you'll probably enjoy some more t...
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[Path: Introduction ] n. Focus .on the aspects you enjoy and downplay the rest. For example, if you don't like creating your own adventures, you can use published ones. You can also lean on the other players to help you with rules mastery and world-building. The D&D rules help you and the other players have a goo...
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[Path: Introduction ] . The D&D rules help you and the other players have a good time, but the rules aren't in charge. You're the DM, and you are in charge of the game. That said, your goal isn't to slaughter the adventurers but to create a campaign world that revolves around their actions and decisions, and to k...
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[Path: Introduction ] memories of your players long after the final game session is concluded. INTRODUCTION How TO UsE THIS BooK This book is organized in three parts. The first part helps you decide what kind of campaign you'd like to run. The second part helps you create the adventures- the stories-that will co...
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[Path: Introduction ] f the game and modify them to suit the style of your campaign. PART 1: MASTER OF WORLDS Every DM is the creator of his or her own campaign world. Whether you invent a world, adapt a world from a favorite movie or novel, or use a published setting for the D&D game, you make that world your ow...
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[Path: Introduction ] where you set your campaign is one of countless worlds that make up the D&D multiverse, a vast array of planes and worlds where adventures happen. Even if you're using an established world such as the Forgotten Realms, your campaign takes place in a sort of mirror universe of the official set...
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[Path: Introduction ] s you see fit and yours to modify as you explore the consequences of the players' actions. Your world is more than just a backdrop for adventures. Like Middle Earth, Westeros, and countless other fantasy worlds out there, it's a place to which you can escape and witness fantastic stories unfo...
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[Path: Introduction ] flow around the adventurers, so that they feel part of something, instead of apart from it. Consistency is a key to a believable fictional world. When the adventurers go back into town for supplies, they should encounter the same nonplayer characters.(NPCs) they met before. Soon, they'll lea...
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[Path: Introduction ] arkeep's name, and he or she will remember theirs as well. Once you have achieved this degree of consistency, you can provide an occasional change. If the adventurers come back to buy more horses at the stables, they might discover that the man who ran the place went back home to the large ci...
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[Path: Introduction ] , but one that they'll notice- makes the players feel as though their characters are part of a living world that changes and grows along with them. Part 1 of this book is all about inventing your world. Chapter 1 asks what type of game you want to run, and helps you nail down a few important ...
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[Path: Introduction ] Chapter 1 asks what type of game you want to run, and helps you nail down a few important details about your world and its overarching conflicts. Chapter 2 helps you put your world in the greater context of the multiverse, expanding on the information presented in the Player's Handbook to dis...
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[Path: Introduction ] RES Whether you write your own adventures or use published ones, expect to invest preparation time beyond the hours you spend at the gaming table. You'll need to carve out some free time to exercise your creativity as you invent compelling plots, create new NPCs, craft encounters, and think ...
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[Path: Introduction ] elping you create and run great adventures. Chapter 3 covers the basic elements of a D&D adventure, and chapter 4 helps you create memorable NPCs. Chapter 5 presents guidelines and advice for running adventures set in dungeons, the wilderness, and other locales, and chapter 6 covers the time...
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[Path: Introduction ] he time between adventures. Chapter 7 is all about treasure, magic items, and special rewards that help keep the players invested in your campaign. PART 3: MASTER OF RULES DUNGEONS & DRAGONS isn't a head-to-head competition, but it needs someone who is impartial yet involved in the game to g...
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[Path: Introduction ] lace within it, the DM is a natural fit to take on the referee role. · As a referee, the DM acts as a mediator between the rules and the players. A player tells the DM what he or she wants to do, and the DM determines whether it is successful or not, in some cases asking the player to make ...
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[Path: Introduction ] roll" while looking up the ore's Armor Class. The rules don't account for every possible situation that might arise during a typical D&D session. For example, a player might want his or her character to hurl a brazier full of hot coals into a monster's face. How you determine the outcome of ...
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[Path: Introduction ] setting the Difficulty Class (DC) at 15. If the Strength check is successful, you then determine how a face full of hot coals affects the monster. You might decide that it deals ld4 fire damage and imposes disadvantage on the monster's attack rolls until the end of its next turn. You roll the...
