Magical Creatures
Subclasses
Races
Spells and Magic
Geography
100

Small, black-hearted humanoids that lair in despoiled dungeons and other dismal settings. Individually weak, they gather in large numbers to torment other creatures.

Goblins

100

Adherents of this College master the art of oratory. Persuasion is regarded as a high art, and a well-reasoned, well-spoken argument often proves more persuasive than facts. These bards wield a blend of logic and theatrical wordplay, winning over skeptics and detractors with logical arguments and plucking at heartstrings to appeal to the emotions of audiences.

College of Eloquence.

100

The diminutive creatures survive in a world full of larger creatures by avoiding notice or, barring that, avoiding offense.

Halflings.

100

This powerful spell can bring a deceased creature back to life, provided they haven't been dead for longer than a century.

Raise Dead.

100

An expansive tract of wilderness, dotted with independent cities and overrun by bands of monstrous creatures, a rich and vibrant land with a long and storied history that encompassed some of the most important cities in all the Realms.

The Sword Coast.

200

Draconic-like creatures that worship dragons, are stronger in packs, and are most often encountered in caves.

Kobolds.

200

Their order gathers under at night to share news and trade warnings. They haunt the deepest parts of the wilderness, where they might go for weeks on end before crossing paths with another humanoid creature, let alone another druid. The wild is in the druid’s blood.

Circle of the Moon

200

Distantly related to giants and infused with the supernatural essence of their ancestors’ mountainous home, and have a wide array of skin tones resembling different types of stone.

Goliaths.

200

Used to detect thoughts or surface-level intentions, this spell is a favorite among interrogators and diplomats alike.

Detect Thoughts.

200

Remote and isolated owing to its tall mountains and dense jungles full of savage beasts, massive dinosaurs, and debilitating disease.

Chult.

300

Hulking monstrosities that stalk alpine peaks in a ceaseless hunt for food. Their snow-white fur lets them move like ghosts against the frozen landscape.

Yetis.

300

A mystique surrounds you, thanks to the boon of an archfey, the shining fruit you ate from a talking tree, the magic spring you swam in, or some other auspicious event. You who represents both the mortal and the fey realms.

Fey Wanderer.

300

Carrying their shelter on their backs gives them a special feeling of security wherever they go, for even if they visit a far, unknown country, they have a place to lay their heads.

Tortle.

300

Throws one object weighing 1 to 5 pounds within range that isn’t being worn or carried. It flies in a straight line in a direction before falling to the ground, stopping early if it impacts against a solid surface.

Catapault.

300

Known as the City of Skilled Hands and the Jewel of the North.

Neverwinter.

400

These creatures move with a jerky, uneven gait. They are clad in the moldering apparel they wore when put to rest, and carry the stench of decay.

Zombies.

400

The is a solemn commitment to punish those who have committed a grievous sin. When evil forces slaughter helpless villagers, when an entire people turns against the will of the gods, at times like this is a promise to set right that which has gone wrong.

Oath of Vengeance.

400

Their ancestors were transformed by centuries living in the deepest places of the Underdark. 

Duergar.

400

You create a spectral globe around the head of a willing creature you can see within range. The globe is filled with fresh air that lasts until the spell ends. I

Air Bubble.

400

A Demiplane also known as the Plane of Shadow

The Shadowfell.

500

A powerful aquatic creature, known for its ability to control water and its enmity towards land dwellers. 


A Kraken.

500

To this Fighter, combat is an academic field, sometimes including subjects beyond the fighting arena, such as weapon-smithing and calligraphy. But there is no other individual that is more committed to the lessons of history, theory, and artistry that are reflected in warfare and conflict.

Battle Master.

500

The magic of the fey realm has given them an innate ability to perform, to delight, and to resist magical intrusion. While they’re usually found in the Feywild, they seek to bring a bit of their home plane’s splendor to other worlds.

Satyr.

500

You teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired.

Dimension Door.

500

An arctic tundra located in the Frozenfar region of the North.

Icewind Dale.