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[Path: Introduction ] d of its next turn. You roll the damage die (or let the player do it), and the game continues. Sometimes mediating the rules means setting limits. If a player tells you, "I want to run up and attack the ore," but the character doesn't have enough movement to reach the ore, you say, "It's too...
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[Path: Introduction ] t would you like to do instead?" The player takes the information and comes up with a different plan. To referee the rules, you need to know them. You don't have to memorize this book or the Player's Handbook, but you should have a clear idea of their contents so that, when a situation requi...
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[Path: Introduction ] es you need to play the game. Part 3 of this book offers a wealth of information to help you adjudicate the rules in a wide variety of situations. Chapter 8 presents advice for using attack rolls, ability checks, and saving throws. It also includes options appropriate for certain play styles ...
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[Path: Introduction ] nes, and rules for madness. If you like to create your own stuff, such as new monsters, races, and character backgrounds, chapter 9 shows you how. That chapter also contains optional rules for unusual situations or play styles, such as the use of firearms in a fantasy setting. INTRODUCTION ...
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[Path: Introduction ] y setting. INTRODUCTION 5 . KNow YouR PLAYERS The success of a D&D game hinges on your ability to entertain the other players at the game table. Whereas their role is to create characters (the protagonists of the campaign), breathe life into them, and help steer the campaign through their ...
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[Path: Introduction ] do awesome things. Knowing what your players enjoy most about the D&D game helps you create and run adventures that they will enjoy and remember. Once you know which of the following activities each player in your group enjoys the most, you can tailor adventures that satisfy your players' pr...
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[Path: Introduction ] and speaking in their characters' voices. Roleplayers at heart, they enjoy social interactions with NPCs, monsters, and their fellow party members. Engage players who like acting by ... giving them opportunities to develop their characters' personalities and backgrounds. • allowing them to i...
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[Path: Introduction ] rs' back- grounds into your adventures. ExPLORING Players who desire exploration want to experience the wonders that a fantasy world has to offer. They want to know what's around the next corner or hill. They also like to find hidden clues and treasure. Engage players who like exploration by...
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[Path: Introduction ] ch descriptions of exciting environments, and using interesting maps and props. • giving monsters secrets to uncover or cultural details to learn. INSTIGATING Player's who like to instigate action are eager to make things happen, even if that means taking perilqus risks. They would rather r...
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[Path: Introduction ] g them to affect their surroundings. • including things in your adventures to tempt them. letting their actions put the characters in a tight spot. including encounters with NPCs who are as feisty and unpredictable as they are. INTRODUCTTON FIGHTING P layers who enjoy fantasy combat like ki...
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[Path: Introduction ] a fight, favoring bold action over careful deliberation. Engage players who like fighting by ... • springing unexpected combat encounters on them. vividly describing the havoc their characters wreak with their attacks and spells. including combat encounters with large numbers of weak monste...
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[Path: Introduction ] ng their characters' capabilities like to fine-tune their characters for peak combat performance by gaining levels, new features, and magic items. They welcome any opportunity to demonstrate their characters' superiority. Engage players who like optimization by ... ensuring steady access to ...
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[Path: Introduction ] ure hooks. including encounters that let their characters shine. providing quantifiable rewards, like experience points, for noncombat encounters. PROBLEM SOLVING Players who want to solve problems like to scrutinize NPC motivations, untangle a villain's machinations, solve puzzles, and com...
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[Path: Introduction ] and tactics with in-game benefits. • occasionally allowing a smart plan to grant an easy win for the players. creating NPCs with complex motives. STORYTELLING Players who love storytelling want to contribute to a narrative. They like it when their characters are heavily invested in an unfol...
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[Path: Introduction ] by ... using their characters' backgrounds to help shape the stories of the campaign. • making sure an encounter advances the story in some way. • making their characters' actions help steer future events. giving NPCs ideals, bonds, and flaws that the adven- turers can exploit. . PART1 Ma...
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[Path: Master of Worlds > A World of Your Own > The Big Picture ] en- turers can exploit. . PART1 Master of Worlds • • • • • . . OUR WORLD IS THE SETTING FOR YOUR CAMPAIGN, the place where adventures happen. Even if you use an existing setting, such as the Forgotten Realms, it becomes yours as you set your ...
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[Path: Master of Worlds > A World of Your Own > The Big Picture ] ke changes to it over the course of your campaign. This chapter is all about building your world and then creating a campaign to take place in it. THE BIG PICTURE This book, the Player's Handbook, and the Monster Manual present the default assumpt...
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[Path: Master of Worlds > A World of Your Own > The Big Picture ] y far from those assumptions. Settings such as Dark Sun, Eberron, Raven loft, Spelljammer, and Planescape venture further away from that baseline. As you create your own world, it's up to you to decide where on the spectrum you want your world to f...
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[Path: Master of Worlds > A World of Your Own > The Big Picture ] The gods are real and embody a variety of beliefs, with each god claiming dominion over an aspect of the world, such as war, forests, or the sea. Gods exert influence over the world by granting divine magic to their followers and sending signs and ...
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[Path: Master of Worlds > A World of Your Own > The Big Picture ] eat its rivals. While some folk might refuse to honor the gods, none can deny their existence. Much of the World Is Untamed. Wild regions abound. City-states, confederacies, and kingdoms of various sizes dot the Ia ndscape, but beyond their border...
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[Path: Master of Worlds > A World of Your Own > The Big Picture ] lers, but few know what lies beyond the mountains or in the depths of the great forest unless they've been there themselves. The World Is Ancient. Empires rise and fall, leaving few places that have not been touched by imperial grandeur or decay. W...
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[Path: Master of Worlds > A World of Your Own > The Big Picture ] knowledge survive in legends, magic items, and their ruins. Chaos and evil often follow an empire's collapse. Conflict Shapes the World's History. Powerful individuals strive to make their mark on the world, and factions of like-minded individuals ...
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[Path: Master of Worlds > A World of Your Own > The Big Picture ] he influence of such factions waxes and wanes as they compete with each other for power. Some seek to preserve the world and usher in a golden age. Others strive toward evil ends, seeking to rule the world with an iron fist. Still others seek goals ...
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[Path: Master of Worlds > A World of Your Own > The Big Picture ] n of a dead god. Whatever their goals, these factions inevitably collide, creating conflict that can steer the world's fate. The World Is Magical. Practitioners of magic are relatively few in number, but they leave evidence of their craft everywher...
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[Path: Master of Worlds > A World of Your Own > The Big Picture ] s a potion that heals wounds to something much more rare and impressive, such as a levitating tower or a stone golem guarding the gates of a city. Beyond the realms of civilization are caches of magic items guarded by magic traps, as well as magica...
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[Path: Master of Worlds > A World of Your Own > The Big Picture ] YouR WoRLD _______ _ In creating your campaign world, it helps to start with the core assumptions and consider how your setting might change them. The subsequent sections of this chapter address each element and give details on how to flesh out you...
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[Path: Master of Worlds > A World of Your Own > The Big Picture ] out above aren't carved in stone. They inspire exciting D&D worlds full of adventure, but they're not the only set of assumptions that can do so. You can build an interesting campaign concept by altering one or more of those core assumptions, just ...
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[Path: Master of Worlds > A World of Your Own > The Big Picture ] ous, and even adventurers have limited or no access to it? What if your campaign is set in a version of our own world's history? The World Is New. What if your world is new, and the characters are the first of a long line of heroes? The adventurers...
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[Path: Master of Worlds > A World of Your Own > The Big Picture ] might be champions of the first great empires, such as the empires of Netheril and Cormanthor in the Forgotten Realms setting. The World Is Known. What if the world is completely charted and mapped, right down to the "Here there be dragons" notatio...
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[Path: Master of Worlds > A World of Your Own > The Big Picture ] ons of the Eberron setting were once part of a great empire, and magically aided travel between its cities is commonplace. Monsters Are Uncommo"n. What if monsters are rare and terrifying? In the Ravenloft setting, horrific domains are governed by ...
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[Path: Master of Worlds > A World of Your Own > The Big Picture ] lives in perpetual terror of these darklords and their evil minions, but other monsters rarely trouble people's daily lives. Magic Is Everywhere. What if every town is ruled by a powerful wizard? What if magic item shops are common? The Eberron set...
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[Path: Master of Worlds > A World of Your Own > Gods of Your World ] ryday occurrence, as magical flying ships and trains carry travelers from one great city to another. Gods Inhabit the Land, or Are Entirely Absent. What if the gods regularly walk the earth? What if the characters can challenge them and seize the...
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[Path: Master of Worlds > A World of Your Own > Gods of Your World ] h mortals? In the Dark Sun setting, the gods are extremely distant-perhaps nonexistent-and clerics rely instead on elemental power for their magic. Gons OF YouR WoRLD Appendix B of the Player's Handbook presents a number of pantheons (loose grou...
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[Path: Master of Worlds > A World of Your Own > Gods of Your World ] pantheons for your campaign, or pick and choose deities and ideas from them as you please. See "A Sample Pantheon" in this section for an example. As far as the game's rules are concerned, it doesn't matter if your world has hundreds of deities o...
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[Path: Master of Worlds > A World of Your Own > Gods of Your World ] ot deities, so your world can associate domains with deities in any way you choose. LOOSE PANTHEONS Most D&D worlds have a loose pantheon of gods. A multitude of deities rule the various aspects of existence, variously cooperating with and compe...
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[Path: Master of Worlds > A World of Your Own > Gods of Your World ] den places to venerate gods of deception or destruction. Each deity in a pantheon has a portfolio and is responsible for advancing that portfolio. In the Greyhawk setting, Heironeous is a god of valor who DAWN WAR DEITIES Deity Alignment Asmo...
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[Path: Master of Worlds > A World of Your Own > Gods of Your World ] OUR OWN calls clerics and paladins to his service and encourages them to spread the ideals of honorable warfare, chivalry, and justice in society. Even in the midst of his everlasting war with his brother Hextor, god of war and tyranny, Heironeo...
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[Path: Master of Worlds > A World of Your Own > Gods of Your World ] tic, honoring deities of their own and acknowledging pantheons of other cultures. Individuals pay homage to various gods, regardless of alignment. In the Forgotten Realms, a person might propitiate Umberlee before setting out to sea, join a comm...
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[Path: Master of Worlds > A World of Your Own > Gods of Your World ] 's service and claim that god as a patron. Particularly devoted individuals become priests by setting up a shrine or helping to staff a holy site. Much more rarely, those who feel such a calling become clerics or paladins invested with the respo...
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[Path: Master of Worlds > A World of Your Own > Gods of Your World ] h the ethics of their patron deities, offer advice and blessings, perform religious rites, and provide training in activities their deities favor. Cities and large towns can host several temples dedicated to individual gods important to the comm...
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[Path: Master of Worlds > A World of Your Own > Gods of Your World ] world, crea~e a single god for each of the eight domains available to clerics: Death, Knowledge, Life, Light, Nature, Tempest, Trickery, and War. You can invent names and personalities for these deities, or borrow deities from other pantheons. T...
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[Path: Master of Worlds > A World of Your Own > Gods of Your World ] small pantheon that covers the most significant aspects of existence, and it's easy enough to extrapolate other areas of life each deity controls. The god of Knowledge, Suggested Domains Symbol Trickery Three triangles in tight formation Tric...
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[Path: Master of Worlds > A World of Your Own > Gods of Your World ] ts Death T attached to a circular shackle Death, Knowledge Partially shattered one-eyed skull Trickery, Death Snake in the shape of a dagger . for example, might also be patron of magic and prophecy, while the god of Light could be the sun go...
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[Path: Master of Worlds > A World of Your Own > Gods of Your World ] r campaign. This is the default pantheon in the fourth edition Player's Handbook (2008). The pantheon is summarized in the Dawn War Deities table. This pantheon draws in several nonhuman deities and establishes them as universal gods. These gods...
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[Path: Master of Worlds > A World of Your Own > Gods of Your World ] of their respective portfolios, rather than as racial deities. The pantheon also includes the archdevil Asmodeus as god of domination and tyranny. Several of the gods are drawn from other pantheons, sometimes with new names for the gods. Bane com...
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[Path: Master of Worlds > A World of Your Own > Gods of Your World ] both are altered. Set (renamed Zehir) comes from the Egyptian pantheon. The Raven Queen is akin to the Norse pantheon's He! and Greyhawk's Weejas. That leaves three gods created from scratch: Ioun, Melora, and Torog: OTHER RELIGIOUS SYSTEMS In ...